So, I just discovered that Trish has three Switch Sign inputs, and they all do something different. Still, the H version is the only one that seems useful. Does anyone have any good uses for the L and M inputs?
After talking about Trish’s flight mode, I decided to hit up training mode and try to work it into some combos. I got:
jH, dive kick, crL, crM, sH, S, jM, dive kick, hopscoth, dash, jM, jH, land + assist Cold Star, sH, crH, flight, jM, hopscotch.
And that’s about it. Follow ups that I tried were another jM, hopscotch but the next jM seems to make the opponent pop out of the combo. jH, hopscotch, same thing. jH, dive kick hopscotch, but jH dive kick did not work at all, possibly doing it wrong? jH, s does work but it causes hard knockdown and assists aren’t available yet, so air hyper is your only option, making it a pretty low damage combo. What do you guys think, totally useless or should I experiment with some other followups?
Another question: does Trish have a way to combo into Round Harvest? Without assists.
Not that I know of.
edit: actually there is one but it is pretty situational and useless.
c.H, qcb.M, qcb.AA? Or something else?
The thing that I was thinking of was hitting someone with round trip and then switch sign to pull them in. If you have one bar you can THC into round harvest.
Maybe instead at the end of the combo with coldstar you omit the cr.H to reduce hitstun and go into flight, hopscotch, heavy, unfly heavy. Then into some other finisher setup finish if my part of the combo even works lol
Without crH, the Cold Star will not hit for it’s full animation. The opponent will pop out after the first ice shot, ending the combo.
H is good for lockdown/locking out an area of the screen (usually in the air) or pulling them in when it’s beginning to return to you on it’s own.
M version IMO just sucks. don’t bother with it.
L version is best at mid to super jump height as it’s going to follow you until it reaches Trish. So you can somewhat use it as a mixup option from full screen to put an opponent in blockstun or just simple left/right mixups due to the sword following you. I wrote a post about all 3 signs somewhere but I have no clue which thread and how long ago.
I’ve been working on a Trish tutorial for whats working on almost 2 years now lol. But I dont have video recording software. If we could make this community effort I would be totally down for it.
On that note, I cant really seem to give her real reset options, as most of them lead to a throw, which gives her nothing unless she has Wesker shot. I want something that recovers airborne that can hit confirm off a jumping attack. Any ideas?
Anyone else notice the glitch that doesnt let Trish airdash up and up/back? She only does it sometimes.
I even tried with the L+M button. It’s just worth noting.
They fixed the glitch in vanilla that wouldnt let storm link 3 LA into super.
What exactly do I need to be doing for the unblockable setup? Do I need a low-hitting assist, or just hit the opponent in whatever direction they’re not blocking in?
How do Trish players deal with anti-airs? Notably, Vajra, Jam Session, and Hidden Missiles.
How does she fare against Hawkeye?
If you mean the Round Harvest setup, it needs to be a low hitting assist.
Vajra is the worst to deal with. Every trap/shot she does is now at risk to get Tod. You have to really focus and listen for Vajra calls. After you block Vajra, rush them down and if you need to run away don’t air dash, because of Vajra.
Jam Session - you know they have to be in front of you when they call it. Keep a safe distance just out of this range and hit them with an air max voltage for good damage on Dante and they probably won’t be able to punish you at that range.
Missiles - just throw fireballs from sj height to the bottom corner of the screen where Doom will come out. you will force them to have to protect their Doom which will be difficult when you are at the top end of screen raining down diagonal fireballs. some missiles will still launch and come after you, so after you take that shot, you must block.
For Vajra there are ways Trish can punish if they don’t protect their assist calls. I’ve posted on it in the past and too lazy to repeat myself.
For Jam session, always have a hopscotch out. If he runs into it, hopscotch always wins.
vs. Hawkeye, if it’s 1v1, I think Trish wins the matchup. You just need to be patient and stay on the ground. It becomes tough when he has a good horizontal assist, eg. tatsu. Still winnable but you have to play patiently. Just dash and block a lot.
It’s not a great matchup against Hawkeye, but in a 1v1 there are holes in his zoning that allow tri-dash characters in a lot easier than people with less mobility. Once you are in you have a tremendous advantage over him. It becomes much more difficult when he has something like hidden missiles though, depending on what your own assists are.
You can cr.M under all if his arrows. Don’t rely on it, but it helps a lot!
general idea is to get them blocking the round harvest super and tag out since the opponent can’t push block it if trish isn’t on point.
this works best in the corner.
once they are blocking, you call a low (or high) assist, then hit high (or low if you have a high hitting assist).
or do unblockable attacks when they are blocking the round harvest:
(ex: taskmasters sword master, vipers focus attack (needs a projectile assist to keep block stun long enough for full charge), chaos dimension, firebrand charged h demon missile, x-23 silent kill, etc)
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Whiffing Stiletto Kick into Hopscotch to get the TAC Side Infinite to work…damn, wish I thought of that.