The Sparda brothers (and Nero) return in the newest installment of the widely-known and loved series Devil May Cry. With the latest game boasting brilliant graphics, new-and-improved modern game design, and of course an extension to the story, Devil May Cry 5 stylishly brings the series back from its retconned blunders past.
The fan-favorite character Dante still holds up as one of the most complex characters to play, vlosely matched or surpassed only by Vergil, whose "doppelganger" frightens me mechanically and visually.
JUMP CANCELLING, universal to all characters, is a very helpful tool for prolonging basic air combos and making possible more complicated ones. Dante's higher release moves that prove too cumbersome or restrictive to continue air combos from, like some of Cavaliere's air attacks or Cerberus's Revolver, can be simply ended quickly with a jump cancel, utilizing the move "enemy step," to quickly continue the onslaught.
An air combo utilizing jc tech to endlessly continue hits to include a whopping six weapons.
High Times -> Aerial Rave JC X3 -> Cavaliere Combo D -> Air Taunt -> Cavaliere Combo C -> Feather Combo JC X2 -> Feather Combo -> Blaster Twins -> Mad Hatter + Hat Trick -> Rainstorm -> Feather Combo JC X3 -> Revolver JC -> Revolver 2
The STYLE SYSTEM (mostly unrelated to the universal STYLE RANKING all characters can get) gives Dante a wide new array of moves, all accessible from the same button press, removing the hassle of even more initiation inputs to memorize! While remembering which style is selected may make things more difficult, mastering the entire moveset brings fruitful reward in stylish gameplay.
An air combo utilizing the style-dependent moves High Times, Cavaliere Combo C, Firestorm, Rainstorm, Blaster Twins, and Fireworks.
High Time + High Times -> Cavaliere Combo D -> Friction JC -> Firestorm -> Rainstorm JC -> Blaster Twins -> Fireworks
DEVIL SWORD DANTE, a legendary devil arm Dante creates himself as the story progresses, introduces a revolutionary new mechanic for his combo game; summoned sword attacks completely independent of his own action! With this, the player can practically throw two attacks at once, covering for Dante's slower moves or providing utility whilst he repositions, like Friction and High Times, or Stingers and Mad Hatter.
Move Name | Usage | Fancy Visuals |
---|---|---|
Four-Handed | Keep the enemy suspended wherever they are, especially the air, by repeatedly stopping any of their momentum. | ![]() |
Stingers | Repeatedly hit the enemy forward, leaving them open for longer range attacks. | ![]() |
High Times | Even working in mid-air, launch the enemy upwards independent of Dante. | ![]() |
Round Trips | With some charge-up, home in on nearby enemies or keep ones in the air suspended for an extended period of time. | ![]() |