====== Dante's Devil Arms ======
This is a list related to the different techniques for each weapon commands to understand Damage, Stylish points and properties: [(DMC3 Official Guide Book - Detailed Gameplay Guide (2005): Tankobon Hardcover. Chapter 1, System; p. 19 - 43.)]
* Hits means the range of damage you get if the attack doesn't fully connect.
* × Per Hits means each time you connect the hit under mentioned move.
* Launch means the attack follow-up.
* Crazy refers to Crazy Combo which is a special type of combo in DMC3 that replaces the end of a standard combo, typically with an extendable attack. Each Crazy Combo has different properties which depends on Style meter gauge.
* Hold refers to Nevan's bat hits.
* Weapons like Cerb or A&R are largely made up of multi-hit attacks per input. Example: a single tap of melee will output one Cerb swing, then another, with each one following the 12 stun rule. If both hits land, then 24 stun total was dealt.
* Beo damage varies when it comes to half-chargeing. However, there is inital value for no-charge vs max-charge.
* [[dmc3:dante:other_actions_styles|Only 3 weapons has Air Hike]] (Reb/A&R/Beo)
* Most of the moves has properties against [[dmc3:dt_stun|enemies behaviour on stuns]] [(:dmc3stunsource)] for example:
* KB Knock Back
* KD Knock Down
* LA Launcher
* Some stun value has extra number which refers as displacement / knockaway counter.
Rebellion
Cerberus
Agni & Rudra
Nevan
Beowulf
Combo A
A quick 3-hit combo.
Three Even Cuts.
Command: △ > △ > △
Damage
Stun
Stylish Points
First Hit
100
12
150
Second Hit
80
12
150
Ender
130
12 12
200
Combo B
A 4-hit combo for crowd control.
Second hit goes all around dante.
Command: △ (Pause) > △ > △
Damage
Stun
Stylish Points
First Hit
100
12
150
Second Hit
60 + 50 + 80
12 + 12 + 12
100 + 100 + 100
Ender
130
12 12
200
Helm Breaker
A powerful overhead swing from mid-air which returns the player to the ground.
Attack power can change according to Dante's height.
First hit will knock an enemy down on the ground or in the air, second hit will knock an enemy away on the ground only, attack can be JC'd to control which if any hits land
Command: While in mid-air △
Damage
Stun
Stylish Points
Helm Breaker Hits
60~200
12 12
150~250
Helm Breaker Shockwave
70
12 12
80
Stinger
A high speed lunge attack towards a targeted enemy, which knocks them back upon connecting.
Lv2 gains greater range. Note that there are no invincibility frames in the dash mechanic of Stinger.
Dante's primary source of movement.
Multi-hit like Helm Breaker, first hit deals stun, second deals stun and knockback. Attack can be cancelled early with a Crazy Combo (Million Stab, Wildstomp) to deal no stun/knockback from the second hit.
Command: + + △
Damage
Stun
Stylish Points
Stinger
130
12 + 12 0 + 12
200
High Time
Swing Rebellion upwards to fling enemies into the air.
Hold down the attack button to launch the player into the air.
Command: + + △
Damage
Stun
Stylish Points
High Time
80
12 12
200
Million Stab
Crazy Rapidly stab enemies in front of the player with blinding speed.
Combo is finished by a longer range thrust, which deals greater damage and knocks back stricken enemies.
Number of stabs based on a style meter are: No rank = 16 stabs | A = 31 stabs | SS or higher = 38 stabs
Command: Mash △ after second hit of Combo B or Stinger.
Damage
Stun
Stylish Points
Stabs per hit
10
12
10
Finish Hit
150
12 12
300
Drive
An attack with a slow start that sends a powerful shockwave towards distant enemies.
Shockwave travels until it hits a wall.
Sometimes records as 24 stun, possible multi-hit properties
Command: Charge △ then release.
Damage
Stun
Stylish Points
Sword Hit
70
12
100
Shockwave Hit
300
12
300
Combo A
A simple, 5-strike combo.
The first 3 strikes can attack enemies around the player, while the last 2 strikes damage enemies in front of the player.
Command: △ > △ > △ > △ > △
Damage
Stun
Stylish Points
First Strike
50 + 50
12 + 12
100 + 100
Second Strike
50 + 60
12 + 12
100 + 100
Third Strike
50 + 60
12 + 12
100 + 100
Fourth Strike
50 + 60
12 + 12
100 + 100
Final Strike
70 + 100
12 + 12 12
100 + 200
Combo B
A complex, 5-strike combo.
