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Move Lists

This is a list related to the different techniques for each weapon commands to understand combo rating and additional orb drops reward: (1)

  • Each number is added each time an attack hits.
  • Damage varies per enemy so refer to Enemy database for more specific data.
  • General sword attack moves from Alastor also applies to Sparda, Force Edge and Yamato.
  • Yamato move list behaves exactly the same as the Alastor.
  • If you hit an attack with the follow-up mark, the combo evaluation point added by the next attack will be “base point + bonus from the previous attack”
  • Charge If you do full charge Ifrit move
  • Air If you damage one of the marionettes or fetishes while they are in the mid air
  • DT When D.T. is active:
    • Lv1 “Straight x 2 + High Kick + Lotus Drop”
    • Lv2 it is “Straight x 2 + High Kick + Magma Drive”

Alastor


Ifrit


Fire Arm's


Combo A
  • 3-hit combo.
  • Performed by pressing △ 3 times
  • The end hit is usually cancelled with high time.
Base Points Bonus Addition Orb Gain Points
Regular Slash 4 4 0.2
Slashing down 8 4 0.3
Combo B
  • Input - △, △ (Pause) △, △
  • 5-hit combo ending with a heavy downward slash.
  • In DT, you don't have to delay for the Reverse double slash.
  • Sparda Changes the final hit into Stinger instead.
Base Points Bonus Addition Orb Gain Points
Regular Slash 4 4 0.2
Reverse double slash 4 4 0.2
Slashing Down 8 4 0.3
RT Combo
  • Input - △, △, △, △
  • A quick 4-hit combo ending with a roundhouse kick.
  • Only usable after you throw alastor.
  • Exclusive to M22: In Sparda DT you gain access to Flamethrower ▢ and Meteor ▢ (Hold).
Base Points Bonus Addition Orb Gain Points
RT Straight 2 2 0.2
RT body 2 2 0.3
RT High Kick 4 4 0.4
Million Stabs
  • Input - △,△ (Longer Pause) △
  • Two slashes, followed by series of stabs. The number of stab increases when you continuously press △
  • In DT, the gap of pausing before the input is a lot shorter.
Base Points Bonus Addition Orb Gain Points
Regular Slash 4 4 0.2
Stabs per hit 4 4 0.05
Finish Hit 8 4 0.4
Air Hike
  • This is performed by pressing Jump two times. It enables you to boost the damage of Helm Breaker by signficant amount
  • Only Avaliable to Alastor and M22 Sparda
High Time
  • Input - + + △
  • Can be in the mid air if held △
  • Commonly, used to cancel Combo A ender.
  • Grants Good boost to combo rating bonus, if the follow-up attack is helm breaker.
Base Points Bonus Addition Orb Gain Points
High Time follow-up 4 4 0.3
Helm Breaker
  • Input - △ while in mid-air.
  • Extremely strong move when used at the right height.
  • Can loop against enemies like deaths and phantom. Can one shot unmasked blades and sins.
Base Points Bonus Addition Orb Gain Points
Helm Breaker Normal 8 4 0.3
Helm Breaker Double Jump 8 4 0.5
Stinger
  • Input - + + △
  • Primarly source of movement.
  • Sometimes used to cancel combo enders.
  • Can land multiple hits during charging state.
  • Very good to interrupt and stop certian enemy attacks.
Base Points Bonus Addition Orb Gain Points
Stinger Charging 8 4 0.2
Stinger On Hit 8 4 0.4
Round Trip
  • Input - (hold then release) △
  • Switches to Bare hand combat similar to ifrit.
  • Very good to interrupt and stop certian enemy attacks.
Base Points Bonus Addition Orb Gain Points
Round Trip 2 2 0.05
Air Raid
  • Only in DT, which can be activated by pressing during mid air
  • Can perform Lightning Attack by pressing ▢
Base Points Bonus Addition Orb Gain Points
Lightning Attack 4 4 0.2
Vortex
  • Input - △ (Requires Air Raid)
  • Overtakes Stinger as main source of movement.
  • Lv 2 keeps the move active as long as the DT runes last.
  • Can skip Air Raid animation by holding at any direction before tapping or holding (Lv2) △ and DT transformation at the same time during mid air.
Base Points Bonus Addition Orb Gain Points
Vortex 4 4 0.2
Combo
  • 4-hit combo.
  • Performed by pressing △ 4 times
  • Each hit can be charged for 48/60 frames to maximize the damage.
Base Points Bonus Addition Orb Gain Points
Straight 4 4 0.2
Straight Charge 24 12 0.8
Body 4 4 0.2
Body Charge 24 12 0.8
High Kick 4 4 0.3
High Kick Charge 24 12 0.9
Lotus Drop 24 12 0.4
Lotus Drop Charge 96 48 1
Jump Kick
  • Input - △ while in mid-air.
  • Used for fast landing in certain sections and one of the options to approach Nightmare.
  • Quick knock down option against marionettes and fetish.
Base Points Bonus Addition Orb Gain Points
Jump Kick 4 4 0.4
Rolling Blaze
  • Surround the body in flame and damage enemies upon contact.
  • Its long duration means it is very useful for parrying attacks or destroying projectiles.
Base Points Bonus Addition Orb Gain Points
Rolling Blaze 4 4 0.1
Magma Drive
  • Input - + + △
  • Can be Charged for 48/60 frames to maximize the damage.
  • follow-up Grants Good boost to combo rating bonus, if the follow-up attack is Charged Straight.
Base Points Bonus Addition Orb Gain Points
Magma Drive 8 4 0.7
Magma Drive Charge 24 12 2
Kick 13
  • Input - + + △
  • DT variant performs releases a barrage of fast punches and kicks.
  • Overtakes Alastor DPS loop against Nelo.
Base Points Bonus Addition Orb Gain Points
Kick 13 DT 4 4 0.3
Meteor
  • Input - + + △
  • DT only move
  • Lv2 grants further charge and destructive power
  • One of the only moves that can reliably damage griffon's head.
Base Points Bonus Addition Orb Gain Points
Meteor follow-up 8 4 0.4
Inferno
  • Input - Jump then hold at any direction + △ while in DT
  • Extremely powerful move and can one/two shot most enemies.
Base Points Bonus Addition Orb Gain Points
Inferno 4 4 0.5
Ebony and Ivory
  • Has different varation of shooting speed and animation. Fastest one is air shooting.
Base Points Bonus Addition Orb Gain Points
Normal Shooting 0 0 0.05
DT Shooting 4 0 0.1
Air Shooting 2 0 0.05
Shotgun
  • Can cancel animation recoil when moving left and right.
Base Points Bonus Addition Orb Gain Points
Normal Shooting 0 0 0.1
DT Shooting 4 0 0.2
Air Shooting 2 0 0.1
Grenade Gun
  • Can cancel animation with roll.
  • Out-classes other guns unless certain scenarios.
Base Points Bonus Addition Orb Gain Points
Normal Shooting 4 0 0.2
DT Shooting 4 0 0.4
Nightmare-β
  • Hardly used weapon because of how late it's avaliable.
  • Consumes 3 DT Runes for maximum charge. The damage output is very low when DT rune is insufficient.
Base Points Bonus Addition Orb Gain Points
When Runes avaliable 4 0 0.1
When Runes are insufficient 4 0 0.05
Needle gun
  • Forced Progression pick.
Base Points Bonus Addition Orb Gain Points
Needle Gun 4 0 0.1

References


1) DMC Official Guide (2001): Tankobon Hardcover. Chapter 1, Action; p. 53.