UMvc3 Trish

I play wesker-b/trish-b/doom-a for the moment.

For a simple unblockable setup: lay a hopscotch and a peekaboo for them to be falling into; should force them to block and not try to be pressing buttons. Once they land, call Wesker and square jump j.H or j.S for the unblockable.

You can also pull a ghetto Wolverine tactic by doing a divekick as they’re coming in. Trish’s divekick still beats characters pressing buttons on the way in, you just won’t get a bounce to combo off of. Though when you both land, you can go into a square jump Wesker unblockable.

You can also jump and throw a round trip so they immediately have to start blocking the round trip. I’d do this against characters you don’t want close ie Hulk.

Wow havent been to the Trish threads in a while…i decided to start playing trish again…are the unblockables still the way to go or does she have some new technology im not aware since ultimate dropped

Trish is more or less the same as she was before. I particularly like using Round Harvest unblockables, but I don’t think everyone likes using them. There are a number of counters to it, though I’d say none of them are really ideal. Some Trish players think it’s a gimmick. Whatever, however you played her before is gona translate right over to Ultimate.

This is great stuff, thanks! In watching a bunch of RDK, I also noted some times he will throw out a Round Harvest for them to block on welcome (usually canceled from a Peekaboo). But then that lifts them up into the air and all that fun stuff. So I guess I’m wondering if there’s really any tangible benefit to this since we can’t unblockable from it. Since he does still tag in Doom, maybe the idea is just to guarantee a situation in which he gets to apply un-pushblock-able pressure (as opposed to the usual jockying for position)? Just thinkin’ out loud.

An unrelated question, but wanted to ask everyone if they have any little “pet” tricks for the Trish neutral game for landing hits. Obv I not askin’ for guaranteed setups or anything, but just little sequences you like to do that fall under categories like “tends to score hits if used seldom and therefore unexpectedly,” like tacking on a divekick to a box jump jH for the surprise 2nd hit, or “often confuses opponents, giving you an opportunity to go for a mixup,” or “something I like to do when I’m running away,” shit like that. Just fun little movement or attack sequences that have a secure place in your respective Trish tool belts. If everyone shares even one of these, the whole thread will get stronger exponentially. Someone should check my math on that last statement. :stuck_out_tongue: Thanks!

Something I’ve been messing with in order to stop chicken blocking is to just do a normal jump into H-S. Try to hit the j.S as late as possible. j.S causes so much blockstun, when Trish lands, a c.L will tripguard the opponent if he’s trying to jump. Also its good to do j.H-S because most people expect to cancel the j.H into divekick, but the divekick you can block low but j.S you can’t.

Something i like to do that im sure is already mentioned is on an incoming charecter place the peekaboo as close to the stage entrance as possible so there is NO frame that charecters like sentinal can hyper drive through which forces them to eat the mixup…also i have noticed that doing jump add cr.lx2 into a throw works pretty effectively to open ppl up

Ok guys, I’m about to start this Trish guide. If there is anything that I should go over specifically (aside from the obvious things). Let me know now. I haven’t decided if I’m gonna put like a “Good assist to use with her” section or something like that in there or not. Gonna need some opinions.

I like the idea of a team building section and maybe even some assist specific set-ups that you are aware off(and we can add some of ours or something like that)

I would really like a good matchup discussion. Sometimes I get owned by Hulk or Nemesis and can’t help but think I’m doing something waaaaaaaay wrong.

Peekaboo against hulk works wonders, Don’t call assist and don’t press too many buttons. If you find the opportunity to throw Round Trip safely, do it. Don’t Focus on hitting him. If he gamma charges, just block. Don’t try to rush him and don’t dive kick. Condition him to thinking ur not going to attack and catch him off guard with a Cr.M. Its how I fight him @ least. I don’t have much Nemesis experience sadly. Only thing I can say about him is don’t Dive kick and be careful when ur setting traps in midair. His J.M is Amazing.

Matchups I’d be interested to hear a better player chat about:
Vergil, keepaway style Doom, Zero

and then also strategy against Vajra and Missiles

I’m at work (so i can’t test) but Peekaboo will catch Vajra as long you’re standing under/behind it. If you’re in the air a divekick will get you away from it. If you’re in the air throwing traps it’s going to hit you which is why I don’t care playing lame with Trish when Strider is anywhere on a team. I know alot of people like to do that but personally I find her rushdown to be superior anyway.
Run away Doom is annoying. He doesn’t have anything air to air that hits diagonally though, so you can use air round trip to beat him there. Peekaboo strips phhhuuu daiiiii of its hitbox leaving Doom open to punish, though I think that one’s a bit on the risky side since he usually covers it with finger lasers, but it is still a valid tactic against one of his biggest moves.

Nice, thanks! KJunk messaged me some anti Vajra ideas too, so I didnt want him to see my question and be like WTF, MAN? lol Just curious what some others say since it’s always good to collab ideas. If KJ indicates he doesnt mind (which id be shocked if he didnt) I can post him his tips too. For anti-Vajra it was mostly awareness that horizontal movement makes it often whiff.

Interested to hear how people deal with a Heavy Zoning Dante who won’t teleport or do anything unsafe…

to stop vajra couldnt you just lay a hopscotch and stand on it…i mean granted ppl shouldnt be calling strider unless oppenents is in the air but still

Just rush him down. Bait j. S xx hammer/whatever and use the whiff as your opening to get in.

Nemesis loses to Trish for free. Just play lame and stay above him and out of his range. He has a lot of trouble with super jump away, fireballs and traps. If he touches Trish, she will die but he doesn’t have the tools to open her up if you play lame. His J. M and J. S have deceptive range so you need to be cautious of throwing fireballs/traps if he’s directly under you or close horizontally.

Well personally, I let my hawkeye assist blow up any his projectiles since most of them have more start-up than hawkeyes assist. When I get close and he starts going all j.:h: hammer on me, I try to AA him with st.:h: or if Im within range just airthrow his punk ass.

Hmm…But how do you deal with Jump S to Airplay? And when i say HEAVY zoning. I mean someone who will use all his moves to his arsenal. Like shoot acid rains into the air to stop air approaches and stuff like that. Jump S/Hammer is really difficult to stop if you are really up close and if they do it correctly.

Its funny, I want you to elaborate because my other new team has a zoning dante on it. I’m like, “ok and then what else is he doing that annoys us?” Lol

As far as our girl, I’m def finding that counter-zoning is def the hardest thing to deal with. Hawkeye seems to also be a strong anti-trish. Id really love to be wrong about this. Likewise that’s why I was asking for tips vs vajra and missiles. As far as dante, I can’t really offer any tactical specifics, but since you play dante, id say to imaging you’re facing jago or rdk… do you think their trishes would be free to ur dante? If not, why? May seem silly, but try pondering what that game might look like. Pretend hypothetically you’ve got a $1000 money match against them. Think up your battle plan as dante. What do you want to make sure you’re ready for? Rent and bills are on the line, where might things go wrong?