DMC5 Dante Overview

CHARACTER DESCRIPTION

The Legendary Devil Hunter Dante. DMC5‘s deepest character and stylish combat genius. Dante is a very complex character with a ton of moves, mechanics and tools. He can be overwhelming, but is incredibly strong and has answers to any situation if you have the knowledge of his moveset and execution to keep up. He also lets you express yourself through your gameplay like no other character.

With 4 unique melee weapon types, 4 unique ranged weapon types, 4 combat styles and a powered up SDT mode, Dante boasts the largest movelist in DMC5. The kicker is that almost all of his moves serve meaningful purposes and are useful depending on the situation. Dante has an extremely steep learning curve and mastering him will demand a lot of effort, study and practice. But don’t let that deter you. Dante is an absolute blast to play and he will always have something for you to improve at.

Also, BLESS ME WITH YOUR GIFT OF LIGHT.

Contents:


BUTTON LAYOUT

DMC5 Dante Default Button Layout PS4
DMC5 Dante Default Button Layout PC

Dante’s default button layout is really good. You do not need to change his buttons to get the most out of him. You could always change his layout to suit your needs since there are some situational tricky inputs with the default layout like Charge Shot into Gunstinger. But you should take into consideration how many actions Dante has and how changing his layout may affect your access to them.

But in any case, you should play with whichever button layout you are most comfortable with.


MOVELIST

Since the full movelist can be viewed at any point through the pause menu, the movelist here will aim to detail more practical uses and/or hidden properties for each move. Also, for the purpose of keeping this movelist concise, the red orb cost of moves and basic abilities that are available on all characters will not be listed here. Please view those in-game.

The damage values listed below are Dante Must Die difficulty Void Mode estimates tested on enemies with normal attack affinity. Lower difficulties increase player damage output and some enemies take more damage from different types of attacks, so please keep that in mind.

Note: You can Hold L2+L1+R2+R1 when selecting Dante’s costume to play him with short hair on any mission.


Dante’s Styles

Dante has 4 Combat Styles that change the functions of his Style Action button depending on which Style is active. Trickster (T) for movement and evasion, Royal Guard (R) for defense and countering, Gunslinger (G) for additional ranged weapon attacks and Sword Master (S) for additional melee weapon attacks.

You can change Styles at any time (Exception: not during SDT). A lot of beginner players tend to pick 1 Style and then stay with it and only change when they absolutely need to. But to get the most out of Dante, you need to be able to change Styles frequently and on the fly to pin-point any move out of his large movelist and use it immediately when needed. This is where Dante gets complicated.

For the purpose of this Overview page, Trickster and Royal Guard actions will have their own sections below, but Gunslinger and Swordmaster actions will instead be included in each of the corresponding ranged or melee weapons sections for better readability.


Special Abilities

Important skills that provide Dante with utility.

⮞Show/Hide Movelist
NAME MOVE DESCRIPTION
Enemy Step Command: Press the Jump Button when near an enemy while in the air.

Use enemies as a stepping stone to cancel any air move at any point. A fundamental component of combos.

Air Hike Command: Press the Jump Button while in the air

Performs a double jump.

Dante gains a triple jump while in Devil Trigger

Devil Trigger Command: Devil Trigger button, with 3 or more DT blocks

Dante’s DT. Increases speed, power, defense, grants HP recovery, super armor and powers up certain moves.

If you have Devil Sword Dante equipped on Dante’s loadout, the DSD Swords Formation helper swords will also be deployed during DT to buff all Styles and to add support to all melee attacks while Sword Master is active.

Glider Command: Hold the Jump Button in mid-air while Devil Trigger is active

Dante can glide while in DT to slow his descent. You can move around with the left stick.

Irregular Full Custom Unlock: Complete Son of Sparda difficulty

Passive ability that expands Dante’s weapon slots allowing you to equip all variations of all weapon types at once if you want to. Good luck.


Trickster Style

A Combat Style geared towards movement and evasion. Primarily has tools to chase enemies down and invul tools to safely avoid damage while moving around. One of Dante’s most important Styles.

DSD Swords Formation passive buff ‘Reactor‘ increases the use limit of single-use-per-jump air actions in Trickster. This includes Sky Star, Air Trick, Air Hike. It also reduces the delay between consecutive ground dashes. Stacks with Devil Trigger.

⮞Show/Hide Movelist
NAME MOVE DESCRIPTION
Dash Command: [Trickster] LeftStick + Style Action button

Performs an invul ground dash in any direction to avoid attacks. Can be chained.

Sky Star Command: [Trickster] LeftStick + Style Action in mid-air

Performs a single invul air-dash in any direction to avoid attacks. Maintains air time until completed.
DSD Swords Formation allows you to perform another Sky Star, Devil Trigger allows you to perform yet another Sky Star.

Flipper Command: [Trickster] Style Action while being sent flying

An ukemi of sorts that allows Dante to tech when he has taken damage and been sent flying.

Mustang & Mustang Air Command: [Trickster] Hold Style Action after dashing into an enemy

While on the ground, Dash into an enemy and use them as a springboard to jump very high. While in the air, Sky Star air dash into an enemy to use them as a staircase back to the ground. Both variations are invul. Useful for creating space between Dante and the target quickly.

Air Trick Command: [Trickster] Lock-on + LeftStick Forward + Style Action 

A long range teleport that places Dante right above the target. Has invul. Can only be performed once per jump, but leaves Dante at the perfect height to Enemy Step off an enemy and reset the air action count.

DSD Swords Formation allows you to perform another Air Trick, Devil Trigger allows you to perform yet another Air Trick.

Ground Trick Command: [Trickster] Lock-on + LeftStick Back-to-Forward + Style Action 

A long range teleport that places Dante on the ground below the target. Has invul. Very useful for quick access to ground moves during air combos. Bless this move.


Royal Guard Style

A Combat Style geared towards defense and countering. Primarily used to negate damage of incoming attacks by Blocking which builds up the Royal Gauge. Then Releasing all of the built up stocks in the Royal Gauge in a powerful counter. All attacks in the game can be blocked and countered. Royal Guard can also be used to cancel certain actions. I am also reasonably sure that all of Royal Guard‘s actions have instant(1F) startup. One of Dante’s harder Styles to use effectively, but very rewarding, powerful and satisfying.