The latter 3 strikes (the final strike being a Windmill) are directed towards frontal enemies.
Command: △ > △ (Pause) > △ > △
Damage
Stun
Stylish Points
First Strike
50 + 50
12 + 12
100 + 100
Second Strike
50 + 60
12 + 12
100 + 100
Third Strike
40 + 70
12 + 12
100 + 100
Windmill
30 × 4
12 × 4
50 × 4
Swing
Whirl in mid-air slicing any nearby enemies with split-second speed.
Hits below Dante.
Command: While in mid-air △
Damage
Stun
Stylish Points
Swing
90
12 0
200
Revolver
Spin violently in mid-air before landing to deal large impact damage.
Performing the Revolver off a ledge prolongs its duration.
Last hit deals knockback.
Can be JC'd
Lv2 increases spiral velocity.
Number of hits varies depending on a number of factors, such as position relative to enemy.
Command: + + △
Damage
Stun
Stylish Points
Revolver Lv1
40 + (40 × 2) + 120
12 + (12 × 2) + 120
70 + (70 × 2) + 150
Revolver Lv2
40 + (60 × 3) + 120
12 + (12 × 3) + 120
70 + (70 × 3) + 150
Windmill
Spin the nunchucks around in a propeller-like motion, striking enemies directly in front of the player.
Repeatedly tapping △ will prolong the attack. Especially if the style meter is high
Number of strikes based on a style meter are: No rank = 12 strikes | A = 20 strikes | SS or higher = 24 strikes
Command: + + △
Damage
Stun
Stylish Points
Windmill × Per Hits
15
12
25
Satellite
Crazy Spin your nunchucks around your body, striking all enemies within range of the player 3 times. This will always deals the same number of hits regardless of stylish rank or inputs
Knockdown happens more often when style meter increase.
Command: Mash △ at the end of Combo B sequence.
Damage
Stun
Stylish Points
Satellite
100 × 3
12 × 3
200 × 3
Combo A
A basic 5-hit combo.
The final 3 strikes are circular swings around the player, dealing damage to all nearby enemies.
Last hit has knockback.
Command: △ > △ > △ > △ > △
Damage
Stun
Stylish Points
First Hit
60 + 60
16 + 16
100 + 100
Second Hit
80
16
100
Third Hit
80
16
100
Fourth Hit
110
16
150
Ender
90 + 150
16 + 16
150 + 200
Combo B
A 3-hit combo. the fastest Agni & Rudra combo to finish fully.
This combo deals extra damage against foes directly in front of the player.
Second hit has long range.
Command: △ (Pause) > △ > △
Damage
Stun
Stylish Points
First Hit
60 + 60
16 + 16
100 + 100
Second Hit
80 + 50
16 + 16
100 + 100
Ender
80 + 80
16 + 16
150 + 150
Combo C
A devastating combo that slashes enemies in a 180 degree arc in front of the player with blinding fast swings.
Final strike is a kick that has extra range compared to Agni & Rudra's default range
Command: △ (Pause) > △ (Pause) > △
Damage
Stun
Stylish Points
First Hit
60 + 60
16 + 16
100 + 100
Second Hit
80 + 50
16 + 16
100 + 100
Multi-Slashes × Per Hits
35
32 + 12× Per Hits
50
Kick
100
12
250
Aerial Cross
Perform a quick cross-slash in mid air.
Knockback depends on style meter
Command: While in mid-air △
Damage
Stun
Stylish Points
Aerial Cross
200
16
200
Jet-Stream
Slash through multiple enemies with increased speed.
Lv2 is a powered-up version and gives more distance
Command: + + △
To do the Lv2 command hold △
Damage
Stun
Stylish Points
Jet-Stream Lv1
60 × 2
16 × 2
100 × 2
Jet-Stream Lv2
(60 × 2) + (60 × 2)
(16 × 2) + (16 × 2)
(100 × 2) + (100 × 2)
Jet-Stream Lv3
Lv3 Jet-Stream is the maxed-out version, which links several attacks into one ultimate combo that ends in an element-infused cross-slash.
Last hit has knockback based on style meter.
