====== Trish (DMC2) ======
* Plays similar to [[dmc1:start|DMC1 Dante]].
* Lacks extra weapons and Fire Arms.
* Has Sword and Bare Knuckle mode switch. This can is done by planting Sparda or Round Trip. Although, the only thing worth about this is the Jump Kick for Movements.
* Extremely demanding with DT usage and has the worst DT gauge build. Especially when Light Ray is used a lot during her runs. Available in both Discs [[dmc2:dante|Dante]] and [[dmc2:lucia|Lucia]].
* It is possible to play with her in New Game settings, but it's done in a way that is not the game intend to.
* Does not generate any attribute heart effect. Most notably Flame Heart, but the damage to the enemy weakness still applies. [(DMC2 Official Complete Guide (2003): Tankobon Hardcover. Chapter 2, System; p. 68.)]
===== Move List =====
Regular Moves
Devil Trigger Moves
Bare Knuckle Moves
Fire Arms
Combo-A
Input - △, △,
△
A quick 3-hit combo.
Not available in DT because Trish will always go for additional Reverse double slash.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Downwards slash
50
60
10
10
10
Upwards slash
150
180
80
40
100
Slashing Down
300
360
80
100
100
Combo B
Input - △, △ (Pause)
△, △
5-hit combo ending with a heavy downward slash.
In DT, you don't have to delay for the Reverse double slash.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Downwards slash
50
60
10
10
10
Upwards slash
150
180
80
40
100
Reverse double slash
120
144
40
40
100
Slashing Down
300
360
80
100
100
Combo C
Input - △, △ (Pause)
△ (Pause) △
5-hit combo ending with Stinger.
In DT, you don't have to delay for the Reverse double slash.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Downwards slash
50
60
10
10
10
Upwards slash
150
180
80
40
100
Reverse double slash
120
144
40
40
100
Stinger
180
216
60
40
200
Million Stab
Input - △,△ (Longer Pause)
△
Two slashes, followed by series of stabs. The number of stab increases when you continuously press △
In DT, the gap of pausing before the input is a lot shorter.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Downwards slash
50
60
10
10
10
Upwards slash
150
180
80
40
100
Million Stabs (Start)
150
180
40
40
100
Stabs per hit
80
96
10
10
10
Million Stabs (End)
200
240
60
40
200
High Time
Input - + + △
Can be in the mid air if held △ like any other launcher moves.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
High Time
180
216
60
40
200
Stinger
Input - + + △
Travels decent amount of distance but the recovery is too high and the impact isn't that much.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Stinger
180
216
60
40
200
Helm Breaker
Input - (Mid air) △
Helm Breaker can be cancelled for multiple hits on a certain platform or enemy hitbox.
Hits large enemies multiple times.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Helm Breaker
250
300
60
40
100
Every hit in succession
10
12
1
1
1
Round Trip I
Input - (hold then release) △
During that state. Trish move list is switched to Bare Knuckle combat.
The sword can be called back by pressing
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Round Trip I
15
18
0
1
10
Underwater
The attack power is higher than Nightmare-γ but it's very slow and primarily used to activate globes.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Underwater
250
Plant Sparda
Plant the sword in the ground to switch into bare hands combat.
Input - (hold then release) + △
The sword can be called back by pressing double tap it to switch more quickly.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Plant Sparda
200
240
100
10
400
Round Trip II
Requires Aerial Heart to get into Air Raid state.
Compared to Dante and Lucia. Trish Round Trip's Armor break points is a lot less. Therefore, it's fine to use the full attack animation for round trip.
The drain for DT gauge can be heavy depending on the enivroment and equipped element.
Can be used underwater and does not require Aerial Heart.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Round Trip II
180
30
0
10
Vortex
Input - △ + ▢
Requires Aerial Heart to get into Air Raid state.
Useful in some enivroment interaction. Unfortunately, it can't be chained since the recovery is high.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Vortex
96
20
0
10
RT Combo
Input - △, △, △
A quick 4-hit combo ending with a roundhouse kick.
The style point and damage reward is high, but the range is short.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
RT Straight
120
144
40
40
200
RT Body
120
144
40
40
200
RT High Kick - 1st hit
140
168
40
40
200
RT High Kick - 2nd hit
180
216
60
40
200
Jump Kick
Input - (Mid-air) △
Jump kick can be used to move certain area more quickly.
Travel distance depends on your height.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Jump Kick
200
240
60
40
400
Magma Drive
Input - + + △
Can be charged by holding △ , but it does not increase Attack Power.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Magma Drive
200
240
80
40
300
Kick 13
Input - + + △
A quick and powerful flaming back roundhouse kick, its impact will drive the enemy back.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Kick 13
300
360
80
40
300
Luce and Ombra
Damage / Armor break point between Human and DT form are seperated.
Must mash at specific specific rhythm to get full speed.
DT enables you to go Full-Auto by simply holding ▢
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Human
20
0
5
1
DT
24
10
0
10
Nightmare-γ
Auto-Equips when underwater.
Can charge by holding ▢ to shoot maximum of 5 rays.
DT always shoots full charge without having to charge the weapon itself.
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Single shot
50
20
10
10
2nd shot
40
20
10
10
3rd shot
30
20
10
10
4th shot
20
20
10
10
5th shot
10
12
20
10
10
Light rays
Requires Aerial Heart to get into Air Raid state.
Fire arms that generates lightning Energy. Attack power is very high but uses large quantities of your DT bar.
The more you use it then the number of rays fired at the same time increases by 1 (maximum up to 5 shots).
Damage Normal
Damage DT
Armor break points
DT gain
Style point
Damage per rays
360
50
0
10
Twosome Time
Has 3 different variation (Twin Beats, Crossfire and Backdraft).
Input - ▢ + nearby multiple enemies on the side or back of
the opponent.
Armor break value is higher than normal shots, so it's a useful move to utilise sometimes.
Can use it One-on-one by Holding Lock-off button then Direction → Lock-on → Shoot