DSD Swords Formation passive buff ‘Escort‘ grants you additional Royal Gauge on successful blocks. It also has a kind of auto-shield that can mitigate some incoming damage to Dante even if you don’t Block. The Royal Guard Block action during Swords Formation/DT can also be used to recall your helper swords back to Dante regardless of what they were doing. Even if they were in the middle of Roundtrips or Four Handed.

⮞Show/Hide Movelist
NAME MOVE DESCRIPTION
Block & Air Block Command: [Royal Guard] Style Action button

Guard against incoming attacks. Also known as the failed Royal Block. You negate incoming damage and gain some Royal Gauge at the cost of your DT gauge. You can move around on the ground while blocking

If you try to block with no DT gauge to expend, you will be guard broken.

Royal Block Command: [Royal Guard] Style Action button with perfect timing

Perfectly guard against incoming attacks. You know the timing is correct when the Block sounds like an explosion. Block just as an attack is about to hit you to negate incoming damage, gain Royal Gauge and gain DT stocks per perfect guard. Also gains a lot of style points.
Very useful and rewards learning enemy attack patterns.

Release & Air Release Command: [Royal Guard] Lock-on + LeftStick Forward + Style Action 

Release all of the stocks in the Royal Gauge to deal close-range damage to enemies. Will cause knockback if you have stocks. Also known as the failed Royal Release. Keep trying, man.

Royal Release Command: [Royal Guard] Lock-on + LeftStick Forward + Style Action with perfect timing

Release all of the stocks in the Royal Gauge in a perfectly timed counter-attack that negates damage, and deals damage according to how many Royal Gauge stocks you had. Seems to be unblockable and launches enemies. You will know the timing is correct when it sounds like all of the planets align.
This is the crown jewel of the Royal Guard style and can be one of Dante’s most powerful tools in the right hands.

Royal Revenge Command: [Royal Guard] Lock-on + LeftStick Back + Style Action 
Requires 1 stock of Royal Gauge

Enters a defensive stance that will negate the damage of the next attack and perform a long range, hit-scanning counter attack that inflicts crumple stun on standing enemies. Continue holding down the button to stay in the stance. A stock is only consumed if an attack is absorbed. Cannot be used if no stocks.


Devil Sword Dante

Also known as DSD. Dante’s new sword that serves as the core to his combat style. Inflicts Slash Damage and has tools to launch and juggle enemies, cover distance on the ground, send out ranged projectiles and can also pin enemies down. A straightforward and easy to use weapon with no weaknesses. Its only real downside is that it doesn’t have a quick high damage option that doesn’t use resources.

Devil Sword Dante is an all-rounder and great weapon, but its main attraction are the ‘ DSD Helper Swords‘. These are the red phantom blades that swing around with Sword Master Style actions. In particular, Four Handed, Stingers and High Times can be used without Dante performing any kind of animation. This means they can be used at any time regardless of what Dante is doing. This effectively allows you to use these moves to keep enemies propped up even if you’re using other weapons. You just need the execution to switch to DSD & Sword Master to input the command.

Another big draw is DSD’s Swords Formation ability. This consumes 2 blocks of DT to grant Dante useful buffs that change depending on which Style is selected.

  • Chaser: Sword Master helper swords. Adds assisting swords to all melee attacks on all melee weapons while in Sword Master. The type of assisting swords depends on the attack but can range from shadowing swords to launcher swords to very useful lock-down type filler swords. Check the DSD Chaser Sword breakdown for more information.
  • Interceptor: Gunslinger helper swords. Auto-turrets that attack nearby non-lock-on targets and knocks them back. Good for crowd control unless the enemies have shields or are Hell Antenora.
  • Reactor: Trickster helper swords. Adds additional uses to certain single-use-per-jump actions like air dashes and double jumps. Stacks with Devil Trigger.
  • Escort: Royal Guard helper swords. Gain more Royal Gauge per Block and an auto-shield to mitigate some incoming damage even when not blocking.

Having DSD in your loadout will automatically deploy Swords Formation for the duration of Devil Trigger. This means you can always have access to these buffs in DT just by taking DSD into a mission with you.

Overall, Devil Sword Dante provides a lot of fundamental utility that knits all of Dante’s kit together, which makes it a must-have in your loadout.

⮞Show/Hide Movelist
NAME DMG MOVE DESCRIPTION
Swords Formation Command: Hold Melee Attack, release when DSD glows.
Consumes 2 blocks of DT.

Summons Dante’s ‘helper swords’ which aide each of his Styles. Lasts about 25sec at max level (tested on Turbo Mode).

Activating Devil Trigger while Swords Formation is already active will pause its timer for duration of DT.

DSD Combo A 120 Command: Melee Attack x3

Quick 3 hit combo that ends in knockback.

DSD Combo B 185 Command: Melee Attack, delay, Melee Attack x2

Quick combo that has Dante swing the sword behind him offering a small area of effect damage, then causes knockback. The number of hits of the Million Stab portion of the attack can be increased by pressing Melee Attack rapidly.

DSD Combo C 132+ Command: Melee Attack 2x, delay, Melee Attack x2

The old Prop Shredder but now in the middle of a ground combo. The Prop launches enemies and the Shredder juggles airborne enemies. The final hit can be held down. Each have large cancel windows, making these safe attacks.

Aerial Rave 120 Command: Melee Attack x4 while in the air

Swift 4 hit combo in the air. Your bread and butter to Jump Cancel(Enemy Step) with. Final hit sends enemies diagonally downwards in front of Dante.

Helm Breaker 75 Command: Lock-on + LeftStick Back + Melee Attack while in the air

Sends Dante and enemies in front of him downwards with a falling strike. Will knockback on the landing portion of the attack.

High Time 50 Command: Lock-on + LeftStick Back + Melee Attack

A fast launcher. Hold the attack button to follow into the air.

Stinger 65
225
Command: Lock-on + LeftStick Forward + Melee Attack

Rushes forward and skewers enemies causing knockback.

