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|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|damage= | |damage=48,000 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties={{rpdfire}} | |properties={{rpdfire}} | ||
|description= | |description= | ||
Jill jabs forward | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|damage= | |damage=65,000 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties=- | |properties=- | ||
|description= | |description= | ||
Jill does a forward roundhouse | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|damage= | |damage=80,000 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties=- | |properties=- | ||
|description= | |description= | ||
Jill kicks forward | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|damage= | |damage=45,000 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties={{rpdfire}} | |properties={{rpdfire}} | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|damage= | |damage=60,000 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties= | |properties= | ||
|description= | |description= | ||
Jill slides forward. Since this lowers her hurtbox, she can avoid projectiles. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Trish_2H_Alt.png | ||
|caption= | |caption= | ||
|name=Crouching Heavy | |name=Crouching Heavy | ||
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|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|damage= | |damage=15,000 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties={{ | |properties={{otg}} | ||
|description= | |description= | ||
Jill fires a single gunshot to the ground, similar to Chris 2H. Can be canceled into S if the projectile hits, and specials at any point. Since it hits {{otg}}, it's a great option to continue combos. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|damage= | |damage=15,000 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit=Launch | |onhit=Launch | ||
|onblock= | |onblock= | ||
|properties={{launch}}, {{nocancel}} | |properties={{launch}}, {{nocancel}} | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|damage= | |damage=50,000 | ||
|guard=OH | |guard=OH | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties={{djcancel}} | |properties={{djcancel}} | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|damage= | |damage=70,000 | ||
|guard=OH | |guard=OH | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties= | |properties= | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|damage= | |damage=80,000 | ||
|guard=OH | |guard=OH | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties= | |properties= | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|damage= | |damage=85,000 | ||
|guard=OH | |guard=OH | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties={{aircombofinisher}} | |properties={{aircombofinisher}} | ||
|description= | |description= | ||
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|image=UMVC3_Trish_j2H.png | |image=UMVC3_Trish_j2H.png | ||
|caption= | |caption= | ||
|name= | |name=Gun Shot (Horizontal) | ||
|input=6H | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=15,000 | |||
|guard=Mid | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|properties= | |||
|description= | |||
Jill shoots her gun forward. At specific distances, and with very strict timing, can be comboed into 236L. Can be special canceled at any point. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Trish_j2H.png | |||
|caption= | |||
|name=Gun Shot (Diagonal) | |||
|input=j.2H | |input=j.2H | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|damage= | |damage=15,000 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties= | |properties={{otg}} | ||
|description= | |description= | ||
Jill shoots her gun slightly downwards. Covers 80% of the screen if used from a normal jump, and can be canceled into 236H for even more screen control. | |||
}} | |||
}} | }} | ||
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|version=L | |version=L | ||
|subtitle={{qcf}} + {{l}} | |subtitle={{qcf}} + {{l}} | ||
|damage= | |damage=110,700 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties={{airok}} | |properties={{airok}} | ||
|description=Jill shoots her machine gun forwards in a slightly downwards angle. Great zoning tool, as it threatens full screen and does decent damage. The air version does reduced damage, but threatens more screen space. | |||
}} | }} | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=M | |version=M | ||
|subtitle={{qcf}} + {{m}} | |subtitle={{qcf}} + {{m}} | ||
|damage= | |damage=111,700 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties={{airok}} | |properties={{airok}} | ||
|description=Jill shoots her machine gun forwards in a slightly upwards angle. Great zoning tool, especially against tall characters, but can be easily low profiled. The air version completely halts Jill's vertical momentum, but keeps her horizontal momentum. This makes it easier to confirm off assists, as well as keep away. | |||
}} | }} | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=H | |version=H | ||
|subtitle={{qcf}} + {{h}} | |subtitle={{qcf}} + {{h}} | ||
|damage= | |damage=185,100 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|properties={{airok}} | |properties={{airok}} | ||
|description= | |description= | ||
Jill throws an incendiary grenade, exploding on contact with an enemy or after a brief delay, leaving behind a flame carpet. Throwing one out is essentially always free, since it doesn't go away on hit and serves as a pseudo combo breaker. | |||
The air version throws an electric grenade, which explodes after a small delay leaving behind an active hitbox. | |||
}} | }} | ||
}} | }} | ||
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|image=UMVC3_Trish_214L.png | |image=UMVC3_Trish_214L.png | ||
|caption= | |caption= | ||
|name= | |name=Zombie Pet | ||
|input=214L | |input=214L | ||
|data= | |data= |
Latest revision as of 09:43, 6 April 2025
Introduction
A demon created by Lord Mundus in the image of Dante's mother, she lures Dante to a remote island where Mundus plans on killing him. Trish betrays her creator at the last moment, rescuing Dante and allowing both of them to escape. As the current wielder of the legendary sword Sparda, she now works as Dante's partner and co-owner of his shop, Devil May Cry.
