Thanks!
And by OTG, I’m saying that I can’t OTG with any character at all. I didn’t know Trish couldn’t do it.
it has to be an assist that supports wright to get evidence dr doom hidden missiles or sentinels drone assist
And np vers o.o
I can’t get the Air H with dH to connect.
I’m supposed to be in the air already with the opponent grounded or both have to be in the air?
Also, do you have any midscreen combos?
I’m not sure how exactly that’s supposed to connect, it looks incomplete. The one I know It is relative to the 10th mission of Trish. I pulled this combo off already.
Air H, Down H, L,M,H,S, Air M, Air down H, [214 L - the peeka/hopscotch thingy] , air M, air H, then land, continue to H , cr. H, S , Super Jump, L, L, M, M…etc.
Just to note, I didn’t add any assist calls because those are specific. I call two assists on my full version of that combo (No OTG assists in my team).
her Air H links with d.H (divekick) when started, i normally start the air H after an air dash then link it with the divekick. Also it was that mission that made me wonder about Trish being able to use H twice during a combo so i tested ,:h:,cr. :h: to see if they connected and they did but it wont link if you press :l: before the Medium. (cr. :h: wont be linkable after :h: if :l: was pressed during combo)
@Verstande it has to be done on grounded opponent, whether they crouch or not the air H into divekick (d.H) links together as part of a combo. Also this combo is not corner-only it can be done mid-screen as well.
I was wondering of s.H, S, is good. The H comes out relatively fast (I think) and covers good distance.
Also, do you think standing M is a good combo starter?
One more thing, by this: 214 L - the peeka/hopscotch thingy, do you mean the sword that spins or the yellow spark?
standing M is terrible, its slower than light by like 3 frames, its good at only certain occasions like if you catch someone in the corner with Maximum Voltage, you can hit them with M at the end of it if they are high enough but i dont go for standing supers so i cant prove if you can continue a combo after hitting them with M.
hopscotch is the electrical mine trish places on the ground that shoots upward if an enemy is over it.
I’m sorry if my questions sound stupid, but I’m new to this game =(
Against Dormammu,
This fight is slightly in Dormammu’s favor imo. The stalker fire stuff is really something that you need to prevent all together, which is why you need to get in his face with Trish. However with the carpet nerf you can actually stay in Dormammu’s face and divekick freely. You need to be careful though, chaotic flame(instant super) will kill Trish will be dead for sure. If he catches you in a energy column trap(spamming it) your divekick should be able to get you out before the next column will hit; land and maximum voltage him(a bit situational to actually land this).
Always something to remember as well is great empty jump mixups: [media=youtube]UXa1uhtI64I[/media]
FlashMetroid puts it to awesome use of just airdashing straight down into c.L. Dormammu lacks any fast normals of his own so as long as you can keep in his face and keep him blocking something the fight be a lot easier.
How useful is Trish’s Peekaboo/Hopscotch (I think I wrote it right) as an anti-air. Is it worth having as a replacement for her projectile assist?
Before you guys automatically say “yes” I wanna remind you guys what Low Voltage can do with teleport characters, in my case Dante and Virgil.
It can set up mix ups, cover teleport recovery, cover ground, and be used to poke from full screen. A full screen hit with Low Voltage (it’s got a hit confirmable amount of hit stun if you train your reactions for it, if I remember right) can lead into a decent combo with those two.
Then the idea of an x-factored tri-dashing magneto comes into my head and I go “ffffffuuuuuuuuuu…”
Trish’s Peekaboo assist is immensely useful, both as an anti-air and as an anti-mosteverything. It’s especially strong with teleport characters.
If Trish assist puts a Peekaboo in front of you and then someone teleports behind you, the sprite appearing behind yours will actually push you into the Peekaboo setting it off instantly. It is very hard to block.
However, I understand that Vergil needs assists to help make his ground game safer so Low Voltage may still be what you’re looking for.
The trap assists is what I prefer over the voltage assist. I know teleporters benefit a lot from voltage but they can benefit from trap assists just as equally creating even more mixup options. Voltage being a projectile is decent but the main problem is startup. The lag is enough for a bionic arm, chaotic flame, or something similar to straight up kill Trish on reaction especially if you’re using it as a zoning tool. The durability is something questionable too, you’re not going to be going through any Doom plasma beams. There are other projectiles that are much better suited for this sort of thing like Hawkeye/Taskmaster arrows.
The interesting thing is that hopscotch can’t be destroyed while peekaboo can be broken by certain normals and projectiles. So hopscotch defensively can bail you out of situations the other two assists won’t. In terms of AA, hopscotch is actually the best choice.
thanks guys
lol i always chose that assist and i knew it was useful as hell, it helps stop teleport spamming Dark Phoenixes and get a free combo and stops rush down characters / slows them down from progressing to close to you and she leaves right away after placing it down too.
does a c. viper/ trish or trish/x23 team make sense? an attack and retract team
Trish + Viper and Trish + X/23 are both really solid for a bunch of reasons. OTG assists are great for Trish. Both pairs have access to unblockables. Trish covers some of their bad match-ups, easy DHCs, etc.
Add someone with a good “get in there” assist to anchor either of those pairs and you have a good team starting.
tnx, i found out that trish is really fun to play and whatever team i choose she’s my 2nd character (her versatility is awesome!). i just can’t decide on x-23 or viper
In Vanilla, Phoenix was a bad matchup. In umvc3 I really don’t think Trish has any bad matchups. You have to play differently depending on the matchup (eg. you can’t be super lame against teleporters like dante) but she isn’t really at a big disadvantage against anyone.
What do you guys think about Trish, Wesker, and Nemesis?
i wouldnt anchor nemesis, hes only reliable on point.
And also i faced Dark Phoenix with Trish, the Air H hitbox buff really changed the match up, if it hit confirms cancel to divekick, you win the match. Matter a fact, lots of characters beat Dark Phoenix for free now ever since they cant spam with her the air fireballs that made her the good character that she was. Vergil beats her pretty free too in the center of the screen~ i do alot of random shit against DP, she isnt threatening anymore specially since she has no meter and cant gain 1 bar from XF3 combo (thank god meter gain nerf)