If you perform this move off of certain ledges you can do a “Stinger Jump” and vault really far forwards.

In Devil Trigger, Stinger consumes 1 block of DT to gain additional hits and increased power which sends enemies flying. The DT version also gains some guard break properties. You can also phase through enemies at pointblank range.

Million Stab 95+ Command: During a Stinger, continue to Hold the Melee Attack button, but release a direction. Repeatedly press the Melee Attack button for more strikes

Violently stabs the target before ending in a blow that causes knockback. The stabs can be Jump, Side Roll, or Block canceled easily making this a fairly safe attack. Does not inflict lethal damage until the final hit.

Million Stab cannot be performed from a Devil Trigger Stinger.

Drive 100
175
350
Command: Lock-on + LeftStick Back-to-Forward + Melee Attack

Getsuga Tensho. A very long range shockwave that launches enemies on hit. Has 3 levels of charge with each level increasing damage.

You can perform a Quick Drive by inputting this move during the first hit of DSD Combo A. Please use this.

Over Drive 100
150
200
Command: Melee Attack immediately after Drive.

Sends 2 more shockwaves that also launch enemies on hit. Follow-up damage is dictated by the charge level of the initial wave.

Cannot be performed after a Quick Drive.

Four Handed 25 Command: [Sword Master] Style Action button

Spins the phantom swords in front of Dante akin to his DSD Combo B. Very good for catching light weight enemies out of knockback moves. Won’t juggle heavier enemies.

High Times 25 Command: [Sword Master] Lock-on + LeftStick Back+ Style Action

A launcher than can be performed regardless of what Dante is doing. Extremely useful.

Stingers 35 Command: [Sword Master] Lock-on + LeftStick Forward+ Style Action

A knockback move than can be performed regardless of what Dante is doing. Useful for displacing enemies while doing other actions.

Round Trips 185+ Command: [Sword Master] Hold Style Action button until the swords spin at Dante’s back, then release

Sends the spinning phantom swords at an enemy pinning them down or keeping airborne enemies juggled. Very good for big setups.

You can call the swords back by Royal Guard Blocking with Swords Formation/DT active, or by activating SDT. The spinning swords also have a hitbox when they are at Dante’s back before you release them.

This move can’t be activated while using other melee weapons.

Dance Macabre 555 Command: [Sword Master] Lock-on + LeftStick Back-to-Forward+ Style Action repeatedly

Dante’s long ground combo action. Does not inflict lethal damage until the final hit meaning you can setup very stylish battle enders with this. The second last hit launches enemies and the final hit ends in knockback. The first hit of Dance Macabre is very useful for parrying incoming attacks.


Balrog

The blazing greaves and gauntlets. Balrog inflicts Blunt Damage and has 2 modes of attacking: Blow Mode for boxing style hand-to-hand combat featuring heavy stun building jabs, uppercuts and evasive weaves; Kick Mode for kick boxing style martial arts with swinging kicks and launchers. You can switch between modes by using the Mode Change action with Balrog equipped.

Balrog has a unique mechanic called ‘Ignition‘ where it heats up and deals additional damage as well as gains added Fire Elemental Damage. Ignition holds between modes, but wears off after a certain amount of time. The Ignition state also gives you access to Balrog’s most powerful moves.

Overall, Balrog has tools for dealing high damage, launching enemies, covering distance, parrying enemies, invul skills, and inflicting heavy stun and guard break. It is a close range weapon with stubby reach but it offers damage and utility. It is also just plain quite fun to use. Add Balrog to your loadout.

*The 2 damage values in each entry in the table refer to base state(top) and Ignition state(bottom, red).

⮞Show/Hide Movelist
NAME DMG MOVE DESCRIPTION
Mode Change 25
40
Command: Lock-on + LeftStick Back + Melee Attack 

Switches between Blow Mode and Kick Mode.

Rolling Blaze 25
35
Command: Jump button

Adds a hitbox to jumping while Balrog is equipped.

[Blow Mode]
10 Counts
Command: Land 10 strikes while in Blow Mode

Triggers Ignition state. Any strikes with Balrog in Blow Mode count.
Ignition state lasts ~17sec at max level (tested on Turbo Mode).

10 Counts cannot be triggered while you are already in Ignition.
If you take damage before hitting 10 Counts, the counter will be reset.

[Blow Mode]
Light Blow
10
12
Command: Melee Attack button

Quick jabs that can be chained. Primarily used in between Welter Move and to build up 10 Counts. Builds up heavy stun slowly.

[Blow Mode]
Feather Combo
110
145
Command: Melee Attack x2 in the air

Aerial 1-2 punch followed by a finisher that sends enemies directly downwards below Dante.
During Ignition state, the finisher attack ground bounces.

[Blow Mode]
Heavy Jolt, Fly Dragon
50,37
65,50
Command: Lock-on + LeftStick Forward + Melee Attack 

Tucks in and dashes close to deliver a right hook. Input the command again to execute an uppercut follow-up called Fly Dragon, which causes rising knockback.

[Blow Mode]
Welter Move
Command: Hold Melee Attack after an attack, move the LeftStick Left or Right to sway

Bob and weave after an attack. The initial duck after activating this action has invul. Swaying left or right while bobbing also has invul.

[Blow Mode]
Bantam Revenge
50
75
Command: During a Welter Move’s left/right sway, press Melee Attack 

Strike after Welter Move. If you swayed to the left, deliver a left hook. If you swayed right, deliver a hard gut punch. The right side gut punch version inflicts crumple stun (left side follow-up doesn’t). Good at building up heavy stun.

[Blow Mode]
Middle Break
32
60
Command: [Sword Master] Style Action button

Left corkscrew that creates a multi hitting cyclone. Decent for locking enemies down and building up heavy stun.

[Blow Mode]
Cruiser Dive
85
110
Command: [Sword Master] Style Action in the air

Falls out the sky and strikes the ground in a mini explosion. Blow Mode’s area of effect attack.
During Ignition state, the attack ground bounces. The explosion area also inflicts crumple stun.

[Blow Mode]
Minimum Dragon
50
75
Command: [Sword Master] Lock-on + LeftStick Forward + Style Action 

A swift uppercut that launches enemies. Simple and straightforward.

