UMvc3 Trish

  • Chain combo M -> cr.M -> cr.H or H is now possible.
    **Meh-ish? **

  • Can perform Trick “Hopscotch,” Trick “Peekaboo,” and Round-Trip only once per jump.
    WTF…

**1 of each per jump. I feel like multiple Air Hopscotch is the best thing about Trish, approximately half the time. **
Let’s say you’re fighting Wesker:

You get into the air, he’s underneath, you Hopscotch (in air), he runs into it trying to get in. Then you Hopscotch again. IF he was in front of you before you set the 2nd Hopscotch, you coould just fall to the ground behind it. If he dashed or teleported behind the 2nd Hopscotch, you could Divekick in front of it, leaving you on the other side and him trapped behind it which would effectively keep him out long enough for you to super jump again.

Not only that but if you get hit in air after dropping your maximum moves out, you’re allowed to do more specials. I don’t see flight mode giving you the option to do multiple scotches (hopefully but I doubt). If there’s no way around this I think Trish will get some new bad match ups. I’d trade all her buffs to neutralize this one nerf.

  • Decreased total frames of Air Raid.
    Is this start up frames or actual flight time?

  • Air Maximum Voltage can OTG.
    This is the best buff. I doubt it will increase maximum combo damage (by much if any). The main thing I’m seeing potential for this is in the way of throw resets. Trish had some great set ups for them but 0 incentive to use them (other than fighting out of the corner to set up corner RH switch). This should help her Rushdown a bit and overall damage options.

  • Additional hits can be added to Maximum Voltage (ground and air versions) through rapid button presses.
    Mehphisto~

I feel like this one change made Trish from a high mid-mid tier character to low mid. Your example is spot on, Trish can keep out a lot of characters like Wesker and Wolverine for pretty much free but with this change it’s going to be extremely tough to. One of the worst changes

I’m just glad Air Max Voltage otg’s now so I can use it outside the corner and not have people pop out when they hit the floor lol. 9 times out of 10 I’m more likely to go for ground Max Voltage anyways because it’ll push them to the corner more so I can be one step closer to set up dem Round Harvest unblockables.

Even if flight canceling her combos only nets us one more special in an air combo that’d basically neutralize that nerf combo wise. Honestly though Trish isn’t Phoenix, she doesn’t need to SJ and spam traps anyways.

Edit: and if it’s one special per jump that’s two every time we’re airborne so that’s only one less than vanilla anyways. Honestly it’s not like it’s a buff, but I don’t think it’ll be anything Trish can’t work around

Trish will still be lame. You just can’t be easy as fuck lame. She’ll just need assist to help her out. Otherwise, we can’t just camp in the air all day throwing traps and then round trip hoping they just randomly get annoyed and run into a trap.

She’s still fine. It’ll just take some more work to lame out the characters she already easily lamed.

The nerfs to the previous top tiers will help Trish out also. If AE is any indication, the others falling down can be your benefit also (Viper, Fei Long etc.).

Super jumping up+back and throwing out 3 Hop Scotches was too similar to Phoenix super jumping up+back and throwing out 3 salty balls. It’s frustrating as hell if you’re sitting under them trying to jump up to reach them, but you just can’t. I don’t think it makes the game better ultimately - it’s ugly to play, to play against, and to watch.

I went back and watched some of matches of RDK’s (who I think has the best Trish I’ve seen on streams so far), and he almost never uses multiple hopscotches in one jump, even against Wolverine and Wesker.

Also I’m not too worried about the Wolverine match-up in Ultimate for a few reasons:

[details=Spoiler]
Dude got nerfs - way more than we did. Also we got buffs. He got swiss cheese.[/details]

Exactly. Also, there are other members on your team for a reason. We just may have to use them a tad more now.

She doesn’t need to against some characters. I didn’t start using Trish because of her combo potential. And although I like having the option to open up folks that have better long-range options, I only picked her up because she had that strong air presense and mobility. If I have to double jump to lay another hopscotch, that takes away my option to dash forward or backward. Dash+Divekick clears the screen ridiculously fast. The only reason I’m not freaking out is because her new flight may be a supplement to that.