In UMvC3, Trish is a relatively straightforward character who maneuvers around the screen with flight and an 8-way airdash while poking with her projectiles and fishing for normal hits to convert into a combo. Her "Trick" 214L and 214M trap specials allow her to discourage aggressive opponents and confirm stray hits, or set up dangerous mixups. She can also use Round Trip (and its Hyper version, Round Harvest) to lock enemies down for a long time, either for herself or for a teammate.
Strengths | Weaknesses |
---|---|
|
|
Jill (S.T.A.R.S.) | |
---|---|
Character Data | |
Health | 850,000 |
Ground Magic Series | Zig-Zag* |
Air Chain Combo Limit | None |
Forward Dash Duration | 25 frames |
Backdash Duration | 25 frames |
Jump Duration | 45 frames |
Superjump Duration | 81 frames |
Walljump? | No |
Doublejump? | Yes |
Airdash? | 8-Way |
X-Factor Damage Boost (1/2/3) | 20% / 40% / 60% |
X-Factor Speed Boost (1/2/3) | 20% / 30% / 40% |
Minimum Damage Scaling (Normals, Specials) | 20% |
Minimum Damage Scaling (Hypers) | 40% |
Minimum Damage Scaling (X-Factor) | 35% |
Move List
Assists
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 44 | 300 | 117, 87 |
On Hit | On Block | Guard | Properties |
- | - | Mid | Priority: Low, Durability: 1 |
THC Hyper: Round Harvest. Trish places a glyph on the floor that remains active for 300 frames. If an opponent passes over the glyph (including while airborne, they do not have to step directly on it), it will activate. Once activated, the trick will fire a Low Voltage-style projectile directly upwards, hopefully intercepting the opponent. This assist is difficult to utilize in combos, but can be helpful to discourage opponents from trying to approach at jump height. |
Damage | Startup | Active | Recovery |
---|---|---|---|
10,000 | 34 | - | 127, 97 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Round Harvest. Trish deploys a glyph in front of her at roughly jump height, which lasts for 300 frames or until it is hit by an attack. The glyph is very difficult to see, but a faint dark cloud can be spotted where it is set (this effect is very difficult to see on stages with dark backgrounds, while it stands out more on lighter backgrounds). If an opponent passes through the glyph's location, it activates, creating a hitbox at its location. On hit, Peekaboo places the opponent in a capture state, holding them in place for a moment. This capture state is affected by hitstun deterioration, and so it ends almost instantly when occurring in the later parts of a combo. This is Trish's most popular assist. It can be very annoying for the opponent to navigate around. Although it is not the most useful for extensions, it can allow for potential conversions off stray hits, or be used to set up resets. |
Damage | Startup | Active | Recovery |
---|---|---|---|
40,000 x3 | 49 | - | 132, 102 |
On Hit | On Block | Guard | Properties |
- | - | Mid | Priority: Low, Durability: 3 per projectile |
THC Hyper: Maximum Voltage. Compared to Trish's other assists, this one is more standard and straightforward to use. Trish fires three shots directly forward. They have decent durability in total, and it is fairly likely that at least one shot will go over or underneath the opponent's projectile assists. |
Ground Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
48,000 | - | - | - |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
Jill jabs forward |
Damage | Startup | Active | Recovery |
---|---|---|---|
65,000 | - | - | - |
On Hit | On Block | Guard | Properties |
- | - | Mid | - |
Jill does a forward roundhouse |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | - | - | - |
On Hit | On Block | Guard | Properties |
- | - | Mid | - |
Jill kicks forward |
Damage | Startup | Active | Recovery |
---|---|---|---|
45,000 | - | - | - |
On Hit | On Block | Guard | Properties |
- | - | Low | ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
60,000 | - | - | - |
On Hit | On Block | Guard | Properties |
- | - | Low | - |
Jill slides forward. Since this lowers her hurtbox, she can avoid projectiles. |
Damage | Startup | Active | Recovery |
---|---|---|---|
15,000 | - | - | - |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
Jill fires a single gunshot to the ground, similar to Chris 2H. Can be canceled into S if the projectile hits, and specials at any point. Since it hits |
Damage | Startup | Active | Recovery |
---|---|---|---|
15,000 | - | - | - |
On Hit | On Block | Guard | Properties |
Launch | - | Mid | ![]() ![]() |
- |
Aerial Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | - | - | - |
