UMvc3 Trish

wish i could have joined but i are too far so i went to savage lameturdays :frowning:

How do you guys feel trish performs on anchor? the team would be Spencer/Zero/Trish. Zero/Trish/Spencer would work as well just trying to find a more versatile anchor.

she sucks as anchor. just focus on not getting the team killed and your good though.

Ice just stop thinking about going for fancy stuff with Trish and just play the match ups to the fullest extents, it makes you stop thinking about how good or bad your trish is as long as your winning in the long run.

I wasn’t going for anything Fancy at all. I simply wasn’t playing her like I usually do. I noticed I didn’t throw many Round Trips at all and some other minor things that could have helped.

So I just got into Trish. I was looking through these pages, reading the match-ups discussed in this thread, and doing so and so against a certain character, but is there a general strategy with Trish to use? For example, do I just always SJ and set up traps every second I can?

  1. I’ve been SJ, set up both traps, fly, throw a Voltage/Round Trip, then Dive Kick. Is there a more effective way?
  2. Should I be approaching with her? And if I do, what are some safe ways to do so (not including assists).
  3. When should I be using her flight?
  4. What kind of assists help her most?
  5. I’m running Thor (Mighty Smash), Trish (Peekaboo), and Hawkeye (Greyhound). Not so sure Greyhound is that good for Trish, but it helps Thor. Should I switch it? Scattershot for more zoing? or Poison Arrow for the OTG? Or should I just leave it?
  6. As an assist what do you think is personally better? Peekaboo or Hopscotch?
  7. After a successful DHC into Round Harvest (from Thor’s Mighty Tornado), what would you do as a follow up? Combowise, not set up.
  8. A nice way to combo into her level 3? Also, what do you do to follow it up after?

Sorry for having so much questions! But thanks for those who answer!

  1. Don’t super jump, double jump to set up your traps, this way you still have access to your assists.
  2. It all depends on the match-up and your situation since she can do both.
  3. I don’t use it personally, but thats cause I can’t plink dash yet, but just use her flight to get out of sticky situations like in the corner since trish has some of the highest jump height in the game. Plus if you have a slow assist like drones, you can double jump call drones, and plink dash over to your opponent.
  4. Rush down or keep away assists since she can do both, shes a versatile character so you can stick pretty much any top tier assist behind her and make it work.
  5. Test them out if you want, hawkeye is still a very new character so don’t lock yourself into one assist with him. Try them all out, even the otg assist, for all you know you might discover some awesome tech with it that no one else knows yet.
  6. See above. Personally I run peekabo, but test them out, what works really well with my characters sentinel/hawkeye might not work as well with yours. With that said, I definitely think thor can get some serious mileage out of peekabo since it makes people stop pressing buttons allowing for some free command grabs.
  7. Don’t know.
  8. Look at few posts up at my basic Bnb with trish, after the stiletto kick go for :l::m::h::qcf::l: lvl 3. Not the most damage(700k) so I only do it when Im sure its gonna kill or when I feel like styling. The timing takes some getting used to though.

I think shes an okay anchor, not optimal by any means, but at the same time she isn’t terrible. The main issue with anchor trish is once you run out of x-factor your kinda screwed since she just doesn’t do a lot of damage, she is also at her best when she is playing with the lead since her traps aren’t very useful rush down tools. So yea, if your dead set on running her on anchor I wouldn’t stop you(peekabo is an anchor worthy assist imo) but for your team I would prefer spencer on anchor tbh.

  1. SJing is okay, but the best is normal jumping, then airdashing up-back. This is valuable technique cause if you do it right, you’ll get to SJ height anyway and still be able to call assists. Helps tremendously against problem matchups like Magneto and Dormammu.
  2. Approaching depends on the matchup, square jumping with H and then doing divekick is okay. This is just to keep you in their face and a blocked divekick isn’t punishable unless they X-factor.
  3. Flight is sort of a weird tool. At SJ height you can use it if the opponent manages to avoid the traps and get underneath you. Once they get underneath you they’re going to try to throw you into a combo, so use flight to stay in the air and airdash away from them. Also use flight to throw down multiple traps to keep someone in the corner or to airdash yourself out of the corner very quickly.
  4. Beam assists are great, hidden missiles increase keepaway annoyance, any OTG assist to extend combos and help combo after throws, projectile assist like Taskmaster arrows are pretty good too.
  5. Greyhound sounds good, I’ve played Trish/Hawkeye for a bit, it helps for approaching cause of Greyhound durability. Poison tip is too slow to use for Trish, scattershot doesn’t seem to cover good angles to be honest.
  6. Peekaboo, setups easy mixups for incoming characters. Plus if an opponents attack connects with a Peekaboo it is completely nullified. [media=youtube]xhd0CToeFb4[/media] plus the opponent just feels downright stupid if he gets caught by the trap.
  7. No good answer really, if you launch in the middle of Round Harvest you can end in a hard knockdown which will be good. If you SJ you can follow up with a Max Voltage, but its not very good damage.
  8. The only good way are by assists, mainly any assists that OTG. Combo-ing solo is pretty hard to make the damage worth it.

