UMvc3 Trish

It’s really just magneto that’s horrible. Dorm, Strange, Nova are also bad matchups but I feel that Magneto is the only character that truly destroys her, which is a problem cause of how commonly used he is. That being said, she does ok against pretty much everyone else including morrigan imo.

Trish is actually the opposite imo lol, she can actually keep up with characters like morrigan,vergil, and doom. But yes Magneto is by far her worse match up. I would say her and dormammu are even but that’s only if she can stop dorm from starting his neutral game, nova beats her but not to the point where it’s impossible, and I never really had a problem with strange.

I feel okay in the Magneto match, but I play in Norcal so I may have a lot more exposure. Taskmaster and Chris really give me trouble just because they outchip me as I have a lot less life.

I don’t feel she does that well against Morrigan

Some interesting things i got with Trish/Frank

^ Damn. All of that looks so optimized too. Thanks for sharing, Also DAT STYLE at 2:00.

I’m going to be posting some Trish/Dorm tech in the video section soon. Got the footage just down to editing :3

Any of you guys know which are Trish’s hard tag setups?

I am trying to find a Trish/Zero hard tag setup so I can use a team similar to my MVC2 one (IM-b/RH-b/Doom-b) but with no luck. I’ve been extremely close with many setups but with not much luck. When I mean close, I mean hard tag setups in which Zero connects with a launcher by means of a 1 frame link.

Me either :confused: ^ I’ve been trying with Trish to Dorm but linking Dormammu’s Dark Matter wallbounce to a hard tag seems impossible with Trish. But Dorm can hard tag to Trish via 3/4 screen Peekaboo or round-trip.(Maybe works for Zero?) Just that those specials scale so hard and are only good for tagging in. The only way the Peekaboo hard tag works is if there is already a trap set at 3/4 of the current screen where your going to hard tag and your opponent magically gets caught by it.(Pretty practically huh?/Kappa) And Round-Trip is probably her most common hard tag setup. I find the timing a bit wacky though.

Anybody know if Peekaboo or Hopscotch is a good crossover counter???

Wow this is worth learning.

I was just curious on how often Trish players get a hit… I’ve been playing this character keepaway/counter-offensive(which are really the only two solid options she has) but I’ve decided to play her more rushdown lately. I’ve noticed that Trish always gets out played this way. She cannot fully rushdown because her hitstun just prevents her from making anything off of a hit. I would literally get like 6 stray hits in a row and not being able to combo. It feel it’s like the first time when I played Trish I thought she was a zoner, I learned the hard way when I tried to hide behind hopscotch and throw out her garbage projectiles lol. She cannot be either a rushdown character or zoning character, which sucks haha. I mean it’s possible but playing them exclusively is so hard. So how do most of you play Trish? I also feel Trish is heavily matchup dependent. So rushdown or zoning can become her strengths in certain match ups. But for the most part she kind of has to sit back and react to what the opponent does.

Yeah trish is definitely matchup dependent but…

Personally I have the most success with her when I play a gorrilla warfare type gameplay. Many of trish’s options are very safe and so I like to adopt a hit and run style of gameplay. I like to utilize assists than can help her keepaway or her rushdown depending on how you use it. (like jam session or hidden missiles) I basically pester my opponent from mid screen in most matchups and wait till I get an assist to land them in block stun so I get a chance to mixup. If the mixup doesn’t work out well then I double jump back or super jump back and return to setting up traps (at other times I will use rapid fire lights to set up another assist call/mixup; it simply depends on my opponent). My basic goal is to aggravate my opponent into giving me a clean hit making it unclear if I am going to rushdown or simply run away at any give time. When people get more frustrated they tend to run into traps more easily like hopscotch which is easy to confirm off of on coutner hit.

Sometimes at midscreen I will cancel my standing H into M low voltage. The timing works out because standing H pushes them away and low voltage hits right as they regain control of their character which makes it good against people who like to frequently call assists.

As far as stray hits yeah, I get a lot of them. Sometimes you can convert off of unusual hits but it can be difficult due to her hitstun. If you think or know the hit confirm is going to drop just use the time to be ready to setup your next keepaway or rushdown game.

@redflame - Basically your last sentence sums it up pretty well.

I think the best way to describe Trish is “utility.” As you guys have said, depending on the matchup and your team, her advantages shift from rushdown to zoning.

The method I’ve been using recently has been to “box in” my opponent with traps. My main Trish assists are Missles, Dark Hole, Plasma Beam and Shopping Cart. For missles, my plan is to first protect Doom with either a trap, mobility, chicken block/push block or fireball, depending on the matchup. Once the missles are out, I like to push the character towards the corner almost SF4 style, because once the opponent is in the corner, I think Trish’s rushdown is very strong. The main flaw in her rushdown is that the specific nature of her hit confirms make it hard to chase people like Magneto, but her ability to neutralize options is superior. And I mean that literally. Because she can kill a hitbox, there are certain buttons that can’t be pressed against her in certain situations.

