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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.