[Blow Mode]
Rising Dragon, Divine Dragon
100,300
125,525
Command: [Sword Master] During Minimum Dragon, press Style Action repeatedly

Dante’s Shoryuken. Leaping uppercut that rises into the air, launching enemies. Tap the button all the way while charging to unleash Divine Dragon, a powerful rising uppercut with a furious spin on it.

[Blow Mode]
Real Impact
750 Command: [Sword Master] Lock-on + LeftStick Back + Style Action 
*Requires Ignition to be active

Charges up a powerful 3 hit uppercut that launches enemies really high. Inflicts guard break. Long startup but very damaging. One of Dante’s go-to tools for damage.

[Kick Mode]
Heat Up
30 Command: Hold Melee Attack button

Ignite the flame… now! Dante performs a dance that triggers Ignition state.
Ignition state lasts ~18sec at max level (tested on Turbo Mode). Heat Up can be used again while you are already in Ignition.
If you get hit during this action you will take additional damage.

[Kick Mode]
Balrog Combo A
200
225
Command: Melee Attack x3

3 hit wide swinging kick combo. Finisher causes knockback.

[Kick Mode]
Balrog Combo B
285
345
Command: Melee Attack x2, delay, then Melee Attack repeatedly

Rapid flamingo kick flurry ending in a finisher that causes rising knockback.

[Kick Mode]
Friction
60
100
Command: Melee Attack in the air

Divekick. It has a maximum angle limit, but it can also go straight downwards if it tracks an enemy. Lands very consistently on airborne enemies below Dante when used right after an E&I shot.
Ignition version of this attack launches if enemy is on the ground or very close to the ground.

[Kick Mode]
Updraft
75
100
Command: Lock-on + LeftStick Forward + Melee Attack 

Backflipping kick that launches enemies. Hitbox is deceptively short on grounded enemies.

[Kick Mode]
Break Spiral
127+
195+
Command: [Sword Master] Style Action button

A breakdance barrage of kicks followed by backflipping launcher. Useful for crowd control to some extent. You can steer Dante a little bit during the attack. You can also continue pressing the button to extent the breakdance.

[Kick Mode]
Firestorm
90
110
Command: [Sword Master] Style Action in the air

Swift double kicks while airborne that launches enemies. Very useful move that you should work into your gameplay if you haven’t already.

[Kick Mode]
Flint Wheel
55
80
Command: [Sword Master] Lock-on + LeftStick Back + Style Action 

Creates space by cartwheeling backwards. Has a lot of invul time. A very good move for parrying incoming attacks.
During Ignition state, this attack launches.

[Kick Mode]
Pyromania
650 Command: [Sword Master] Lock-on + LeftStick Forward + Style Action 
*Requires Ignition to be active

New Kick 13. Looks stylish, inflicts guard break and ends in knockback. Offers good damage, but this attack is a hell of a dedication, and likes to drop on airborne enemies outside of DT.

Cannot be interrupted by enemy parry attempts, such as what Hell Judecca and Proto Angelo try to do. Taking damage will interrupt it though.
Use as a battle finisher or when you have SSS Rank and Quadruple S ready so you can be to cancel it.


Cavaliere

The motorcycle that becomes a pair of dual chainsaws. An unorthodox weapon that deals Slash Damage and has tools for launching & juggling enemies, inflicting guard break, crowd control and dealing damage. Cavaliere also satisfies more specialized uses like being an attack buffer, burning through enemy super armor or launching heavier enemies more consistently. It has moves that have invul on startup and provides Dante with super armor on almost all of its attacks.

Cavaliere has a gear system mechanic with Low Gear, Top Gear and Overtop Gear. The Gear tier affects the speed at which the following attack will come out. Low Gear is the default setting, press the following attack button while the chainsaw is digging into enemies to start the next attack with Top Gear. Do this right as the previous attack ends to start the next attack with Overtop Gear which also gets additional damage. You can tell which gear level you’re at by looking at the aura around the wheels.

A lot of beginners seem to shy away from the bike weapon since it has lengthy attacks that seem like they can get you killed if you use them recklessly. But you can jump, trick out of, or block cancel any of the lengthy chainsaw attacks as long as they make contact. Cavaliere is also one of Dante’s strongest weapons. It is recommended to put into your loadout and is pretty good if you know how to use it.

Cavaliere also has a DLC exclusive version called Cavaliere R. This is the same weapon in a red color pallet, but it has access to a unique move called ‘Redline’ which is extremely fun to use. The brown Cavaliere has slightly more super armor than than the red one, so if you can use it, go with Cavaliere R.

⮞Show/Hide Movelist
NAME DMG MOVE DESCRIPTION
Cavaliere Combo A 500+
877+
Command: Melee Attack x3

Swing wide and dig the saw into enemies. The finale is a spinning finish that causes knockback. Decent for crowd control.
Can combo with Sword Master’s Cavalier Combo B.

In Devil Trigger, The Combo A finisher consumes 1 block of DT to gain additional hits and increased power which sends enemies flying. Also gains guard break properties.

Air Cavaliere Combo A 247+ Command: Melee Attack x2 in the air

Dig the saws into enemies while airborne. Since this string doesn’t have a finisher it can be chained into itself indefinitely. Kind of slow to be used as air combo filler without a setup.
Can combo with Sword Master’s Air Cavalier Combo B.

Idling 250+ Command: Lock-on + LeftStick Back+ Melee Attack 

Do you like juggling? Flips in and then uses the saws to juggle enemies finishing in a big knockback swing. You can tap the attack button to perform more juggles, with each one launching enemies.
DT version has the helper swords ground bounce enemies while in Sword Master.
You can jump, roll, trick or block cancel before the finisher. The flip startup of the attack has invul.
Kind of an awkward attack to incorporate into combos unless you use it as a starter.

Cross Line 215+ Command: Lock-on + LeftStick Forward + Melee Attack 

Slides forward then crosses both hands to dig the twin saws into enemies. If you let the whole move play out, it causes hard knockdown. This attack’s main use is to reset the ground Cavalier Combo A & B trees so that you can continue attacking in Top Gear or higher.

