UMVC3/Trish

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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
  • Great Mobility: Highly mobile, and can keep up with other common point characters on the ground or in the air using flight & 8-way airdash.
  • Good Support Hyper: Round Harvest is an excellent DHC hyper to provide support for her teammates.
  • Range: Similar to the other sword-wielding DMC characters (Dante and Vergil), some of Trish's mids and overheads have extended range, but to a lesser extent than the previously mentioned characters.
  • Limited Assists: Assist selections are underwhelming.
  • Low Damage: Solo combo routes deal below-average damage.
UMVC3 Trish Nameplate.png
UMVC3 Trish Portrait.png
Health 850,000
Invulnerable Reversal(s) 623XX
Grounded Magic Series Unique
X-Factor Damage Boost (1/2/3) 20% / 40% / 60%
X-Factor Speed Boost (1/2/3) 20% / 30% / 40%
Air Movement Options
Air Actions Air Jumps? Air Dash? Flight? WallJump?
1 Yes 8-Way Yes No
Minimum Attack Scaling
Normals Specials Hypers
20 20 40

Move List

Assists

Trick "Hopscotch"
Assist A
UMVC3 Trish AssistA.png
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.

Trick "Peekaboo"
Assist B
UMVC3 Trish AssistB.png
Damage Startup Active Recovery
10,000 34 - 127, 97
On Hit On Block Guard Properties
- - Mid Cptr.png, Priority: Low, Durability: 3

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.

Low Voltage
Assist Y
UMVC3 Trish AssistY.png
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

Stand Light
5L
UMVC3 Trish 5L.png
Damage Startup Active Recovery
38,000 5 3 8
On Hit On Block Guard Properties
+2 +2 Mid Rpdfire.png

-

Stand Medium
5M
UMVC3 Trish 5M.png
Damage Startup Active Recovery
50,000 9 4 17
On Hit On Block Guard Properties
-4 -4 Mid -

-

Stand Heavy
5H
UMVC3 Trish 5H.png
Damage Startup Active Recovery
70,000 13 2 24
On Hit On Block Guard Properties
-3 -3 Mid -

Has an enormous hitbox, which hits above Trish as well as in front of her.

Trish's magic series rules are slightly unorthodox. If Trish chains into 5M, and then chains 5M > 2M, she can no longer chain into 5H (or 2H) even though she would otherwise be able to do so.

Alternate Stand Heavy
5H (During Round Trip or Round Harvest)
UMVC3 Trish 5H Alt.png
Damage Startup Active Recovery
65,000 10 4 18
On Hit On Block Guard Properties
- +1 Mid -

Because 5H usually involves swinging her sword, Trish has an alternate 5H for when her weapon is away from her (during Round Trip or Round Harvest). Trish performs an upward-angled kick. It is faster then her regular 5H, but has a smaller hitbox and deals slightly less damage. Note that this attack has the same limitation on being chained into as her standard 5H.


Crouching Light
2L
UMVC3 Trish 2L.png
Damage Startup Active Recovery
40,000 5 3 8
On Hit On Block Guard Properties
+2 +2 Low Rpdfire.png

-

Crouching Medium
2M
UMVC3 Trish 2M.png
Damage Startup Active Recovery
48,000 10 8 13
On Hit On Block Guard Properties
-4 -4 Low -

Sliding attack. Trish advances forward while also keeping a low profile, allowing her to maneuver underneath beams and other projectiles. Trish can also get slightly better hit/block advantage by spacing this move so it hits later. This is an important button for grounded confirms, since it helps keep Trish close to her opponent to ensure that the follow-up attacks connect.

Crouching Heavy
2H
UMVC3 Trish 2H.png
Damage Startup Active Recovery
68,000 13 4 22
On Hit On Block Guard Properties
- -3 Low Strk.png, Softknockdown.png

Fairly standard sweep attack. Because it is a sword attack, its hitbox is quite disjointed. However, it does not have anywhere near as much range as 5H.

This move shares the same magic series limitation as 5H: If Trish chains into 5M and then chains 5M > 2M, she cannot chain into this attack.

Alternate Crouching Heavy
2H (During Round Trip/Round Harvest)
UMVC3 Trish 2H Alt.png
Damage Startup Active Recovery
65,000 11 7 19
On Hit On Block Guard Properties
- -3 Low Strk.png, Softknockdown.png

Just like with 5H, Trish has an alternate 2H for when her sword is deployed. The difference between 2H and Alternate 2H is not particularly significant in most cases.


Launcher/Special
S
UMVC3 Trish 5S.png
Damage Startup Active Recovery
80,000 12 4 23
On Hit On Block Guard Properties
Launch -4 Mid Launch.png, Nocancel.png

-

Alternate Launcher/Special
S (During Round Trip/Round Harvest)
Damage Startup Active Recovery
70,000 9 4 23
On Hit On Block Guard Properties
Launch -4 Mid Launch.png, Nocancel.png

-

Aerial Normals

Jumping Light
j.5L
UMVC3 Trish jL.png
Damage Startup Active Recovery
43,000 4 3 18
On Hit On Block Guard Properties
+11 +11 OH Djcancel.png

Works naturally as an instant overhead against large or normal-sized characters. Unfortunately, Trish has no solo follow-ups to this use of j.5L, and must rely on assists or X-Factor to convert further.

Jumping Medium
j.5M
UMVC3 Trish jM.png
Damage Startup Active Recovery
52,000 8 4 20
On Hit On Block Guard Properties
+13 +14 OH Djcancel.png

Standard air combo filler. Notable because it combos into her j.2H divekick command normal.

