Overview
A supplementary guide on how to use the DSD in it’s nuance.
Introduction
As covered in the guide above:[link]
This part of the guide will focus on how Auto Spectral Formations affect your Melee combos
For example Stinger and forward attacking moves usually summon Million Stingers.
These extend the range of and allow for faster juggles
Attacks that go round in motion summon Spiral Roundtrips.
Unfortunately these Round Trips only Circle Dante extending his range rather than home in on the enemy
Rising moves such as Hightime, Highside and even Real Impact give Dante High Times.
While most of Auto High times sends the enemy higher some High Times such as Updraft (2nd Image) actually have a High times that juggle
The others just follow the motion of the attacks such as Aerial Rave or Firestorm. The majority of spectral swords can be intuitively guessed by the direction of the attack.
In the next section you can see the full table of Dante’s Spectral attacks side by side by the normal attacks.
Spectral Swords Combat Table
The DSD swords react depending your currently selected style. The most varied being the Sword Master style due to how the Spectral Blades react depending on each individual attack. Most of these Spectral Autos are actually Four Hands but in different shapes. The formation of the Spectrals can be intuitively guessed by what kind of action Dante is doing. For example, if Dante is attacking forwards the Spectrals spam mini-stingers, if Dante is doing a circular or charge attack the Spectrals spin in circles around him.
Memorizing these Auto Spectral Formations is integral to maximizing Dante’s combat potential in 5. As it adds an extra dimension of depth to every Melee based attack.
Furthermore, DSD formations can be activated anytime during animations, and even when Auto Spectrals are happening.
All Attacks that are influenced by Spectrals Swords can be referenced here in their normal vs Auto Spectral Formations
While the Spectral Formations are mapped to the Swordmaster style, the DSD Movelist is the same as Sparda and Rebellion Melee strings except for the following
Spectral Swords Combat Table 2
Balrog
Spectral Swords Combat Table 3
DSD Desync in-depth & Notes
Referring back to the main guide, DSD Desync is what happens when the Spectral swords spawn where Dante was previously located prior to an Air Trick, Ground Trick or current X,Y,Z value during charge attacks (Stinger, Friction/Divekick, Poleplay etc).
As you can see in the clip above Dante relaunches the Caina with a rose then Ground Tricks. While he was Tricking down, a Stingers on DSD was inputted before his position value was updated. This allows the enemy to be hit by Stingers, while you’re already on the ground ready for a set up or finisher. In this scenario going Twin Cascade, Overdrive, Cut-In Front on Shotgun are excellent follow ups.
For the Hightime rose set up you can even substitute Four Handed and then do the Ground Trick > Stingers set up. It is high reccomended you practice these set ups in order to get a feel for the DSD Desync.
*Its important to note for this particular set up to work you have to wait and delay the Ground Trick after the 2nd Rose comes out. You should get used to inputting Stingers/Four Handed immediately after Ground Trick with DSD equipped.
Floating Round Trips in-depth & Tech notes
Found by combo players on Twitter, especially on the Japanese side. Floating Round Trips refers to the DSD formation not homing in on the enemy and sending itself as a projectile you can use like a trap instead. Huge thanks to Whitelion on Twitter for in-clarification and testing and tekitô: [link]
The first thing to realize is that there are 3 types of Round Trips for DSD.
- 1. Normal (Homing on Locked-on or last enemy arggoed).
- 2. Floating Round Trips (Goes past the last enemy hit, and is sent forward to where Dante is facing).
- 3. Split Floating Round Trips(Some will home in on targets, and some Round Trips will float away).
This entire Floating DSD Round Trips system depends on 4 systems which are:
Aggrovation (Aggro), Input Timings, Round Trips Homing Memory (Each DSD Spectral Sword has it’s own tracking), and very occasionally Camera Angles (only applicable in scenarios relating to Aggrovation).
The 1st type of Round Trips is very easy to do, you simply hold style after doing any of the manual Sword Formations on SwordMaster and the Spectral Blades will spin behind Dante and will start Homing in your Locked on Target.
For the 2nd kind to activate the Floating Round Trips to go past the enemy you need to have Dante in Neutral Aggro, and then switch style (safest to switch to is Trickster) to shoot Round Trips in front of where Dante is facing to have them “Float”.
You can do this with DSD Combo B (Prop Shredder), Do Aerial Rave away from the enemy without Lock on at any point of the string, after Rose or taunt. As long as you can let go of the Lock on (the conditions for Floating DSD will clear and allow you to use it).
Why this works is because of the enemy aggrovation system that is linked to the Spectral Sword’s Homing Memory. Locking On also generates this Aggro. Therefore by doing set ups such as:
Melee x1 with Dante facing away from the enemy, you’ll find it much easier to be successful to send out Floating DSD. Taunting even though Dante is facing the enemy also makes the enemy aggro neutral to Dante (even with air taunt), which gives taunting mid-combo/combat great utility.