In UMvC3, I’d say she’s actually a pretty decent anchor, for only one reason: She can lame the shit out in a 1v1 anchor vs anchor situation. Since lvl3 XF doesn’t really last as long as it used to, if you can out lame the other guy it’ll turn into a no XF 1v1 situation if Trish has the life lead. Lay traps, fly away, time that shit out.

that was probably just nerves then, that happens to all.
i see that one of your main teams include storm, i picked her up just recently, the THC with 2 bars is absolutely ridiculous, i was too stubborn to pick her before because she looked like a less effective trish, but that thc is godlike

I really liked your Trish. I wish you did get into top 32, i always enjoy high level Trish play.

I’m curious why is Taskmaster a bad match up for trish? I don’t play against a lot of good task masters but he is a problem character for me. it seems like She should be able to lame him out by super jumping and staying close to the screen edge and toss projectiles (rinse repeat) if you think they are going to persue and shoot arrows couldn’t you just air dash down for a full combo since task can’t recover in the air? again a lot of this is theory on my part because i don’t play very many task masters. if he’s able to rush you down i could see it being a problem but thats a problem for anyone.

Well just going of assumptions, I think the fact that he can shoot her out of the sky while she is setting up her wall would prolly affect the match-up, and he can do it from the ground or from the air. Plus he has 1.1 mill and trish does sub-par damage to say the least so killing him could prove to be a little bit of an issue, while he does truckloads of damage so the feeling is far from mutual.

So guys…I kinda noticed we don’t have anywhere here that shows Trish’s Frame-data and all that. Was wondering if anyone thinks its necessary or not. I might do it as soon as I stop being lazy…Either that or make a REALLY in depth guide on how to use all of her moves (Normal/grabs/Specials/Hypers/etc). That would be in Video form though.

Well Im down with the video guide, but depending on how much time I have today I can post the frame data.

a guide would be great. i’ve started to dabble with her (mostly for her assist – and its not even the good one ^-^) enough to know she has great tools, but im not entirely sure how to convert those tools into consistent damage. i feel like when i play trish im either hiding in the air setting traps and throwing projectiles no one is ever hit by or im blindly rushing down and tragically ignoring most of her talents.

Well. I suppose I shall Get started on the Clips and whatnot when I get the chance. This will probably take me awhile to get everything done. If anyone wants to offer any suggestions on what should be on it (aside from the obvious things). If its practical enough I will add it with Credit.

Frame Data:

Spoiler

[spoiler=Normals]
Command: st.:l:
Damage: 38,000
Start-up: 5
Active: 3
Recovery: 8
Advantage on hit: +2
Advantage if Guarded: +2

Command: st. :m:
Damage: 50,000
Start-up: 9
Active: 4
Recovery: 17
Advantage on hit: -4
Advantage if Guarded: -4

Command: st. :h:
Damage: 70,000
Start-up: 13
Active: 2
Recovery: 24
Advantage on hit: -3
Advantage if Guarded: -3

Command: st. :h: (when Sword is MIA)
Damage: 65,000
Start-up: 10
Active: 4
Recovery: 18
Advantage on hit: -
Advantage if Guarded: +1

Command: cr. :l:
Damage: 40,000
Start-up: 5
Active: 3
Recovery: 8
Advantage on hit: +2
Advantage if Guarded: +2

Command: cr.:m:
Damage: 48,000
Start-up: 10
Active: 8
Recovery: 13
Advantage on hit: -4
Advantage if Guarded: -4

Command: cr.:h:
Damage: 68,000
Start-up: 13
Active: 4
Recovery: 22
Advantage on hit: -
Advantage if Guarded: -3

Command: cr.:h:(Sword MIA)
Damage: 65,000
Start-up: 11
Active: 7
Recovery: 19
Advantage on hit: -
Advantage if Guarded: -3

Command: st.:s:
Damage: 80,000
Start-up: 12
Active: 4
Recovery: 23
Advantage on hit: -
Advantage if Guarded: -4

Command: st.:s:(Sword MIA)
Damage: 70,000
Start-up: 9
Active: 4
Recovery: 23
Advantage on hit: -
Advantage if Guarded: -4

Command: air. :l:
Damage: 42,000
Start-up: 4
Active: 3
Recovery: 18
Advantage on hit: +11
Advantage if Guarded: +11

Command: air. :m:
Damage: 52,000
Start-up: 8
Active: 4
Recovery: 20
Advantage on hit: +13
Advantage if Guarded: +14

Command: air. :h:
Damage: 75,000
Start-up: 14
Active: 3
Recovery: 26
Advantage on hit: +16
Advantage if Guarded: +18

Command: air :h:(You know the drill)
Damage: 70,000
Start-up: 13
Active: Until grounded
Recovery: 7
Advantage on hit: +12
Advantage if Guarded: +12

Command: air :s:
Damage: 80,000
Start-up: 11
Active: 2
Recovery: 26
Advantage on hit: +15
Advantage if Guarded: +15

Command: air :d: :h:
Damage: 70,000
Start-up: 13
Active: Until grounded
Recovery: 7
Advantage on hit: +12
Advantage if Guarded: +12