Slipstream 325+ Command: Lock-on + LeftStick Back-to- Forward + Melee Attack 

Does a mini backflip and then uses both bike wheels to propagate Dante forward a long distance before criss-crossing the saws over enemies. Inflicts crumple stun if you let the whole attack play out. The backflip startup has invul.

Highside 200+ Command: Lock-on + LeftStick Back+ Melee Attack in the air

Jumps up backwards with both saws at Dante’s back, launching enemies. Works very well as a buffer in air combos so that you can switch weapons, transition to the ground or think about what to do next.

Be careful when using this in Sword Master during DT or with Swords Formation since the helper swords can make the attack miss if the target is small and the same aerial height as Dante.

Braking 200+ Command: Lock-on + LeftStick Forward + Melee Attack in the air

Brings down both saws straight to the ground on top of the enemy. Causes a hard knockdown if it hits properly. Use this to transition from the air straight into ground attacks in Top Gear or higher.

Cavaliere Combo B 615+ Command: [Sword Master] Style Action x3

Dante rides the bike over enemies in a large area. The 1st hit causes crumple stun if you let the whole attack play out. The 2nd attack can restand grounded enemies.
The finale has Dante performing doughnuts on the bike with each hit launching enemies. Tap the attack button to continue attacking. Good for crowd control.
Can combo with Cavalier Combo A.

Air Cavaliere Combo B 685+ Command: [Sword Master] Style Action x3 in the air

Launches enemies on the ground and picks them up into the air to drag the bike wheels over them. The finale throws the entire bike at the target dealing a lot of damage and sending them flying.
Very good for crowd control at lower heights. The first hit is also good air combo filler and a great launcher for heavier enemies.
Can combo with Air Cavalier Combo A.

Full Throttle 175
432
Command: [Sword Master] Lock-on + LeftStick Forward + Style Action 

Flips onto the bike and then drives straight into enemies causing knockback. The flip startup has invul.

If you perform this move off of certain ledges you can automatically transition into Redline(Cavaliere R Only) and vault really far forwards.

In Devil Trigger, Full Throttle consumes 1 block of DT to gain increased power as Dante backflips off the bike while sending it flying. Also gains guard break properties. Krayzee!

Wheelie Jump 100 Command: [Sword Master] Lock-on + LeftStick Back + Style Action 

Backflips onto the bike then does a huge wheelie flip launching enemies very high into the air. A strong launcher for heavier enemies. The backflip startup has invul. Able to catch airborne enemies surprisingly high up.

Redline
*Cavaliere R Only
162 Command: [Sword Master] Lock-on + LeftStick Back-to-Forward + Style Action 

Ramps up with the bike fast and far. Can launch enemies if you jump cancel it partway through otherwise it will cause knockback. One of Dante’s primary tools to cover large horizontal distances in the air. 

You can also perform Redline during Full Throttle if you input it before Dante does the small wheelie. You can also perform Redline during Wheelie Jump if you input it after he backflips onto the bike.

Cry every time you can’t use this in the Bloody Palace. Making this move DLC-only was a sin.


King Cerberus

The triple threat elemental weapon. Inflicts Blunt Damage and has 3 different forms: a Nunchaku that deals Ice Elemental Damage, a Rod that deals Fire Elemental Damage, and a Three-Section Staff that deals Lighting Elemental Damage. Which version of the weapon you’ll use is differentiated by its inputs. Melee Attack button inputs are Ice Nunchaku form, Sword Master Style Action button inputs are Fire Rod form, and Hold-and-Release inputs with either attack button are Lightning Staff form.

King Cerberus is an all-rounder weapon with tools to launch & juggle enemies, cover distance on the ground, handle crowd control, inflict heavy stun, hard knockdown and has a very good fully invul move that excels at parrying. It has a lot of abilities, and in turn provides Dante with a ton of utility and is overall a really fun weapon to use. Recommended to add to your weapon loadout.

⮞Show/Hide Movelist
NAME DMG MOVE DESCRIPTION
Cerberus Combo A 175 Command: Melee Attack x5

Long nunchaku combo that ends in rising knockback. Rate of attacks is enough to keep medium and lighter weights juggled in place.

Cerberus Combo B 270 Command: Melee Attack x2, delay, then Melee Attack x2

Spins the nunchaku on Dante’s wrist kind of like a shield. Quite good for parrying attacks, but very deep into this attack string.

Swing 50 Command: Melee Attack in the air

A single vertical swing with the nunchaku in the air. Excellent air combo filler for charging up lighting staff attacks.

Crystal 70 Command: Lock-on + LeftStick Back+ Melee Attack

Creates icicles on the ground that launch enemies upwards. Great for catching airborne enemies out of air comes at varying heights. Also good for buffering lightning staff attacks.

Revolver 115 Command: Lock-on + LeftStick Forward + Melee Attack

A furious vertical spinning attack with the nunchaku. The final hit causes knockback. Great for parrying and good combo filler since it’s easy to jump cancel and the many hits can work as a buffer.
Air OK.

Ice Age 60+ Command: Lock-on + LeftStick Back-to-Forward + Melee Attack

Dante creates an ice shield around himself. Fully invul, has a constantly active parrying hitbox and can be jump canceled at any time.
Juggles airborne enemies and works as a buffer so you can charge lighting staff attacks or even switch weapons.
One of Dante’s best moves. Use this, but don’t abuse plz.

Cerberus Combo C 240 Command: [Sword Master] Style Action x3

3 hit combo with the rod ending in an overhead slam. Deals more damage if you space yourself to hit with the very tip of the attacks. Final hit grounds enemies if spaced properly.

Can ground bounce if you have Swords Formation/DT active

Cerberus Combo D 505 Command: [Sword Master] Style Action, delay, then Style Action x4

A multi hit stabbing string with the rod. Final hit causes knockback. Deals more damage if you space yourself to hit with the very tip of the attacks.
If you strain your brain enough you can make this move somewhat useful.

Pole Play 170 Command: [Sword Master] Style Action in the air

Spins in the air all the way down to the ground then performs a knockback swing. The attack can be canceled into other ground actions upon landing. Good for parrying.
Very good for setting up the ‘above head’ height where standing attacks can hit a juggled airborne enemy.