Example of Floating Round Trips Set ups:
Four Handed (Charge Round Trips) >
Lock-on Off & Switch to Trickster >
Shotgun (have enemy fall on Floating DSD) >
Twin Cascade
Four Handed (Charge Round Trips) >
High Time >
Let go of Lock-On & Air Hike (Backwards) >
Rose >
Switch to Trickster (Release Floating DSD RTs) >
Shotgun > Taunt > Man in Red >
Over Drive (Charge) >
Man in Red (Release) >
Over Drive (Release)
These set ups can really open up your combo paths and help you do more creative set ups in the air. Moves that plant you and require the enemy to stay still like Kalina Ann’s Hysteric become very useful in this scenario.
These are not the only ways, but some of the more easier and useful set ups I’ve found. Don’t be scared to just pop in the void and try whatever set up you think works.
Split Floating Round Trips:
For the 3rd kind with is split Round Trips it requires you to understand the differences between Hard Enemy Arggo, Neutral Enemy Aggro, and No Enemy Aggro. The most easiest, but not completely accurate way of understanding this is that:
Aggro [ON] = Normal Round Trips
Aggro [Neutral] = Split Floating Round Trips
Aggro [OFF] = Floating Round Trips
By going into Neutral Aggro you can do set ups with Floating DSDs and also have a bit of tracking on one/more enemies. For example:
Normally Twin Howizter wont connect in the air due to the distance and projectile speed, however thanks to the 1 Split Round Trip we can shoot into the Floating Round Trips and set up a nice Hysteric for a finisher.
Furthermore you can also use to this Split Round Trips between the original homing type and Floating Round Trips across different enemies.
This can be extremely useful specific combo setups and freestyle DSD combat. Being able to manage multiple enemies at once and creating space for yourself to even Round Trip with more Rebellion and the Sparda gives you insane amount of control in the arenas.
Making use of DSD in Combat
Now that we’ve covered all the Auto Spectral Swords lets try out some combos!
Weapon Set [Melee: DSD | Guns: E&I]
DSD Combo A > Four Handed > Drive > Stingers
Weapon Set [Melee: Cavaliere/R, DSD, Balrog | Guns: E&I, Shotgun]
Wheelie > Stingers > E&I > Friction > Flint Wheel > Hightimes > Shotgun Stinger > Interceptor > Overdrive
Weapon Set [Melee: DSD, Balrog | Guns: E&I, Shotgun, Double Kalina Ann, Faust Hat]
DSD Combo B > High Time > Air Hike (Backwards) > Rose (Taunt) > Ground Trick – (Immediately After) Stingers > Twin Cascade
We get really good spacing here, because the last hitbox of Stingers actually hits forwards, and increasing in hitbox size, which is what allows it to get hit. If you time it earlier it’s possible to still connect it much more safely.
Weapon Set [Melee: DSD, Balrog | Guns: E&I, Shotgun, Double Kalina Ann, Faust Hat]
DSD Combo A x2 > High Time (Rise) > Rose (Taunt) > Sky Star (Away) > E&I Shot > Rose (Taunt) > Trick – Stingers > Air Hike (Backwards) > E&I Shot > Friction *Swordmaster Switch > Firestorm > Enemy Step > E&I Shot > Rose (Taunt) > Ground Trick – Stingers > Twin Cascade
Weapon Set [Melee: Rebellion, DSD, Balrog | Guns: Double Kalina Ann, Faust Hat]
Balrog Combo A x1 > Heat Up > Prop > Roundtrip > Stingers > Taunt (Start Charging Round Trips) > Switch to Trickster (Floating Round Trips will go past enemy) > Twin Howitzer > Man In Red > Set Hat > Hat Trick > Pyromania (Accumulate/Charge SDT)> Stingers (2nd last hit of Pyromania > Man In Red (Finish/Projectiles) > SDT (Sin Devil Trigger) > Demolition
Now that have you some examples head to the void and figure out some ideas for yourself. Don’t be afraid to change and customize weapon load outs and spend as much time in the void as you want. Experimentation is key!
Thank you & Extra
Now that you understand the full depth of how DSD, Auto Spectral Swords and how to use them in your combos go kick some ass!
Here are some awesome players you should follow to learn the full breath of all of DMC’s combat!
DarkHarmonixer[www.twitch.tv]
DelusionaryKiller[www.twitch.tv]
Whirling[www.twitch.tv]
VashTSB[www.twitch.tv]
Millz[www.twitch.tv]
ZeroMayCry9[www.twitch.tv]
ChaserTech[www.twitch.tv]
Jestah[www.twitch.tv]
SickPang[www.twitch.tv]‘
As well as the amazing video guides by:
https://www.youtube.com/user/Broly2012
Any the many Japanese/Chinese Players on Twitter/Youtube
https://www.youtube.com/user/BlaNKHelvellyn
https://www.youtube.com/channel/UCAGmgt5fJ0xCuFgseoWvV_Q
Tweets by HuangRSfly
Tweets by EdwinXu911