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Dante's Devil Arms

This is a list related to the different techniques for each weapon commands to understand Damage, Stylish points and properties: (1)

  • 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.
  • Most of the moves has properties against enemies behaviour on stuns (2) 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.
  • Number of hits depends on the style meter.
  • Available at Lv3 SM.
  • Mash O after Real Impact
Damage Stun Stylish Points
Inital Hits 100 - 40
Knockdown Hit 100 - 300

References


1) DMC3 Official Guide Book - Detailed Gameplay Guide (2005): Tankobon Hardcover. Chapter 1, System; p. 19 - 43.

2) Values gathered using DMC3HD Stun Visualize Tool - by flemia