UMvc3 Trish

Okay, try looking at it this way:
Wesker/Trish/whoever. I agree that Wesker is not good 2nd or 3rd, he should pretty much always be 1st.
Wesker gets a lot out of Peekaboo, I think it’s one of the best assists for him the same way that Double Lariat is. It’s great for his resets and setups, so he can potentially kill a character without spending any resources. After that it’s just a matter of getting the second character on the ground, most easily by doing a raw Phantom Dance on incoming (when safe) then DHCing into Round Harvest, tagging in your 3rd character and setting up the unblockable for an easy kill.

This way you can have whoever you want in the 3rd slot, in your case preferably someone with a good neutral assist, and the synergy basically writes itself. The order I like has Doom with beam or missiles in the back depending on the matchup.

Or let’s say you have Viper with Trish. Sure, you could give Viper the overhead assist so your 3rd character could be on point for the unblockable, or you could just rock Seismo and let Trish have a decent OTG extension when she’s on point and let Focus Attack do the work with the unblockable.

Of course, I say this only as a scumbag Trish player who couldn’t care less about anything but Round Harvest and Peekaboo haha.

Alright, fine, I rescind my point. You’re right.

uh…what? Trish benefits a lot from Doom or Wesker as her 2 best OTG options. Trish point with Wesker or Doom second is silly safe DHCs as long as it’s mid to full screen. Let alone Doom kills off a TAC you’re more than likely not going to guess right 90% of the time. Wesker can DHC in with max wesker with glasses off or counter super (which basically is best as a DHC now compared to the vanilla version.) Round harvest + Wesker gunshot = unblockable setups into death if you’re going purely for that setup. Doom missiles help control aerial space offensively and defensively for Trish along with adding extra damage to her already meh BnB. In neutral game, your other character is supposed to help cover what the other assist doesn’t cover.
As for Trish assist peekaboo is best, but again, Low voltage is a hit/miss depending on who you use. It’s not a beam, but you can’t be lax and lazy with Low voltage by just randomly throwing it out.
The synergy is definitely there.

You’re forgetting they can just pushblock max wesker to stay airborne. DHCing into Trish is either going to:

  • Have her get smacked due to the startup frames of Round Harvest even during DHC (of course depending on where the positioning is on screen.)
  • Not have enough time to RH>Raw Tag>set up unblockable due to not being in the corner (at which point, they just jump and pushblock to stay airborne)
  • Still airborne due to pushblocking max wesker. Which in turn leaves either a gap for them to jump/Super jump and pushblock or still be airborne and continue pushblocking during round harvest.
    If you’re purely going for Round Harvest unblockable setups, Trish needs to be on point otherwise it’ll just be really ghetto setups that won’t work unless the opponent never pushblocks. Instead of raw Max Wesker, put Trish in, time the Round Harvest setup, raw tag Viper, Focus attack. At least you’re not spending 2 meters trying to set up something that more than likely won’t work.

You could’ve just read the post above you where I said I was completely wrong and that I rescinded my point.

But then I wouldn’t have cleared up some of the misconceptions posted dealing with the post changing your mind.

I was just playing around with trish for the first time, and decided to learn this BNB. I’m having an issue though. After the hopscotch I’m way too high. I air dash right over them. Best I can tell, I need to hit the jL a lot sooner, way before jump peak. meaning the sS, jL j2H hopscotch have to all be done absurdly close together. Is this right or am I missing something?

No, you’re right. You do the j.L ASAP after the launch. It sounds hard, but it’s pretty easy once you get the timing of it. For most combos in this game, after some rust I usually have to take time to work it back in, but for this BnB, the timing never leaves. Just beware, it doesn’t work on RR, you have to use the j.M version.

Whats the difference between the two combos? Just jM instead of jL after launch? different timing? I kind of need to know since one of my local players plays RR/Morrigan/Doom and I’m planning to put trish infront of my own dorm/doom

Slightly different, but the links and suck getting through the combo are tougher. Just practice this BnB and have it down to a science, then work on the j.M variation.

I’ve been getting the timing down a bit better with extensive practice, but I think I’ll keep to your advice and get this down to a science before I worry about the variation. I can just do a basic air combo -> voltage -> dhc to kill the raccoon for now anyway, since I have dorm second and we all know he does obscene damage.

j.M version will whiff on some characters when it comes to the ADF>j.M followup. Doing j.L in the beginning makes it so the height/size difference doesn’t come into play and that you’ll always hit the character.

One character that always falls into this ordeal is Storm. If you ADF>j.M after hopscotch, it’ll whiff. You have to either do a falling j.M after hopscotch (which you need to be close enough to hit) or use the j.L version of the combo.

I sort of learned that if you wait a split second after the down heavy after the first launch then do hopscotch, you can do falling j.m and j.h without the air dash. I land this consistently, but that’s also the way I learned how to do it. usually works on all characters

Yea waiting a moment after dive kick>Hopscotch to fix the height difference also helps. I know I end up doing that a lot when I feel i’m too far from the opponent to get the j.M after a hopscotch.

I’ve been using non-OTG Trish since vanilla, but I use her as 2nd/anchor.

Her High Voltage is pretty awesome in THC as it snipes a bunch of assists and last long enough for the point to do actions while her super is still active. The only problem is you’re forced to use Low Voltage assist which I have adjusted my team to do

Hey guys

I looked everywhere for this tech and couldn’t find it, check it out

I was playing agains an Iron Man, and i got really annoyed with his fly/unfly game, and i tried to do something similar with Trish, i think it will greatly improve her spacing, i called it “The Iron Maiden” because i based this on Iron Man’s technique. Feedback appreciated =D

[media=youtube]VHrVjNBmy-U[/media]

I always wondered if there was any practical use for her flight other than hanging in the air forever laying all her traps. Seems a shame she can’t use to extend her BnBs like Magneto, etc.

Divekicking in with a lockdown assist then a quick Flight j.S is annoying as hell, I’ll say that from experience.

her flight startup animation is absurdly slow compared to magneto’s, it’s just that nobody does flight jS with Trish. (and for good reason, because her j add L is like Nova speed). If you can block Magneto’s that do flight jS, theres no reason you cant block Trish’s

There’s also no reason why people can’t block Spencer’s Overhead most of the time and yet it still happens.

I would argue the majority of times Spencer’s overhead hits is due to being locked down by an assist and Spencer is dashing in with a 50/50 between c.L or raw overhead which is much harder to react to than Trish taking flight and having the only option of an overhead.