Specials

Spoiler

Low Voltage :l:
Hits: 1
Damage: 70,000
Start-Up: 15
Recovery: 35
Advantage on Hit: -13
Advantage if Guarded: -13

Low Voltage :m:
Hits: 2
Damage: 95,000
Start-Up: 20
Recovery: 37
Advantage on Hit: -15
Advantage if Guarded: -15

Low Voltage :h:
Hits: 3
Damage: 121,000
Start-Up: 25
Recovery: 40
Advantage on Hit: -18
Advantage if Guarded: -18

Trick :l:
Hits: 1
Damage: 80,000
Start-Up: 20
Recovery: 25
Advantage on Hit: -2
Advantage if Guarded: -2

Trick :m:
Hits: 1
Damage: 10,000
Start-Up: 10
Recovery: 35
Advantage on Hit: +19
Advantage if Guarded: -13

Round Trip
Hits: 15-23
Damage: 118,600
Start-Up: 35
Recovery: 15
Advantage on Hit: -
Advantage if Guarded: -

Switch Sign :dp: :atk:
Hits:
Damage:
Start-Up: 10
Recovery: 10
Advantage on Hit:
Advantage if Guarded:

Flight
Start-Up: 21

Hypers

Spoiler

Round Harvest
Hits: 24
Damage: 244,700
Start-Up: 20+19
Active: -
Recovery: 10
Advantage on Hit: -
Advantage if Guarded: -
Notes: Projectile homes in on opponent for 120 frames, projectile has 1 high priority durability point, st.:h:, cr. :h: and air :h: properties change until blade returns, disappears if Trish is hit.

Maximum Voltage
Hits: 30-60
Damage: 269,000 - 323,000
Start-Up: 15+1
Active: 116
Recovery: 20
Advantage on Hit: +2
Advantage if Guarded: +2
Notes: Each projectile has 1 high priority durability point, air version OTG capable, can be mashed for additional hits.

Duet Pain
Hits: 18
Damage: 400,000
Start-Up: 10+11
Active: 4
Recovery: 30
Advantage on Hit: -
Advantage if Guarded: -11
Notes: Frames 1-22 invincible, unaffected by damage scaling, causes hard knockdown.

[/details]

I believe this covers everything, hopefully i didn’t just waste about a half hour of my day.

Frame Data:

Spoiler

Throw (all)
Hit: 1
80,000 dmg

Causes Hard Knockdown

Snapback
Hit: 1
Damage: 50,000
Startup: 2
Active: 4
Recovery: 18
Advantage on hit: -
Advantage if guarded: +1

Assist a Hopscotch
Hit: 1
Damage: 70,000
Startup: 44
Active:-
Recovery (Trish):117
Recovery (Other partner):87

Trap Stays active for 300 frames, has one high priority durability point

Assist b Peekaboo
Hit: 1
Damage: 10,000
Startup: 34
Active:-
Recovery (Trish):127
Recovery (Other partner): 97

Trap stays active for 300 frames, has three low priority durability points. Actives when Peekaboo glyph is touched, traps opponent for 53 frames

Assist y Low Voltage H
Hit: 3
Damage: 108,300
Startup: 49
Active:-
Recovery (Trish): 132
Recovery (Other partner): 102

Each projectile has three low priority durability points

Just added in her throw, snapback, and assist frame data

Good stuff, wasn’t sure if anyone cared for those so I didn’t add em(plus I was feeling lazy)

Hello all! I was wondering if anyone had any recommendations for welcome mixups after Trish kills a char or snaps. My current Trish team is now Trish Doom(beam) Wesker. Ive been toying with sticking out a peekaboo to force them to deal with, and/or a tiger knee’d Round Trip to start a lock, etc. Those are obviously decent, but doesn’t seem like they’re all that tricky. It guarantees an initiative I suppose, which may be enough. But I was wondering if there were any actual dirty mixups, 50/50’s, ways to threaten another kill, etc. How do you guys like to screw over an incoming character?

Is it worth snapping in a Phoenix or problem character? Obviously it’s good to force them to fight, but can they be prevented from tagging right back out? Thanks!

Well personally, I just set-up a pair of traps and try to go for the cross under with the cr.:m: although her st.:h: could prolly do the ambiguous cross up thing in the corner like haggars violent axe. Ill have to test that one out and holla back. But usually I just set up the traps, call sent and keep on the pressure. No real 50/50 or anything, just keep the opponent from escaping the corner or w/e I have them at that moment.

On a different note, how do you guys feel about trish as a battery? I mean her hypers are pretty mediocre overall, max voltage is a good combo ender and nice assist punisher every now and then, but Im yet to find any uses for round trip without a low/overhead assist and her lvl 3 really isn’t worth it imo. On the flip side, my boy sentinel has a lot of use for meter so Im thinking if I can run a battery type trish, it could be beneficial for sentinel and my team in the long run. Plus hawkeyes my anchor anyway so another character who makes good use of meter. I need to step up my trish vortex though, its pretty mediocre at the moment.