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.