Rock Back 50 Command: [Sword Master] Lock-on + LeftStick Forward + Style Action 

Vaults off the rod to deliver a flying kick. One of the few rushing attacks that doesn’t knock enemies away making this a good chase tool.

Hot Stuff 430
559
Command: [Sword Master] Lock-on + LeftStick Back + Style Action 

Spins the rod and then releases a wide wave of flame. One of Dante’s damage dealing attacks.

In Devil Trigger, the attack costs 1 block of DT to deal even greater damage over a wider area.

Long Barrel 125 Command: Hold Melee Attack button, release when the weapon is electrified

A long range lightning strike with the staff that causes knockback. Air OK and can track upwards or downwards. Good for parrying.

In Swords Formation/DT, the DSD helper swords add a long range High Times that launches enemies.

Thunder Clap 210 Command: Hold Melee Attack until electrified, then press Lock-on + LeftStick Back + release Melee Attack

Gotta move fast! Releases 4 lightning balls that slowly home in on the nearest enemy (not necessarily the lock-on target). Great for locking enemies down after Crystal for bigger setups.

Long Revolver 230 Command: Hold Melee Attack until electrified, then press Lock-on + LeftStick Forward + release Melee Attack

Lightning version of Revolver. The final hit causes hard knockdown. Great for parrying and good combo filler since it’s easy to jump cancel and the many hits can work as a buffer.
Air OK as well.

Revolution 135 Command: [Sword Master] Hold Style Action, release when the weapon is electrified

Swings the three-section staff over a wide area causing knockback. Good for crowd control and parrying. Very simple but solid move.

Turbulence 135 Command: [Sword Master] Hold Style Action until electrified, release in the air

Swings the three-section staff over a wide area causing knockback. Good for crowd control and parrying. The air version of Revolution.

King Slayer 347 Command: [Sword Master] Hold Style Action until electrified, then press Lock-on + LeftStick Forward + release Style Action

Lengthy ground combo with the three-section staff that ends in a knockback. Attack rate is enough to keep airborne enemies juggled. Can be canceled with Jumps, Blocks or Tricks at any time making this move a lot more useful than it may initially seem. Good for building up heavy stun.

Percussion 100
239
Command: [Sword Master] Hold Style Action until electrified, then press Lock-on + LeftStick Back + release Style Action

Lightning! Dante calls down lightning all around him. The lightning inflicts crumple stun and is great for building up heavy stun. A strong tool for crowd control.
In Devil Trigger, the attack costs 1 block of DT to greatly increase the range of the lightning strikes and multiplies the overall heavy stun rate. Use this please.


Rebellion / Sparda

Dante’s classic sword(s). Inflicts Slash Damage and has tools to launch and juggle enemies, pin enemies down and cover distance on the ground. Rebellion and Sparda function the same, with Sparda having a bit more extended reach and damage on Stinger, Prop Shredder and Dance Macabre‘s ender.

Devil Sword Dante serves to replace Rebellion/Sparda since it has almost all of the Sparbellion moveset and much more. Even if you like the classic Dante feel of the old swords, I cannot recommend using Rebellion or Sparda over Devil Sword Dante. DSD really unlocks a ton of Dante potential that is exclusive to DMC5.

However, if you already using DSD and are considering using Rebellion/Sparda as well, its merits are as follows:

  • Instant Prop Shredder, which is one of the classic swords’ best moves
  • A Roundtrip that does not tie up DSD helper swords
  • A direction input free Helm Breaker, meaning that you can deliberately aim this away from enemies to set up a consistent and easy Backslide (The Shotgun backwards fire)
  • One direction input Dance Macabre, for a bit more reliability and reactiveness if you want to use the first hit to parry.
  • You can repeat moves present on both DSD and Sparda/Rebellion in succession and not lose Style Rank. Using DT Stinger on DSD and then on Sparbellion in a row is an addiction.

Setting Rebellion/Sparda into the loadout if you already use DSD is optional and entirely up to you. It is useful enough to be worth considering, as it has a lot of setup potential to help other weapons. Using all 5 weapons will also satisfy you if you want to get every single little thing out of Dante, and take him to the absolute pinnacle of mastery. But swapping between 5 weapons is demanding and not for the feint of heart.

*The DMG values in the table below were tested on Sparda

⮞Show/Hide Movelist
NAME DMG MOVE DESCRIPTION
Combo A 120 Command: Melee Attack x3

Quick 3 hit combo that ends in knockback.

Combo B 200+ Command: Melee Attack, delay, Melee Attack x2

Quick combo that has Dante swing the sword behind him offering a small area of effect damage, then causes knockback. The number of hits of the Million Stab portion of the attack can be increased by pressing Melee Attack rapidly.

Helm Breaker 75 Command: Melee Attack while in the air

Sends Dante and enemies in front of him downwards with a falling strike. Will knockback on the landing portion of the attack.

High Time 55 Command: Lock-on + LeftStick Back + Melee Attack

A fast launcher. Hold the attack button to follow into the air.

Stinger 65
225
Command: Lock-on + LeftStick Forward + Melee Attack

Rushes forward and skewers enemies causing knockback.

If you perform this move off of certain ledges you can do a “Stinger Jump” and vault really far forwards.

In Devil Trigger, Stinger consumes 1 block of DT to gain additional hits and increased power which sends enemies flying. Also gains some guard break properties. You can also phase through enemies at pointblank range.

Million Stab 110+ Command: During a Stinger, continue to Hold the Melee Attack button, but release a direction. Repeatedly press the Melee Attack button for more strikes

Violently stabs the target before ending in a blow that causes knockback. The stabs can be Jump, Side Roll, or Block canceled easily making this a fairly safe attack. Does not inflict lethal damage until the final hit.

Million Stab cannot be performed from a Devil Trigger Stinger.

Prop 33 Command: [Sword Master] Style Action button

Spins the sword and launches enemies upwards. Fast, active and has a wide cancel window. Very good for parrying incoming attacks. Quite an underrated move.

Shredder 59+ Command: [Sword Master] During a Prop, press and Hold the Style Action button

Follows up the Prop with the Shredder. Juggles airborne enemies. Also has a big cancel window. You can hold down the button to extend its duration.

