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DT Stun

DT Stun Mechanics

DT enemy in DMC3 gets significant boost from stun resistance (1) compared to their regular state. It also seperates the values of their regular stun and knockaway where every enemy has it's own resistances and every Dante and Vergil has its own stun and knock away values.

Usually enemy's stun and knockaway counters have the same values and most moves have the same amount of stun and knockaway points.

Knockaway Launching

This is a type of DT enemy launching where it can break an enemy's knockaway counter. This can only be done with any attacks that goes torwards this counter such as Stinger and Hightime

Demonstration of Sloth Launching with the values by MIZUKI

Example of Sloth Knockaway from Stinger by BeeG

Sloth has a knockaway resistance of 60 which will launh depending on the last move that is used. After that the knockaway counter returns to 0.

Stun Launching

Second type of DT enemy launching that can only be applied while an enemy is in the air. Any attack properties will count toward this including the knockaway counter. This is the main reason where players can double launch a DT enemy by first setting off the Stun Launch counter with a launcher then follow-up with knockaway counter.

Example of Stun Launching by AutoMash.

Example II of Stun Launching by Oscar Josue.


The stun Launch counter will reset to 0 and nothing happens if you go over it with a move that is not a launcher, as there is no such thing as Stunknockback or Stunknockdown. If the move that goes over or completes the Stun Launch counter is a launcher, however, then it Stun Launches. But for Stun Launching, you can do as many non-knockaway moves as you want before adding to the knockaway counter, as long as the final move adding toward the stunlaunch counter arrives at or goes over the enemy's stunlaunch counter and is a launcher.

Other Notes

  • Refer to Dante and Vergil move list to check the values of the stun and it's type. May need to be revised
  • Dante and Vergil has reverse kick move from Reb / FE weapon with a stun value of 12. This is the same for DTE (2)
  • Weapons generally follow a rule where their attacks output a specifc number of stun/displacement (3)
  • Some attacks are multi-hit per input. For example, Reb Combo B deals three hits on the second input and attacks deal stun per hit.
  • Each Dante's crazy combo has different number of hits to stun.
  • Shotgun has knockback glitch. It shoots consists of smaller pellets and a single point blank shot that deals bigger stun and disp than the pellets. If you hit with a shotgun on a juggled enemy, and break the disp with any of the pellets still remaining, including the big shot, you will cancel knockback and carry over the points of the remaining pellets/shot.

Video Demonstration

References


3) DMC3 Stun Sheet - by APSandman and endneo