Jumping Heavy
j.5H
UMVC3 Trish jH.png
Damage Startup Active Recovery
75,000 14 3 26
On Hit On Block Guard Properties
+16 +18 OH -

Large disjointed air-to-ground attack. Unlike her Light and Medium aerial normals, this one is not double-jump cancelable. It can hit as an "instant" overhead, although it is quite slow for this purpose and does not lend itself well to follow-ups.

As a sword attack, Trish can not perform this move during Round Trip or Round Harvest. Inputting j.5H during either of those moves will cause her to perform Stiletto Kick (j.2H) instead.

Jumping Special
j.5S
UMVC3 Trish jS.png
Damage Startup Active Recovery
80,000 11 2 26
On Hit On Block Guard Properties
+15 +15 OH Aircombofinisher.png

-

Command Normals

Stiletto Kick
j.2H
UMVC3 Trish j2H.png
Damage Startup Active Recovery
70,000 13 Until Grounded 7
On Hit On Block Guard Properties
+12 +12 Mid Cancelable into TAC

Trish's divekick. It makes a fairly strong Throw OS, so input it as j.1H or j.3H whenever possible. Unfortunately, it has a minimum height for activation (roughly the same as the minimum height for her airdash) so it can not be used immediately off the ground. Starts a combo fairly easily on hit versus grounded opponents, but when hitting airborne opponents, conversion is more difficult. Consider canceling this move into 214L or 214M if trying to confirm an air-to-air hit.

Special Moves

Low Voltage
236X
UMVC3 Trish 236L.png
L Version (1 shot)
UMVC3 Trish 236H.png
H Version (3 shots)
UMVC3 Trish j236H.png
Air H Version
L
Qcf.png + L.png
Damage Startup Active Recovery
70,000 15 - 35
On Hit On Block Guard Properties
-13 -13 Mid/High Airok.png Priority: Low, Durability: 3
M
Qcf.png + M.png
Damage Startup Active Recovery
50,000 x2 20 - 37
On Hit On Block Guard Properties
-15 -15 Mid Airok.png Priority: Low, Durability: 3 per projectile
H
Qcf.png + H.png
Damage Startup Active Recovery
45,000 x3 25 - 40
On Hit On Block Guard Properties
-18 -18 Mid Airok.png Priority: Low, Durability: 3 per projectile

Trish's standard projectile special and basic keepaway tool. Higher button strengths are slower, but fire additional projectiles, making the attack more damaging and more difficult to maneuver around. Ground version fires directly forward, while air version fires down-forward. They are otherwise identical.


Trick "Hopscotch"
214L
UMVC3 Trish 214L.png
Damage Startup Active Recovery
80,000 20 - 25
On Hit On Block Guard Properties
-2 -2 Mid Airok.png, Priority: Low, Durability: 1

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.

Trick "Peekaboo"
214M
UMVC3 Trish 214M.png
UMVC3 Trish 214M Visual.png
The darkened cloud with occasional sparks indicates a Peekaboo is active here.
Damage Startup Active Recovery
10,000 10 - 35
On Hit On Block Guard Properties
+19 -13 Mid Cptr.png, Priority: Low, Durability: 3

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.


Round Trip
214H
UMVC3 Trish 214H.png
Damage Startup Active Recovery
15,000 per hit 35 - 15
On Hit On Block Guard Properties
- - Mid Airok.png Priority: Low, Durability: 5

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.

Switch Sign
(During Round Trip) 623X
UMVC3 Trish 623X.png
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:

  • L - The sword's speed is reduced, it travels across the screen more slowly.
  • M - The sword's speed is increased, it travels across the screen faster.
  • H - The sword briefly stops at its current location, then resumes moving at normal speed.

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


Air Raid
214S
UMVC3 Trish 214S.png
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

Maximum Voltage
236XX (1 bar)
UMVC3 Trish 236XX.png
Ground
UMVC3 Trish j236XX.png
Air
Damage Startup Active Recovery
15,000 x30 - x60 15+1 116 20
On Hit On Block Guard Properties
+2 +2 Mid Airok.png, Otg.png (only when airborne), mashable, Priority: High, Durability: 1 per projectile, scales by 0.96

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.


Round Harvest
214XX (1 bar)
UMVC3 Trish 214XX.png
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.


Duet Pain
623XX (3 bars)
UMVC3 Trish 623XX.png
UMVC3 Trish 623XX Cinematic.png
Damage Startup Active Recovery
400,000 10+11 4 30
On Hit On Block Guard Properties
- -11 Mid Invuln until frame 22, Hardknockdown.png, unscaled damage

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

Ground Throw
6H, 4H
UMVC3 Trish GroundThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Trish can not follow up this throw, except with very specific OTG assists.

Air Throw
j.6H, j.4H
UMVC3 Trish AirThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Trish can follow up with an airdash towards the opponent followed by an OTG Air Maximum Voltage close to the ground.


Snap Back
Qcf.png+A1.png/A2.png
UMVC3 Trish 5H Alt.png
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


Hard Tag
Hold 14f A1.png/A2.png
Damage Startup Active Recovery
30,000 - 20 34
On Hit On Block Guard Properties
- -9 OH Softknockdown.png

-

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/Vergil/Dante), 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/Vergil/Dante), 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: Crown Thunder(Trish/Cap/Doom, Trish/Morrigan/Phoenix)

Alternate Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Alt Color
UMVC3 Trish Color 1.png UMVC3 Trish Color 2.png UMVC3 Trish Color 3.png UMVC3 Trish Color 4.png UMVC3 Trish Color 5.png UMVC3 Trish Color 6.png UMVC3 Trish Color Alt.png