Aerial Rave 120 Command: [Sword Master] Style Action x4 while in the air

Swift 4 hit combo in the air. Your bread and butter to Jump Cancel(Enemy Step) with. Final hit sends enemies diagonally downwards in front of Dante.

Round Trip 240 Command: [Sword Master] Lock-on + LeftStick Back + Style Action

Chop it up! Throws the spinning sword at an enemy which will pin them down or juggle airborne enemies. Very good for setups. Using the Melee or Style Action buttons while Round Trip is active will call the sword back.

Round Trip also has a bit of a targeting arc and if an enemy is too high the sword can miss and then slowly swing back to Dante.

Dance Macabre 555 Command: [Sword Master] Lock-on + LeftStick Forward+ Style Action repeatedly

Unfortunately he doesn’t swing on the sword anymore, but this is Dante’s long ground combo action. Does not inflict lethal damage until the final hit meaning you can setup very stylish battle enders with this. The second last hit launches enemies and the final hit ends in knockback. The first hit of Dance Macabre is very useful for parrying incoming attacks.


Ebony & Ivory

Also known as E&I. Dante’s ironic dual pistols. Inflicts Piercing Damage and is mainly used to juggle enemies and slow the decent of falling enemies. Has tools for crumple stun and crowd control. Its fast, rapid firing and accurate nature make is a valued tool for combo filler and in some instances, buffering hold-down-the-button type inputs on other weapons.

⮞Show/Hide Movelist
NAME DMG MOVE DESCRIPTION
Normal Shot 5 Command: Gun Attack button

Alternates between E&I on button presses. Standard shot.

Charge Shot 7 Command: Hold Gun Attack, release when Dante’s arms start to glow.
*Being in the Gunslinger Style with E&I equipped will automatically prepare Charge Shot

Increases the damage and potency of E&I for a set time following the charge. Affects all variations of attacks with Ebony & Ivory including Gunslinger moves.

Fires Charge Shots automatically in Devil Trigger.

Ebony Shot 15 Command: [Gunslinger] Style Action button

Uses Ebony to fire a heavy shot that causes medium to lighter weight enemies to stagger, and chews through super armor on heavier enemies. Hits twice in charged up state.
Can only be used when on the ground due to it sharing an input with Rainstorm in the air.

Ivory Shot 15 Command: [Gunslinger] Gun Attack button

Use Ivory to fire a fast triple burst fire barrage of bullets. Very good for keeping medium to lighter weight airborne enemies juggled. Can be used in the air as well.

Rainstorm 20+ Command: [Gunslinger] Style Action while in the air

Dante rains gunfire upside-down. A very stylish looking move. You can continue to hold down the attack button to have Dante continue his decent while firing.

You can also steer Dante to some degree. Inflicts crumple stun on standing demons making this very solid for crowd control on weaker enemy types.

Twosome Time 24+ Command: [Gunslinger] Fire with Gun Attack then quickly press Style Action, or fire with Style Action the quickly press Gun Attack.

Dante fires rapidly with the twin pistols. You can move the left stick to aim in different directions, but he will always keep one gun aiming forward. Useful for keeping even heavier enemies juggled, crowd control for weaker enemies and builds a decent bit of style points. The input sucks though.

Honeycomb Fire 39+ Command: [Gunslinger] Lock-on + LeftStick Back-to-Forward + Style Action repeatedly

It’s your lucky day. Dante crosses the pistols and tears up enemies with a very high rate of fire from the pistols. Gains a decent bit of style and can be used to keep even heavier enemies juggled.


Coyote-A

Dante’s boomstick. Inflicts Pierce Damage (apparently also Blunt damage according to the official JP Strategy Guide). It deals more damage the closer you are to an enemy. It has tools for knockback, covering distance on the ground, crowd control and invul movement.

Its primary knockback feature can be alleviated by using DSD helper swords to catch enemies that were sent flying (Not as effective on some heavies). This weapon can also be used to burn through super armor on heavier demons or demons in devil trigger.

*Damage values in the table below are from pointblank range

⮞Show/Hide Movelist
NAME DMG MOVE DESCRIPTION
Shot Shell 75 Command: Gun Attack button

Fires the shotgun. Causes knockback at close range.

Charge Shell 100

Command: Hold Gun Attack button

Fires powerful shells infused with demonic power. Causes rising knockback at close range. Affects all variations of attacks with Coyote-A.

Fires Charge Shells automatically in Devil Trigger.

Fireworks 60+ Command: [Gunslinger] Style Action button

Twirls the shotgun like nunchuku around Dante’s body firing in multiple directions causing knockback to enemies that are close. Good crowd control unless the enemies have shields or are Hell Antenora. Also possible while in mid-air. 

Can cause crumple stun if spaced roughly a trickster dash away from a standing target.

Backslide 50 Command: [Gunslinger] Lock-on + LeftStick Back + Style Action 

Fires the shotgun under-arm directly behind Dante. A situational move that’s used to cause knockback to enemies creeping up on you. Can be used to fire in any direction with a setup.
Example: release lock on, swing the first hit of the DSD ground combo in the opposite direction from an enemy, then input Backslide during the attack.

Gunstinger 100 Command: [Gunslinger] Lock-on + LeftStick Forward + Style Action 

Rushes forward and digs the shotgun into the enemy before blasting them away. Causes knockback.

If you perform this move off of certain ledges you can do a “Stinger Jump” and vault really far forwards.

Gunstinger Cut-ins Command: [Gunslinger] During Gunstinger, input Lock-on + LeftStick + Forward or Left/Right or Back + Style Action 

Stylish movement options that can be performed during Gunstinger that have invul. These cut-ins can be chained into each other to continue firing the Shotgun punctuated by invulnerable repositioning. Also, all of these movement options can be canceled with jumps, side rolls, tricks or blocks before the shotgun blast.

Cut-in Front: Slide forward and then roll during the Gunstinger. You can press the Jump button during the slide to flip backwards out of it and fire in mid-air.

Cut-in Back: Roll backwards during the Gunstinger to break your momentum and put some distance between the target.