Command: + + △ (Hold)
Damage
Stylish Points
Jet-Stream Lv3
(60 × 2) + (60 × 2) + 150
(16 × 2) + (16 × 2) + 16
(100 × 2) + (100 × 2) + 200
Whirlwind
Perform an element-infused upward slash against enemies directly in front of the player.
Hold the attack button to launch the player alongside the stricken enemy.
Command: + + △
Damage
Stun
Stylish Points
Whirlwind
(40 × 2) + 80
(16 × 2) + 16
(50 × 2) + 200
Whirlwind Launch
60
16
100
Million Slash
Crazy Rapidly swing your twin swords around for a multi-hit attack on all enemies within a 180 degree arc in front of the player.
Technique ends with an element-infused overhead attack.
Style meter increases amount of slashes.
Command: Mash △ during Multi-Slashes sequence of Combo C.
Damage
Stun
Stylish Points
Slash per hit
10
16
50
Finish Hit
150
16
300
Tune up
Special stance used to link into certain combo attacks.
The striking motion before reaching this stance will strike enemies to the front-right of the player.
Command: △
Damage
Stun
Stylish Points
Tune up
80
-
150
Combo A
Send a flurry of bats and powerful lightning towards a targeted enemy.
Flurries and lightning clouds hit the target in a staggered pattern, allowing the remaining bats and lightning to protect the player from ranged attacks.
Command: △ while in Tune up. Holding △ will create more bats.
Damage
Stun
Stylish Points
Hits per bat
50
12
40
Initial Hit
100
-
200
Combo B
Attack the enemy using multiple bat strikes.
Command: + △ while in Tune up. Holding △ will create more bats.
Damage
Stun
Stylish Points
Hits per bat
50
12
40
Combo C
Attack enemies with successive high-energy lightning blasts.
Command: + △ while in Tune up. Holding △ will create wider shockwave.
Damage
Stun
Stylish Points
Hits per bat
200
12
200
Jam Session
Crazy Strum your guitar with blinding speeds, summoning a massive horde of blood-thirsty bats to attack enemies all around the player.
Style meter increases range.
Command: Mash △ during Combo B.
Damage
Stun
Stylish Points
Hits per bolt
12
12
50
Final Hit
100
-
350
Air Play
Jam on your guitar while in mid-air to summon a swarm of blood-thirsty bats.
Command: While in mid-air △. Can hold △ for bats
Damage
Stun
Stylish Points
Air Play
100
-
50
Reverb Shock
Charge at the enemy and hit them with a powerful electric attack.
Lv2 fires an electric attack in conjunction with summoning a horde of bats to damage the enemy.
Command: + + △
Damage
Stun
Stylish Points
Reverb Shock
100
12
200
Bat Rift
Swing your guitar in a massive arc pattern, slashing a nearby enemy.
Lv2 knocks the enemy into the air, then summons a swarm of blood-thirsty bats, which do additional damage via a homing attack.
Command: + + △. Hold △ for bats.
Damage
Stun
Stylish Points
Bat Rift Lv1
80 + 20
-
200 + 100
Bat Rift Lv2 Hold
80+(50 × per hit)
-
200+(40 × per hit)
Air Raid
After transforming into Demon form, you can spread out your ultra-powerful demon wings to float in the air for a limited time.
Command: + X.
Thunder Bolt
Cook the enemy with electrified arrows while floating in the air.
Command: While in Air Raid ▢
Damage
Stun
Stylish Points
Thunder Bolt
60
-
70
Vortex
Perform a charge spin-attack from the air while in free-floating form.
Invincible during animation.
Command: While in Air Raid △
Damage
Stun
Stylish Points
Vortex
60
-
60
Combo A
Basic 3-hit combo that ends with an upward kick, which can potentially launch enemies skyward.
Any part of this combo can be charged by holding down △
Command: △ > △ > △
Damage
Stun
Stylish Points
First Hit
110~275
20
150~400
Second Hit
130~325
20
150~400
Ender
150~375
20 20
200~450
Combo B
After a two-punch combo, deliver a flurry of kicks then end the combo with a powerful axe kick which knocks enemies down.
Any part of this combo can be charged by holding down △
Command: △ > △ (Pause) > △ > △
Damage
Stun
Stylish Points
First Hit
110~275
20
150~400
Second Hit
130~325
20
150~400
Kicks
(30~75) × 6
-
(40~90) × 6
Ender
200~500
20 20
200~450
Killer Bee
A diving kick performed in mid-air that pierces an enemy with supersonic speed.
