How do I get colliders to trigger without a collision?,How do I get 2D Colliders to trigger without needing a collision?

I am working on a 2D Fighter similar to Mortal Kombat and Street Fighter. To make attacks register I have assigned a collider2D on the enemy charcters body, and another on the player characters fist that gets enabled on a button press. My issue is that the colliders, will not trigger unless the one on the player characters fist is moving into the enemie’s collider or moving within the enemie’s collider. I want the collider to trigger even if the one on the fist is touching the other and not moving. So say both characters are not moving and one punches the other. I want the collider on the fist to enable and if it is touching the enemy collider, trigger the damage. If I am going about this all wrong could someone please send me in the right direction?

This script is to get the collider to enable and disable:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Attack : MonoBehaviour {

private bool attacking = false;
private float attackTimer = 0;
private float attackCooldown = 0.3f;
public Collider2D lightAttack; // attackTrigger

private void Awake()
{
    lightAttack.enabled = false;
}

private void Update()
{
    

    if(Input.GetKeyDown("c") && !attacking)
    {
        attacking = true;
        attackTimer = attackCooldown;
        lightAttack.enabled = true;

    }
    if (attacking)
    {
        if (attackTimer > 0)
        {
            attackTimer -= Time.deltaTime;
        }
        else
        {
            attacking = false;
            lightAttack.enabled = false;
        }
    }
}

}

and this script deals damage to the enemy:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DealDamage : MonoBehaviour {

public int damage = 5;




private void OnTriggerEnter2D (Collider2D col)
{
   
    if (col.isTrigger != true && col.CompareTag("Enemy"))
    {
        col.SendMessageUpwards("Damage", damage);
        Debug.Log ("Hit!");
    }

}

},I am working on a 2D Fighter similar to Mortal Kombat and Street Fighter. To register attacks, I have assigned 2D Colliders on the enemies body (to give the character something to hit) and one on the player characters fist that enables on a button press. My issue is that the collider on the enemy will only trigger if the collider of the player characters fist is moving into it, or moving within it. I want the colliders to trigger even if neither of them are moving. So say both players are standing still, and one punches the other. I want the collider to enable and trigger with the other collider if they are touching. I have 2 scripts.

This one is for the attack function itself

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class LightAttack : MonoBehaviour {

private bool attacking = false;
private float attackTimer = 0;
private float attackCooldown = 0.3f;
public Collider2D lightAttack; // attackTrigger

private void Awake()
{
    lightAttack.enabled = false;
}

private void Update()
{
    

    if(Input.GetKeyDown("c") && !attacking)
    {
        attacking = true;
        attackTimer = attackCooldown;
        lightAttack.enabled = true;

    }
    if (attacking)
    {
        if (attackTimer > 0)
        {
            attackTimer -= Time.deltaTime;
        }
        else
        {
            attacking = false;
            lightAttack.enabled = false;
        }
    }
}

}

and this on is for the trigger (dealing damage to the enemy)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DealDamage : MonoBehaviour {

public int damage = 5;

private void OnTriggerEnter2D (Collider2D col)
{

    if (col.isTrigger != true && col.CompareTag("Enemy"))
    {
        col.SendMessageUpwards("Damage", damage);
        Debug.Log ("Hit!");
    }

}

}

I would keep the colliders as Triggers only and have them always active. Then just apply a layermask so that the fists only register when they hit another collider that’s on a Damageable Layer. This avoids the player hurting himself.

Player1_Fists Layer
Player1_Body Layer
Player1_Head Layer
Player1_Legs Layer
Player1_Feet Layer

Do the same for player 2. Then use a layerMask and set all the body parts except for fists and feet to be damageable by the opposing players fists or feet. Separate layer for head and body and legs means more customization in damage. Head is worth more for instance.