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Trish
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NG+ Trish

Trish (DMC2)

  • Plays similar to 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 Dante and 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. (1)

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
Damage Normal Damage DT Armor break points DT gain Style point
Twosome Time 20 24 50 5 300

Categories

Video Tutorials

  • N/A

References


1) DMC2 Official Complete Guide (2003): Tankobon Hardcover. Chapter 2, System; p. 68.