Devil May Cry 5 Guide

Beginner Dante Guide for Devil May Cry 5

Beginner Dante Guide

Overview

Welp since no-one else is doing it, I guess it’s up to me. So listen up Nero virgins (jk nero is actually pretty cool) I’m about to show the absolute Chadness that is Uncle Dante, by explaining nothing and showing you some ♥♥♥♥♥♥ starter combos.

Intro

In all seriousness though Dante is hard to play, the purpose of this guide is to show new players a few short combo segments to hopefully get you started in playing the Big D, and making up your own combos.

Firstly I should mention that I’m playing on 1.2 turbo and I am using the inertia and reversals mod by SSSiyan:

. But I made sure that all of the combos here are perfectly useable in vanilla. My controls are default, but the bumpers and trigger functions are switched.

Whitelion’s Tech list is also a good source for… well tech: https://twitter.com/whitelion_exec/status/1120737308276342784

Weapons and style switching

Start with 2 Melee & 2 Guns, DSD & Balrog with E&I & Shotgun are top pick when starting out. Other than that there’s nothing I can do, just keep practicing and only equip the weapons you are confident in using.

Practice style switching as much as possible, you’re not going anywhere until you master the art of moving your left thumb very fast. In all seriousness though this is very important more so than weapon switching, Because if you aren’t utilizing all of Dante’s styles then that’s half (or more) of his kit gone, and you might as well just stick with Nero and V.

Advanced Stinger Spam

Make stinger spamming look more stylish
Stinger > Flintwheel > Stinger > Million Stab
Dante will automatically turn around for million stab

You’ll want to delay Flintwheel by a little bit, so that the enemy is only hit by the tip of the wheel or else the enemy won’t be in range of the Million Stab

Star Rave

This is Good for practicing JC timing. I mostly use it for stun locking those shield guys in normal gameplay or for extending combos.
Jump > Sky Star > Aerial Rave > Enemy step
Jump Canceling Aerial rave is also an option to make you a bit faster.

Unless you are above the enemy you will push them in one direction instead of constanly switching sides.

2 other variations for air juggling

Launchers

This section is is a variation of ways to launch enemies (mainly with DSD and Cavalier R) to give you ideas on how to start combos in more interesting ways.

High Time > Flintwheel > Trick Up
(We’ll get to the dive kick part later)

Good height, giving you enough space for pretty much any follow up: Balrog’s Updraft, Cerberus revolver, E&I Rainstorm, etc.

Redline > Enemy Step > Highside > Flintwheel
Looks cool, that’s about it, as for utility, it can be followed up with Trick Up and it gives you about the height as the previous one.

Jump & Flintwheel at the same time > Sky Star > Updraft
Another one that I thought looked cool so I decided to throw it in here.

You can use this to transition into Star Rave to give it a little bit of extra flair.

Idling > Royal Guard > Flintwheel
This can be combined with the previous one for a little bit of extra height.

Can also be followed up with E&I Twosome Time/ Honeycomb Fire to prep for DSD Drive/ Over Drive.

Horizontal Movement

As the title implies this section is about horizontal movement mainly with guns. Horizontal movement makes game look a lot more interesting and SSStylish as you and your enemy aren’t just floating in one spot.

E&I Rainstorm
E&I Rainstorm is amazing for horizontal movement, as you can move in air while using it (and if you have the inertia mod you can modify how much momentum you get by simply moving the left stick). Use it to extend air time to help you prep for you next move or to switch sides as I assure you, you will have trouble executing certain moves if you are “on the wrong side”, especially for back-forward motions.

Shotgun
The Shotgun is great for throwing enemies in the direction you want, letting you single them out from a group of other enemies, and whilst in the air can prevent enemies from falling if you far away enough. Combining it with Lucifer’s Rose (Dante’s air taunt) or E&I’s hitstop opens up new combo possibilities by following it up with Redline or Friction.

Balrog
Mainly Friction (the dive kick). Friction is amazing for movement in general as it gives you both vertical and horizontal movement, as it changes angle relative to you and your enemy’s position, which makes it perfect for saving dropped combos.
(obviously I didn’t save it but I couldn’t be arsed to do another take)

Now of course there’s more moves than the ones I mentioned here (like Cavaliere’s Redline) but I’m too lazy to get any actual footage.

Extending Combos

The point here is to give you extra time to micromanage your weapons and style, and switch to the right one.

Examples:

  • Star Rave
  • Cerberus Revolver
  • Any of E&I’s attacks
  • Cavaliere’s air attacks

Conclusion

At this point I got hungry and went for food, and I’ve been writing this for about 2 days now so…. yeah… always remember to experiment… yadda, yadda… see what works yadda, yadda and Practice!

Who knows maybe I’ll add more to this someday.

Feedback is very welcome and I hope you actually get something outta this guide.

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