On Hit | On Block | Guard | Properties |
- | - | OH | ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | - | - | - |
On Hit | On Block | Guard | Properties |
- | - | OH | - |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | - | - | - |
On Hit | On Block | Guard | Properties |
- | - | OH | - |
Damage | Startup | Active | Recovery |
---|---|---|---|
85,000 | - | - | - |
On Hit | On Block | Guard | Properties |
- | - | OH | ![]() |
- |
Command Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
15,000 | - | - | - |
On Hit | On Block | Guard | Properties |
- | - | Mid | - |
Jill shoots her gun forward. At specific distances, and with very strict timing, can be comboed into 236L. Can be special canceled at any point. |
Damage | Startup | Active | Recovery |
---|---|---|---|
15,000 | - | - | - |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
Jill shoots her gun slightly downwards. Covers 80% of the screen if used from a normal jump, and can be canceled into 236H for even more screen control. |
Special Moves
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
110,700 | - | - | - | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
Jill shoots her machine gun forwards in a slightly downwards angle. Great zoning tool, as it threatens full screen and does decent damage. The air version does reduced damage, but threatens more screen space. | ||||
M![]() ![]() |
Damage | Startup | Active | Recovery |
111,700 | - | - | - | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
Jill shoots her machine gun forwards in a slightly upwards angle. Great zoning tool, especially against tall characters, but can be easily low profiled. The air version completely halts Jill's vertical momentum, but keeps her horizontal momentum. This makes it easier to confirm off assists, as well as keep away. | ||||
H![]() ![]() |
Damage | Startup | Active | Recovery |
185,100 | - | - | - | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
Jill throws an incendiary grenade, exploding on contact with an enemy or after a brief delay, leaving behind a flame carpet. Throwing one out is essentially always free, since it doesn't go away on hit and serves as a pseudo combo breaker. The air version throws an electric grenade, which explodes after a small delay leaving behind an active hitbox. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 20 | - | 25 |
On Hit | On Block | Guard | Properties |
-2 | -2 | Mid | ![]() |
Trish places a glyph on the floor that remains active for 300 frames. If an opponent passes over the glyph (including while airborne, they do not have to step directly on it), it will activate. Once activated, the trick will fire a Low Voltage-style projectile directly upwards, hopefully intercepting the opponent. |
Damage | Startup | Active | Recovery |
---|---|---|---|
10,000 | 10 | - | 35 |
On Hit | On Block | Guard | Properties |
+19 | -13 | Mid | ![]() |
Trish deploys a glyph in front of her at roughly jump height, which lasts for 300 frames or until it is hit by an attack. The glyph is very difficult to see, but a faint dark cloud can be spotted where it is set (this effect is very difficult to see on stages with dark backgrounds, while it stands out more on lighter backgrounds). If an opponent passes through the glyph's location, it activates, creating a hitbox at its location. On hit, Peekaboo places the opponent in a Capture state, holding them in place for a moment. This Capture state is affected by hitstun deterioration, and so it ends almost instantly when occurring in the later parts of a combo. |
Damage | Startup | Active | Recovery |
---|---|---|---|
15,000 per hit | 35 | - | 15 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
Trish throws her sword, which travels forward for 40 frames, and then returns, homing in on Trish. The sword is a projectile with an active hitbox that deals constant hits the entire time it is out, and can be kept active indefinitely so long as it never returns to Trish. While Round Trip is active, Trish loses access to her sword and can not use any attacks which utilize it (her sword normals are replaced with their Alternate versions). It can be difficult for Trish to deploy this attack on her own, as it has quite slow startup considering its low durability. However, when supported by certain assists, Trish can activate this move much more safely, or even combo into it, which gives her a significant amount of advantage. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 10 | - | 10 |
On Hit | On Block | Guard | Properties |
- | - | - | - |
