User:Sky404

6 edits


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: Sinilar 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.
Jill (S.T.A.R.S.)
Umvc3 trish face.jpg
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

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
48,000 - - -
On Hit On Block Guard Properties
- - Mid Rpdfire.png

Jill jabs forward

Stand Medium
5M
UMVC3 Trish 5M.png
Damage Startup Active Recovery
65,000 - - -
On Hit On Block Guard Properties
- - Mid -

Jill does a forward roundhouse

Stand Heavy
5H
UMVC3 Trish 5H.png
Damage Startup Active Recovery
80,000 - - -
On Hit On Block Guard Properties
- - Mid -

Jill kicks forward


Crouching Light
2L
UMVC3 Trish 2L.png
Damage Startup Active Recovery
45,000 - - -
On Hit On Block Guard Properties
- - Low Rpdfire.png

-

Crouching Medium
2M
UMVC3 Trish 2M.png
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.

Crouching Heavy
2H
UMVC3 Trish 2H Alt.png
Damage Startup Active Recovery
15,000 - - -
On Hit On Block Guard Properties
- - Mid Otg.png

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.png, it's a great option to continue combos.


Launcher/Special
S
UMVC3 Trish 5S.png
Damage Startup Active Recovery
15,000 - - -
On Hit On Block Guard Properties
Launch - Mid Launch.png, Nocancel.png

-

Aerial Normals

Jumping Light
j.5L
UMVC3 Trish jL.png
Damage Startup Active Recovery
50,000 - - -
On Hit On Block Guard Properties
- - OH Djcancel.png
Jumping Medium
j.5M
UMVC3 Trish jM.png
Damage Startup Active Recovery
70,000 - - -
On Hit On Block Guard Properties
- - OH -
Jumping Heavy
j.5H
UMVC3 Trish jH.png
Damage Startup Active Recovery
80,000 - - -
On Hit On Block Guard Properties
- - OH -
Jumping Special
j.5S
UMVC3 Trish jS.png
Damage Startup Active Recovery
85,000 - - -
On Hit On Block Guard Properties
- - OH Aircombofinisher.png

-

Command Normals

Gun Shot (Horizontal)
6H
UMVC3 Trish j2H.png
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.

Gun Shot (Diagonal)
j.2H
UMVC3 Trish j2H.png
Damage Startup Active Recovery
15,000 - - -
On Hit On Block Guard Properties
- - Mid Otg.png

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

Ordnance
236X
UMVC3 Trish 236L.png
L Version
UMVC3 Trish 236H.png
M Version
UMVC3 Trish j236H.png
H Version
L
Qcf.png + L.png
Damage Startup Active Recovery
110,700 - - -
On Hit On Block Guard Properties
- - Mid Airok.png

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
Qcf.png + M.png
Damage Startup Active Recovery
111,700 - - -
On Hit On Block Guard Properties
- - Mid Airok.png

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
Qcf.png + H.png
Damage Startup Active Recovery
185,100 - - -
On Hit On Block Guard Properties
- - Mid Airok.png

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.


Zombie Pet
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 oppent 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/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

-

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
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


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