Also divekick to hopscotch was so great for a lot of things (cancelling to Peakaboo isn’t as great). It’s unavailable unless you didn’t use one in the air~

Wolvie having no invincibility on slash now means he probably can’t get through hopscotch now. Which is already a nice thing.

That part is true, but you can still Dive Kick to Light Low Voltage which isn’t bad. Or in some cases where you place a Hop Scotch on the ground before taking off, you can save your air hop scotch for your way down.

Oh wow, you’re right. Thanks for putting my mind at ease. Bring on Ultimate already! I am dying here.

I sincerely doubt it. Being able to hopscoth only once mid air is not that big a deal. The only real reason to be super jumping and laying all those traps is to stay in the air for lame amounts of time and condition your opponent to expect it, so that when you dive kick or tri-dash into a low they won’t see it coming. You can still do this, you’ll just have to lay hopscothes and peek-a-boos. Not a big deal.
All you need to keep Wolverines out is the one hopscoth. You could only have one active a time anyway, so it’s not like laying multiples helped you out. If you super jump, hopscotch, and then move back Wolverine’s forward movement is still going to be just as hampered as before. I don’t see this affecting the Wesker match all that much either. One hopscotch on the ground will be still be helpful, and having a peekaboo in the air in front of you will shut down his random Maximum Wesker hyper pretty decently still. In general, I think people are making waaaaaaay too big a deal out of this. It’s not like laying three hopscotches per jump was destroying whole teams anyway.

I looooved spamming hopscotch on wesker’s head!! hahaha- Obviously, a wesker with a hagar assist isn’t something you can rush down esp with trish and I’d usually wind up in the corner… The only thing that left me in still a upper position was trish’s ability to throw vertical traps constantly while airborne. Still, that was pretty lame and I can appreciate it gone. She can still hopscotch, and low voltage in one jump so that still outzones everyone (besides dormammu and morrigan and possibly all of the new chars haha). And then she’s still got great GREAT range with her Sparda sword ^_^. Her buffs, don’t really do much for her besides extending damage if you don’t have a otg assist people noting the speed buffs aren’t noticable.

Oh man wtf did they do… She even lost her corner loop now. Trish just became an ABC character, might as well play Captain America.

I’m so salty right now.

Lost her corner loop? You mean the one that uses two hopscotches instead of just one? Because the regular combo still works fine.

Kinda screwed over my Corner Loop (3x hopscotches) and my Dive kick canceling play style with her nerfs…But its something I’ll just have to get used to I suppose.

I’d like to see that combo as it sounds like it’s pretty and interesting if nothing else. I play her primarily for Round Harvest unblockables, so her personal damage is secondary to getting them to the corner and setting that up for me (which is still totally intact).

Playing around with it a little more over the last few days, I really feel like she’ll have some new interesting dynamics if her flight mode activation was improved. She’s really a pain in the ass when she’s flying around at the top of the screen. It lets you get to a spot where you can Round Trip safely and then dive kick down, and the round trip comes down later to protect you so you can get back in the air again. So dumb.

From playing Trish since day 1, I can say that I completely understand why shes getting the nerf to a certain extent. I think a better alternative would be that if she gets hit, the hopscotch SHOULD vanish even after activation. Cause lets be honest here…Hopscotch is probably the reason she received this. That trap is ridiculous…

As far as her fly mode change? Going into fly mode faster would be REALLY good in my opinion. It gives us a reason to Utilize her flight dashing more. Maybe the possibility of Fly combos?!?!?!?!? (Take my money capcom).

I think I’m gonna have to go hit the lab up for a bit when I get my hands on the game. Get used to the changes, and move on…

If he’s talking about the same one I do in Vanilla it’s Ground series>:s:>[j.:m:>j.:d::h:>:qcb::l:]x3>j.:m:>j.:s: and then you can set up a Round Harvest unblockable or OTG assist into Max Voltage (or if you wanna get stylish OTG assist into Round Harvest SJ into Air Max Voltage :D)

That combo is why her Hopscotch nerf saddens me so much D:

Yea it really really sucks. But look on the bright side. We can connect more attacks on the ground for more meter >.>

Though I don’t know how it effects her basic combos and damage scaling =\