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.

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.