the only character i really think that should be getting those kinda 'same-ish' options is trish, specifically because of her lack of tools atm and her gameplay design goal effectively being built as a "simpler" dante. ill do a short writeup tomorrow on my position on a clever/good approach to the character in the same vein for a dmc4se+ or dmc5 or whatever assuming similar enough basic system similarities to dmc4.
okay, here's my stupid writeup that i may or may not have written here. this would be assuming 4 mechanics so use that in reference:
for trish, the team has stated that their design goal is to create an accessible, simple and powerful version of dante's basic moveset. you can see bits of design in here where each of her primary buttons contains simplified versions of movesets meant to "streamline" dante's basic moveset.
so in 4se she's got air rave and "swordmaster" moves on her style button, a large amount of moves on her basic melee button and "gunslinger" options (in the form of different gun attacks) on her gun button.
my idea would be to extend this concept further and expand her moveset as to use her as a "streamlined, more powerful version of basic (e&i+rebellion) dante with unique options"- something that could be used to teach the basic ideas of advanced play while having a simpler control scheme that allows folks to access tools that would otherwise bother folks due to the technical ability required to access "basic" functions in the style and weapon systems (style/weapon switching).
as of now, trish currently has two unused trigger buttons. the first additional function is pretty obvious: a trickster button on one of the triggers. it'd just function like the style button for trickster. with the addition of something that triggered like table hopper on her version of dash (just frame dash) alongside one that triggered exactly like table hopper on her roll (added risk v reward mechanic here) you could also use this as double for the exact timing reward/lower risk aspect of royal guard.
in addition, i was thinking maybe of adding a gimmick with a float similar to DMC3 rebellion DT's float. however, that would be inconvenient in terms of fine controls for the trickster button so that goes into the next part:
one of trish's issues in 4se is that she has a "lack" of moves due to her super long strings hiding all of the moves she has now and her button scheme + lack of style switching not allowing for access to more.
to solve this, i'd also give her more moves that are accessible outside of strings. the question is in the method of 'how' - this is where the other free trigger comes into play. i think the other trigger could be used as a modifier that changes up her moveset. a "trish" style button in the same vein as the dmcdmc angel/devil buttons that allows her access to unique moves outside of her basic weapon strings on the melee and sparda buttons. so, in this case you'd hold the "trish style" trigger and hit x and she'd go into the float.
the float would be there for both something unique that also allows for simple repositioning for allowing access for jump canceling really easily for folks who are new to the mechanic. it'd also work as a simple method of having inertia tricks as it'd have it carry inertia rather than kill it entirely. as an additional function, anything performed during the float would carry inertia.
the "style" moves would be free for their design and may or may not be repurposed dante moves, whatever. that's too far into the realm of unknowns and can be anything but the primary purpose there is to allow for achieving the goal of "streamlined" controls/mechanics that still work in a similar enough vein to dante's.
for her guns, i'd keep the same forward/back gun+hold method of "gunslinger" type attacks but have something more unique than what the pandora missiles provide. my initial idea is something along the lines of the dmc3 artemis multi-lock attack on one of them and a ricocheting shot ala spiral (across multiple enemies, to work w/ lightning gimmick) on the other. the trish style modifier on these would be MVC3 style traps, with the basic style+gun attack being strong lightning blasts from her hands similar to a shotgun or something like that- it allows for the movement to happen while still giving a new type of attack/move in terms of function.
with that kinda detail though i end up veering into the unknowns factor so i guess the more specific stupid crap goes here in terms of dreaming shit up:
i'd change up her basic melee/sparda button moveset to give her stinger at the very least, with high time potentially being removed over high voltage already existing. round trip would be the same as dante/vergil's, with a button hold enabling it. stinger is just such a basic thing that allows for continuous battle flow and without a move like it stuff just ends up kinda stutter-y.
while i really dislike the really long strings that hide moves that otherwise would have a lot of fun function i'm not sure where i stand on reconciling that or how to deal with that. i'm alright with having a fuckton of strings but it's very specifically the functionality of stuff like real impact or dance macabre being stuck so far in that gets a bit muddled- the style modifier could help with that, but the presence of that kind of string with moves locked in long strings kinda goes against the basic concept of that dmc style option design.
also, get rid of inazuma because it is really super boring in almost every capacity. just give her the same fast divekick that can be float canceled.
also also maybe add air raid? idk the use but why the hell not i guess. it can just be the same input as air raid in every other game. DT only, doubletap jump during lockon.
while i really wanna fuck w/ the dpad that happens to go against the design goal of creating a 'streamlined, stronger "basic" dante that introduces basic advanced play concepts naturally".
to specify, when i say advanced play concepts, i mean not only jcing but making stuff like weapon switching more "streamlined"(via melee button, sparda button, style button and guns), inertia being made obvious/accessible via the float and how you can play with enemy positioning/character positioning via lots of flexibility for movement (trickster moves, float, air raid) alongside v-divider and other moves like the suggested traps/artemis style gun moves manipulating the enemy positioning instead of having something as blunt as inazuma's "here's a big giant lightning trail that holds enemies forever". i guess the same bluntness applies for round trip there too but that's a bit of a legacy move that i feel needs to be in anyways. maybe have two different types of round trip, with dante/dmc3 vergil style being default and DT'd round trip being like 4se's giant death blender?
eh. this is just the dream since i also want dante to have full on fucking crazy insane breadth and depth that makes dmc3+ss's number of options look 'average' but that's just about as unlikely as any of this coming true, haha.
oh, also. give trish some damn bangs and also the complete amulet necklace. YEAH