Tracks Enemy
Command: While in mid-air △
Damage
Stun
Stylish Points
Killer Bee
200
-
200
Straight
Dash toward a target enemy to deliver a straight punch onto said target enemy, knocking them back.
Can be charged by holding down △
Lv2 Travels more distance
Command: + + △
Damage
Stun
Stylish Points
Straight
180~450
20
200~450
Beast Uppercut
Lunge forward and deliver an uppercut to an enemy, potentially launching them into the air.
Can be charged by holding down △
Command: + + △
Damage
Stun
Stylish Points
Beast Uppercut
120~300
20 20
200~450
Rising Dragon
After launching a foe with a Beast Uppercut, follow the launched enemy skyward in a spiral to do additional damage.
Command: △ after Beast uppercut.
If you max charge Beast Uppercut where Dante's fist shakes then mash △ to perform Diving Dragon
Damage
Stun
Stylish Points
Rising Dragon
200
20
250
Diving Dragon
(150~200) + (25~60 × 2~5) + 150
-
250 + (70 × 2~5) + 120
Hyper Fist
Crazy Throw a barrage of blinding fast punches at enemies directly in front of the player.
Attack range increases with style.
Command: Mash △ during the kicks sequence of Combo B.
Damage
Stun
Stylish Points
Fists per Hit
15
-
30
Finish Hit
200
-
300
Prop Shredder
Spin your sword vertically at high speeds to slice and dice the enemy to bits - the initial attack will fling the enemy upward while the second keeps them airborne.
Moves faster with style ranking.
Available at Lv1 SM.
Possible attack length depends on stylish rank. At no rank (0) until Blast (rank 3) Shredder outputs 16 hits
Number of Shredder based on a style meter are: A = 31 | S = 32 | SS and higher = 48
Command: O, O
Damage
Stun
Stylish Points
Prop Shredder
20 + (80 × per hit)
12 4 ×3 + (12 × per hit)
70 + (25 × per hit)
Aerial Rave
Perform a 4 hit sword strike combo in mid-air, ending in a powerful slash that sends enemies flying.
Final hit has a hover effect.
Available at Lv1 SM.
Command: While in mid-air O > O > O > O
Damage
Stun
Stylish Points
Regular Raves
60
12
100
Final Hit
90
12 12
200
Sword Pierce
Hurls Sword At Enemy, able to perform only kick attacks when sword is not in hand.
Replaces basic △ commands with Thrust Kick and Jump Kick
Can call back the sword early by pressing O
Available at Lv2 SM.
Command: + + O
Damage
Stun
Stylish Points
Initial Hit
100
12
200
Stab Hits
30
8
50
Return Hits
30
12
50
Thrust Kick
100
12 12
150
Jump Kick
70
12 0
150
Dance Macabre
Ultimate Sword combo with various assortments of moves.
Available at Lv3 SM.
Command: + + O...
Damage
Stun
Stylish Points
First Sequence
50
12
100
Second Sequence
25 + 50 + 50
12 + 12 + 12
40 + 120 + 120
Stab Hits
10
12
30
Finisher
100
12
200
Crazy Dance
Crazy Dante plants his swords into the ground and spin around it, kicking everything in its path.
Enemy will be forced to stop their action after a few rotations.
Available at Lv3 SM.
Command: Mash O during stab sequence of Dance Macabre
Damage
Stun
Stylish Points
Rotation Hits
40
12
90
Final Hit
150
12
300
Flicker
Whirls Nunchakus around to hit enemy.
Can be done in mid air or on ground.
The higher style meter is, the more it hits.
Appears to deal three hits of 24 stun each (five when mashed), but it actually deals six hits of 12 each (ten when mashed)
No rank = 10 hits | A rank = 14 hits | SS or higher = 22 hits
Available at Lv1 SM.
Command: O
Damage
Stun
Stylish Points
Flicker × Per Hits
10~200
12
25
Crystal
Thrusts nunchakus into the ground which will then result in ice pillars sprouting out from the ground in the surrounding vicinity.
Can be used as a launcher, float if already midair.
Available at Lv2 SM.
Command: + + O
Damage
Stun
Stylish Points
Crystal
70
12
100
Million Carats
Crazy Used in conjunction with Crystal as a finisher. Slam your nunchucks into the ground to sprout ice pillars completely around the player.
