This is a good one. I’d actually recommend that people get in the habit of doing an option select with her j.:h:.
It’s an awesome poke of hers in air to air or air to ground. You should do the dive kick motion regardless, in case the j.:h: connects. If they don’t get hit or block the j.:h:, the dive kick never comes out.
You can even go a step further and then cancel the j.:h: into a Special. It’s a great way to play the neutral game, whirling your sword around and placing traps/throwing lightning.
So it looks something like this:
[INDENT=1]j.:h::d::h::d::db::atk:[/INDENT]
You can even throw in some option select throw techs as well:
You can do a hard knockdown into Round Harvest, tag in Wright, call Doom, get your evidence, missiles start falling and go for a mixup to land an Objection.
Trish/doom-b is really strong but that usually means blocking long enough to find an opening to create breathing room which is pretty hard when you don’t have a get-off-of-me-assist. Not sure on how good Wright’s assists are, but it sounds like a fun team to experiment with.
Wright’s assist are some of the best in turnabout. Get Em Missile is great for being a low and hard as hell to see (and punish Phoenix)
though pretty much what UEZ said. Trish>BnB>hard knockdown into Round Harvest, tag out, evidence it up. Have Doom cover the air and Maya covering the ground.
I think Get 'em Missile is not invincible in Turnabout though, while the other two are. But it being a low attack would definitely allow for some nasty unblockables.
Magneto’s one of her bad matchups, but keep in mind cM allows Trish to slide under his Disrupter and gain ground. She has just as good mobility as he does. If he’s mixing you up with his high/low tri dash guessing game keep in mind you can play that game too.
Zero? jump up+back and play that one lame. Condition Zero to expect the trap game with lots of super jumps and trap/flight cancelling her dive kick. Then go in with a dive kick into her LMH. Cancel that into a hopscotch if blocked and jump away to keep laying out traps, contine into S if it hits. Don’t stay on the ground at all in this fight, that’s just asking Zero to cross you up. As long as you have an assist that helps Trish get in (any beam) or lock them down (Jam Session, Cold Star) you should also be relying on her tri dashes to set up high low guessing games. That’s not really a Zero tip, just a general thing you should be doing with Trish anyway. Too many people rely solely on her divekick to get in there, and she has better options.
I’m sure KJunk probably has something more informative, but in general I don’t think Trish/Zero is a bad matchup whatsoever. I’d even go as far as to say that it’s pretty solidly in Trish’s favor.
Thanks for the advice. I struggle with Mag more so than Zero but I end up always losing to our local Zero player so I wanted to hammer down that match up since his Zero is where he gets me most of the time.
The thing about Magneto is that I think he really just shuts down alot of what Trish likes to do. That isn’t a match where you should be playing lame at all. Air disrupter is going to shut down her air game alot. A few times I’ll get lucky and hit him with an air round trip, but the Magneto really has to jump into it since disrupter is so much faster than the sword. I’ve yet to run into a Mags that uses his new gravitation moves but that is going to seriously fuck up everything you want to do.
Try to stay on top of him. Trish has fantastic range with jump H. Use this to get over and in on his disrupter and convert it into a combo. As long as you have an OTG assist (you’re playing Trish, why wouldn’t you?) you can convert this to roughly 800k damage from anywhere on the screen using her OTG Air Max Voltage as a combo ender. Or better yet set up the Round Harvest unblockable and kill him right off. Jump at him with caution. Remember that if you jump up high and lay a trap, he can pull you right back down. I have Ammy on my team, so I’m a fan of getting into Cold Star range, and using the assist to Tri dash into cL, square dash into L or S (overheads), instant air L, or going for a cross up divekick, though I’m not really good at that last one.
Eh, I think an OTG assist helps Trish go from solid to beast. But if you have Dante you have that Jam Session lockdown assist. Which is nice for anyone but again it’s nice to help Trish use her tri dashes into the high/low game. I don’t know about Virgil yet. I can’t really stand the sight of Dante and Virgil, but I think team DMC seems reasonably solid.
vs Zero – they either lame and lvl3 buster all day or rush you down senselessly. I’d be against doing a ground trap cause a good Zero will buster you if you’re throwing a trap in the wrong spot/position. Plus keep in mind his j.H will pretty much cancel out any peekaboos it connects with.
vs Magneto – this fight hasn’t given me that many problems as before in vanilla. A random H usually got converted into a huge combo killing her, but now a stray H is hard to convert into real damage cause of the nerf. Disrupter still fucks with her shit, keep in mind he only gets one disrupter shot per jump, so use it to your advantage. If you super jump, use a quick double jump to mess with your height or fly and airdash down once, so you’re in between where he usually to fires disrupters. You can empty cancel c.M into max voltage. So if you happen to slide under a disrupter, you could get a nice assist punish off it especially if all he does is spam disrupter+missile/drones. I haven’t seen too much attract/repel stuff, but be careful when they’re using the attract move, they might call an assist like Spencer grapple and magnetize you to the assist – this is the only application I’ve seen outside of combos so far.
I’ve seen FC Jago uses j.S as a square jump crossup. The key though is depending on the spacing you must actually jump back then do the airdash otherwise the j.S will whiff completely. I’ve been trying to apply this more to my game. This is great after a block divekick cause anyone with any Trish experience will know they can block those low and will continue to block low cause the usually follow up with c.L-M. Plus j.S is a much faster normal than j.H and better hit box than j.M.
You could use Crystal for your otg but then you’re giving up your AA assist for more damage/resets. But that’s on you really. If Trish is up front, I always had Dante with Crystal assist for the otg in my vanilla team.
I personally rather go for the resets and mix ups than trying to squeeze out damage with her using two bars unless it guarantees kill. If I really wanted an OTG, I’d go back to Wesker because I don’t like the start up on Crystal or the fact that’s it’s not a low.
As long as you have an OTG assist (you’re playing Trish, why wouldn’t you?)
hey wait a second you dont need an OTG assist to maximize trish’s true potential, ive used her without OTG assist for the longest time. Of course most of you would be like “wow your noob you dont use an OTG assist for Trish” and thats because everyone focalizes on getting extra damage in this game over a greedy assist tactic that you can utilize with her moveset that actually works in helping outlame opponents. >.> i think thats alot better than going for extra damage and covering for her bad match ups which she hardly has now besides a dormammu that already set up its tricks and spam (part of a deliciously good ham).
trish’s flight buff feels like a guaranteed spot on top tier now, she can air dash as soon as it starts up and get out of alot of shit even after an air dash.
The flight buff is big. It was 31 frames in Vanilla and now it’s 21. That puts it around average for the cast, and obviously she gets more out of flying than most do.
So you guys I read that thread the Hopscotch project, and I said what the hell let me try it out as an assist. Switched to it and haven’t looked back
I can’t believe I never even tried it out in Vanilla, it goes PERFECT with my team. Its kind of like Dorms flame carpet in Vanilla, it can’t go away. When I have Dorm on point, I call her out to lay out hopscotch, and I can power up fer dayz. Then when I want to lame someone out with Wesker S.J Gun Teleport, it works perfect because they can’t get under me. Honestly I say you guys at least give it a shot its actually worth using.
yeah ive always used that assist and it really helps against midget rushdown characters in my ghostrider team because they can go under the J.S, if anyone steps on it when near you pretty much get a free hit / combo, and lots of teleport characters like to run into it too.