Trish performs a brief incantation, which alters the behavior of her currently deployed Round Trip:
This special is very niche, as it requires Trish to have already deployed Round Trip and then safely complete this special's animation, by which point the sword may already be almost finished with its flight path. The L version is the most notable, as it slows down the sword enough that Trish can perpetually prevent it from returning to her. This allows Trish to - in theory - keep Round Trip active forever, and potentially be used as an infinite combo. Video Example |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 21 | 100 | 0 |
On Hit | On Block | Guard | Properties |
- | - | - | 100 frame flight mode |
Trish's flight mode activation. Unfortunately, it has quite lengthy startup, so she does not gain as much benefit from flight-canceled normals as other characters. Mainly useful for supporting her keepaway game with repeated airdashes at superjump height, coupled with air Low Voltage projectile harassment. |
Hyper Combos
Damage | Startup | Active | Recovery |
---|---|---|---|
15,000 x30 - x60 | 15+1 | 116 | 20 |
On Hit | On Block | Guard | Properties |
+2 | +2 | Mid | ![]() ![]() |
Trish fires a volley of Low Voltage projectiles, with slight variance in their height but otherwise following the same trajectory of the special version. Grounded hyper fires straight forward, and can be a decent tool for sniping enemy assist calls. Air version fires diagonally down-forward, hits OTG, and serves as a solid combo ender. Although this hyper works as a safe DHC, in most cases it would be better to use Round Harvest for this purpose. |
Damage | Startup | Active | Recovery |
---|---|---|---|
17,000 x24 | 20+19 | - | 10 |
On Hit | On Block | Guard | Properties |
- | - | Mid | Priority: High, Durability: 1 |
Trish throws an enhanced version of her sword, similar to her Round Trip special. The sword tracks the opponent for 120 frames, chasing them anywhere on the screen and dealing repeated hits. Unlike Round Trip, the blade is not active on the return path to Trish, and will thus always last a fixed duration. It also disappears immediately if Trish is hit by any attack. Like with Round Trip, this move disables Trish's sword attacks until it completes, replacing them with alternate versions. This hyper deals less up-front damage than Maximum Voltage, and it is more difficult to combo into. Its upshot is the huge amount of advantage it gives. Trish can activate this hyper and then hard tag (or just DHC to another character), giving that character as much as 100 frames of free time to attack the opponent. In effect, this hyper has much higher damage potential than Maximum Voltage, provided it is utilized correctly. Trish can also use this hyper on block, giving herself or her teammates two seconds of uninterrupted time to perform a mixup while also dealing significant chip damage. |
Damage | Startup | Active | Recovery |
---|---|---|---|
400,000 | 10+11 | 4 | 30 |
On Hit | On Block | Guard | Properties |
- | -11 | Mid | Invuln until frame 22, ![]() |
Standard cinematic level 3 hyper. Mainly used for unscaled damage to quickly secure a kill, although it is somewhat slow and Trish's standard combo routes do not combo into it nicely. |
Universal Mechanics
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Throw | ![]() |
Trish can not follow up this throw, except with very specific OTG assists. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Airthrow | ![]() |
Trish can follow up with an airdash towards the oppent followed by an OTG Air Maximum Voltage close to the ground. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 2 | 4 | 18 |
On Hit | On Block | Guard | Properties |
- | +1 | Mid | Snapback |
Animation and hitbox based on Alternate 5H |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 | - | 20 | 34 |
On Hit | On Block | Guard | Properties |
- | -9 | OH | ![]() |
- |
Team Position
Trish is typically chosen as a Point character. Her solid mobility, long-range sword normals, and quick projectiles give her a very strong neutral game, and she can hold her own against many other common point characters. Although her damage output is not great, she can secure an early hit and then bring in another character via DHC or Hard Tag to get that character started with some momentum already built. This is especially effective if she has a route that allows her to combo into her Round Harvest (214XX) hyper, as it will keep the opponent locked down for quite awhile even after her teammate comes in.