Available at Lv2 SM.
Command: Mash O during Crystal
Damage
Stun
Stylish Points
Million Carats
400
12
350
Ice Age
Creates a large ice mass that totally surrounds Dante, preventing any incoming damage.
Available at Lv3 SM.
Command: + + O...
Damage
Stun
Stylish Points
Ice Age × Per Hits
15
12
50
Crossed Swords
Perform an elemental cross-slash.
Available at Lv1 SM.
Command: O
Damage
Stun
Stylish Points
Crossed Swords
200
16
200
Sky Dance
4-hit, mid-air combo. Combo finishes with a roll, dealing damage to enemies in front and behind the player from the moment the roll is initiated to when the player touches the ground.
Very long recovery time.
Available at Lv1 SM.
Command: While in mid-air O, O, O
Damage
Stun
Stylish Points
First two hits
50
16
90
Roll Slash
70
16
90
X Slash
120
16
200
Crawler
Plunges twin swords into ground to roll out a large carpet of flame.
Unlimited Range.
Available at Lv2 SM.
Command: + + O
Damage
Stun
Stylish Points
Crawler
(100 + 60) × 2~3
-
(150 + 80) × 2~3
Twister
Combines both swords and spin them above Dante's head thus creating a heat vortex / cyclone which burns everything that goes near it.
Available at Lv3 SM.
+ + O
Damage
Stun
Stylish Points
Twister
80
16
90
Tempest
Crazy Used in conjunction with Twister. When twister is performed, Dante will spin the 2 swords combined in mid air in an inverted position, thus creating a super huge cyclone /vortex that burns everything in its vicinity.
Mashing △ instead right after Crazy Trigger does ultimate tempest.
Available at Lv3 SM.
Mash O during twister
Damage
Stun
Stylish Points
Tempest
350
16
350
Slash
Transform the guitar into a scythe and slash at enemies on the ground.
Large Range.
Available at Lv1 SM.
Command: O
Damage
Stun
Stylish Points
First Hit
40
12
100
Second Hit
100
12
200
Air Slash
Normal 2 hit Air slash with the guitar.
Higher style meter increases knockback.
Available at Lv1 SM.
Command: While in mid-air O, O
Damage
Stun
Stylish Points
Air Slash × Per Hits
150
12
150
Feedback
Whirl guitar around Dante to hit any enemy in the immediate vicinity.
Available at Lv2 SM.
Command: + + O
Damage
-
Stylish Points
Spinning Hits
15
-
25
Shockwave
100
-
200
Crazy Roll
Crazy Used in conjunction with Feedback. Generate electricity while rocking forward into unsuspecting enemies.
Hits more the higher style meter is.
Available at Lv2 SM.
Mash O during Feedback
Damage
Stun
Stylish Points
Hits
30
12
50
Finish Hit
150
-
300
Distortion
A huge barrage of bats with blasts of lightning that travels in a long straight line towards its intended target.
Stage 3 is charge based on the number of bats.
Available at Lv3 SM.
Command: + + O
Damage
Stun
Stylish Points
Hits per bat
50
12
50
Zodiac
Launch a ball of energized light to distant foes in front of the player.
Fixed distance, attack moves farther with charge.
Available at Lv1 SM.
Command: O
Damage
Stun
Stylish Points
Zodiac
150~375
20
200~450
The Hammer
Focus your might into a double-fisted haymaker to deal damage to mid-air foes in front of Dante.
Higher style meter increases knockdown speed.
Available at Lv1 SM.
Command: While in mid-air O
Damage
Stun
Stylish Points
The Hammer
270
20
200
Volcano
Dante will slam his fist into the ground which will then create a small energy field that radiates outwards, hitting all that comes into its path.
Requires Testing Possible to increase power with △.
Available at Lv2 SM.
Command: + + O
Damage
Stun
Stylish Points
Volcano
200~500
20
200~450
Real Impact
A highly-focused, one-hit power attack that inflicts incredible damage to whatever enemy it connects with.
Dante is fully invincible once the inital hit connects.
Available at Lv3 SM.
Command: + + O
Damage
Stun
Stylish Points
Inital Hit
0
120
100
First Hit
500
120
400
Second Hit
600
120
400
Tornado
Crazy After launching an enemy with RI, follow the attack with a flurry of spinning kicks.