With Shopping Cart, it’s simply about flying around like a bitch, switching sides and setting traps. As soon as Frank hits, divekick, confirm, GG.

I think there are four basic kinds of Trish teams: Damage(OTG assist, strong DHC character or Round Harvest raw tag shenanigan), Reset (Peekaboo based Green Ace tricks), Unblockable and Keepaway(Sentinel, Missles, Morrigan)

For Trish/Dorm/Doom, I think it’s a bit of a hybrid. Dormammu is a good character, but I think he goes up an entire tier with Peekaboo or Lariat. With Trish, she can take his bad matchups and put them on their heels by starting first. Wolverine can be a big problem for Dormammu at the beginning of the match, but Trish can tame him as well as any character in the cast on startup. With a little flight and a Round Harvest, now Logan has to fight a totally different Dormammu with a flame carpet, two spells and a Peekaboo in front of him. Yes, it cost a meter, but you’ve basically reversed the matchup.

There are a lot of situations like this where she just helps a team without being able to dominate a character on her own. Green Ace vs. Filipino Champ and Marvelo really show this strategy. Ppl spent resources trying to kill her and wound up in a bad situation.

Ya I guess Trish can be considered utility/support. She’s a niche to a shell and can make them turn amazing from mediocre or even just individual characters like for example,like you mentioned, Dormammu. The same happens in turn to her, with assists. They amplify her abilities to rushdown or keepaway/zone. I totally agree with everything you said especially the stuff with Dormmamu.

Even though Peekaboo doesn’t seem like much at first glance it really helps Dorm. It gives him many things: protection, easy mixups, TIME. I know teleporting away from a Peekaboo just to Dark Matter someone into it sounds trollish but it’s really useful because the time that they are in hitstun/blockstun is the time Dorm can be charging up spells, setting flame carpet down, or putting up pillars. She has like a sort of give and take relationship with most people that synergize well with her.

Thanks for the clarity guys, just wanted to see what Trish exactly was in this game in words haha.

I recorded some footage with my new team, check it out!

edit: starts at 3:00

Whats up Trish thread.

I want to talk about midscreen combos. Which to use for damage, which to use as a reliable sideswitch. When you have to accomdate for weird characters what should you do. I don’t see any standardized trish midscreen combo.

There’s the ground series, air m xx divekick xx hopscotch xx airdash forward air m air H Stand H Launch air MM xx double jump Air MM Air S, TK ground super. I think this is the most damaging trish midscreen combo. I have a lot of trouble getting the air M,H after the airdash though. And I am not sure if this works on all characters. Can someone give me some spacing tips on getting this to work.

In terms of sideswitch a super reliable one that works on all bodies is just the bare bones bnb with a slight variation. Ground series (End in St.H not Cr.H) air L,M xx divekick ground series into air series. If you input the air L,M divekick as fast as you possibly can characters will consistently fall to the other side and you can get corner back.

But yeah. What should trishes be doing for damage and positioning when they get a midscreen confirm?

Almost all of Trish’s combo’s lead to the corner and mostly all of them do the same damage too, the exceptions being some that are really impractical. Her main bnb is the one you stated, albeit with a few different normals in some of the positions you stated. The air dash a.M is hard to get at first, but all I can say is practice. It has to be done really quick in order to hit. So what I do is input L+M for my dash, but I double tap M so I get an airdash and the immediate normal that is a.M. Try looking in the combo thread for Trish, I’m pretty sure I answered a question similar to this one. Maybe I’ll get around to experimenting with Trish’s damage output, but for now and like the past 2 years, I doubt it’ll ever change.

Hey guys, I play Trish/RR/Ammy, and my friend plays Nova/Cap/Doom and Nova/Spencer/Doom. I’m looking for any helpful advice with the Nova matchup. Namely, I’m looking for any advice on how to deal with Energy Javelin.

Assists used are:

Low Voltage/Log Trap/Cold Star
Low Voltage/Spitfire / Cold Star

Centurion Rush / Charging Star / Plasma Beam
Centurion Rush / Slant Shot / Plasma Beam

I feel that I do a lot of things right. I play a hit and run style, I counter-call my assists while Plasma Beam is on cooldown, I don’t fly too liberally, I beat out Dolphin Kicks with jumpback H, I get my Round Harvest into RR game started as early as possible to get Trish out of there, etc. Despite all of that, I still have a ton of trouble with Energy Javelin in the neutral. I try to stay mobile and not let the threat of Energy Javelin freeze me up, but it still limits my options big time and I find myself being chipped to low health or hit by an Energy Javelin once and TOD’d. I feel as though I really need to do something new about it.

I know that for Strider assist, there are ways to react to the assist call and punish. While I know I can’t do something that drastic, I’m wondering if anyone has any tricks to maybe dodge Energy Javelin in the neutral in various situations or even punish without using meter. If not, any good tips to keep the neutral from going sour because of Energy Javelin are greatly appreciated.

Thanks guys =)

Edit

I did do a little searching for answers and didn’t find any, so if things have already been posted I apologize.