Notable Synergies
Dante: Jam Session is a generically strong assist with strong vertical reach that can help support Trish in neutral, especially since aerial mobility is one of her strong suits. Many characters struggle to convert off the awkward hitstun caused by Jam Session, but Trish can make this easier using her 214X trap specials. Dante and Trish also make excellent DHC partners in either direction. Air Maximum Voltage can be chained into Devil Trigger, leaving the opponent knocked down for a moment so that Dante can pick up with Volcano (623M). Million Dollars can also be DHC'd into Trish's Round Harvest, even after the final hit, which allows for several follow-ups. Dante himself is great at extending after a Round Harvest hit, as he can use his teleport (22S) to pursue the opponent anywhere on the screen and confirm with j.5S or Hammer (236L > L).
Players to Watch: KBrad (Trish/Dante/Vergil), Disgruntled GOA (Trish/Dante/Doom), GreenAce (Trish/Dante/Doom)
Vergil: Like his brother above, Vergil provides a strong assist to support Trish's neutral and extend her combos, and he also makes a great DHC partner for her. Rapid Slash provides a large amount of corner carry and can be used to enable relaunches with proper timing. Air Maximum Voltage (j.236XX) can be DHC'd into Vergil's Spiral Swords. Optimized Sword Loop combos are extremely damaging, so this is a solid way to make up for Trish's poor damage output. Similar to Dante, Vergil can easily confirm if he is tagged in after Round Harvest, by using his 214H teleport to pursue the opponent, and then connect a Killer Bee (j.5S) or Helm Breaker (j.2H).
Players to Watch: KBrad (Trish/Dante/Vergil), Bubblan (Zero/Trish/Vergil)
Wesker: Trish's OTG options are extremely limited, consisting only of Air Maximum Voltage hyper, which she can not follow up on her own. This makes it very difficult for her to get good damage off early knockdowns. An OTG assist like Wesker's Samurai Edge can alleviate this somewhat, at the cost of losing a more useful assist in neutral.
Players to Watch: Senorhamon (Wesker/Trish/Strider)
Other Players to Watch:
Combos
Solo Combos
2L > 2M > 2H > 5S sjc. j.5M > j.2H xx 214L, airdash j.5M > j.5H, land, 5H > 5S sjc. j.5M > j.5M jc. j.5M > j.5M > j.5S, land, j.2369XX (637,000 for 1 bar, builds ~0.8 bars of meter.)
Standard BnB route. The airdash can be difficult to time properly, but in many cases it can be omitted and the combo will still work properly. Try to position Trish immediately above the opponent when ending with air hyper, or several of the projectiles will miss, lowering damage output.
j.5H (air-to-air) xx j.214M, j.5S xx 214S, j.5L > j.5M > j.5M > j.5H xx 214S (unfly), j.5H, land, 5H > 5S sjc. j.5M > j.5M jc. j.5M > j.5M > j.5S, land, j.2369XX (576,000 damage for 1 bar, builds ~0.8 bars of meter.)
Since Air Peekaboo stabilizes both Trish and her opponent's position, it can be used for difficult, but consistent air-to-air conversions.
X-Factor Combos
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Sample Team Combos
2L > 2M > 2H > 5S sjc. j.5M > j.2H xx 214L, airdash j.5M > j.5H, land, 5H > 5S sjc. j.5M > j.5M jc. j.5M > j.5M > j.5S, land, Call assist (Doom - Hidden Missiles) j.2369XX, land (assist hits), 214XX, Hard Tag (Vergil), 214H, j.2H, land, 3H xx 236MH (910,000 for 3 bar, builds ~1 bar of meter.)
Hidden Missiles called immediately before an OTG super allows Trish to follow up afterwards, including with Round Harvest. If Trish can combo into Round Harvest, she can hard tag to another character who can continue the combo from there.
Alternate Colors
Color 1 | Color 2 | Color 3 | Color 4 | Color 5 | Color 6 | Alt Color |
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File:UMVC3 Sky404 Color 1.png | File:UMVC3 Sky404 Color 2.png | File:UMVC3 Sky404 Color 3.png | File:UMVC3 Sky404 Color 4.png | File:UMVC3 Sky404 Color 5.png | File:UMVC3 Sky404 Color 6.png | File:UMVC3 Sky404 Color Alt.png |