Cut-in Side: Roll either left or right and fire from a crouched position


Double Kalina Ann

Double rocket launchers with homing capabilities. Inflicts Pierce Damage and has tools to launch enemies, inflict guard break and deal high damage. A specialized ranged weapon, but has some very useful moves which makes it warrant a place in your loadout.

If you hold down the Gunslinger Style button for a few seconds while Double Kalina Ann is equipped, Dante will stick one of them into the ground and you can then use a single Kalina Ann. Walk over it again to pick it up and equip the double once more. This does not work if you have both Double Kalina Ann and a single Kalina Ann set on your loadout at the same time.

⮞Show/Hide Movelist
NAME DMG MOVE DESCRIPTION
Twin Howitzer 75 Command: Gun Attack button

Fires a rocket that explodes on impact. Air OK. Causes knockback.

Cascade 300 Command: Hold Gun Attack then release when the twins couple

Couples the twins to fire a long range high powered laser beam that causes knockback to enemies caught in its blast. Also has some Guard Break properties. Has a long recovery that can’t be canceled so it’s a bit risky.

Multiple Twins 270 Command: [Gunslinger] Style Action button

Fires a barrage of homing rockets that track the target and launch them on hit. Decent for crowd control. A useful tool when used in conjunction with a setup. Also gives you time to charge Round Trips or DSD Swords Formation.

Blaster Twins 50
each
Command: [Gunslinger] Style Action in the air

Fires rockets both upwards and downwards that launches enemies upwards on hit. Very useful. 

Hysteric Twins 155+ Command: [Gunslinger] Lock-on + LeftStick Back+ Style Action 

Plants the twins into the ground and starts a fireworks show. You can continue to tap the Style Action button to fire more barrages of rockets. Surprisingly strong if you use this at pointblank range in front of a downed Behemoth or on downed Boss enemies.

However, this move knocks lighter enemies in haphazard directions making it fairly inconsistent to use in combos outside of finishers. Long startup and recovery.

Mega Cascade 775+ Command: [Gunslinger] Lock-on + LeftStick Forward+ Style Action 

Combines the twins to fire what is practically a rail gun. Extremely powerful, inflicts Guard Break and only causes knockback on the final hit. You can continue holding down the Style Action button to extend the duration of this attack. It can also be steered to some degree. Long startup and long recovery.

Builds a fair amount of DT blocks if you are able to hit multiple enemies with it.


Dr. Faust

The high-roller hat & scarf. Inflicts Pierce damage and has tools to juggle enemies, bring enemies to you and deal high damage at the cost of red orbs. Dr. Faust can set hats on all enemies including bosses, which causes them to bleed orbs when you attack them with any weapon. However, if they attack you while they have a hat active, you will bleed red orbs instead, making this a gambler’s weapon. Fortunately, after you have purchased all of the moves, taunts and health/DT increasing orbs in the shop, money doesn’t really have much use.

Dr. Faust has a hidden gambling mechanic that works as follows. When you use Red Orbs as ammo, you can see red number deductions from your total orbs in the top right corner. The digit composition of these number deductions can trigger certain bonuses. If the number has any triples or more of any digits (example 111 or 5555 or 12333) you can receive red orb bonuses. This red orb bonus also triggers if there are consecutive numbers appearing (example 123 or 789 or 11456).

However, if you get exactly 666 red orbs spent, you get awarded with a full Devil Trigger gauge, no strings attached. If you get exactly 777 red orbs spend, you get awarded with a full HP gauge. This even works when you aren’t in combat. Take note that this is damn near impossible to do if you use the maximum level of Dr. Faust since the minimum amount of red orbs you can spend are in units of ~250 red orbs. But you can pop these numbers fairly consistently at Dr. Faust level 2. These bonuses will only pop when using Red Shot, shooting while it is in Magic Hat form, or when using Red Hot Night. Man In The Red is not eligible for bonuses.

Overall, Dr. Faust is of Dante’s strongest weapons. You can use Man In The Red and Magic Hat while attacking with melee weapons to deal some serious damage. Dr. Faust also brings some nice utility into Dante’s moveset and is also pretty fun to use, so it is recommended to set it into your loadout. Not recommended to drop meteors on everything though because what is the point of this guide then.

⮞Show/Hide Movelist
NAME DMG MOVE DESCRIPTION
Red Shot 10+
per
tick
Command: Hold Gun Attack button

Fires a gatling gun stream of red orbs that can deal a lot of damage. Stream increases attack power after being held for about 2 seconds. Air OK.
Consumes Red Orbs. 

Man In The Red 10+
per
tick
Command: Lock-on + LeftStick Back + Gun Attack 

Deploys a red orb shield around Dante that can keep Medium weights and below juggled. Air OK.

If you input the move again while the shield is active you can send the orbs out at the target causing knockback. If you take damage while the shield is active, this triggers automatically. Changing ranged weapons or SDT activation removes the shield. 
Consumes Red Orbs.

Set Hat 25+ Command: Lock-on + LeftStick Forward + Gun Attack 

Throws Dr. Faust straight at the target. Any enemies caught in the trajectory will have a Hat set on them. Air OK.

Hat Trick 100 Command: During Set Hat or Mad Hatter, press Gun Attack right as Dr. Faust returns to Dante.

All enemies that have hats on will be popped towards Dante. If they are on the same level as Dante, they will be knocked towards him. If Dante is above them, they will be launched towards him.
The activation window for getting Hat Trick to work is quite small, and is easy to drop.

Mad Hatter 25+ Command: [Gunslinger] Style Action button

Flings Dr. Faust in a spiral around Dante. Any enemies caught in the trajectory will have a Hat set on them. The hitbox is a lot less reliable than it looks visually, but this can still be used for some crowd control. Air OK.

Magic Hat 10+
per
tick
Command: [Gunslinger] Lock-on + LeftStick Back + Style Action 

Spawns a familiar that resembles the weapon’s namesake. This allows Dr. Faust to fire a Lv1 Red Shot stream regardless of Dante’s actions. This means that you can attack with Melee Weapons and use Red Shots at the same time to keep enemies propped up if you have the execution.
Due to the Red Shot stream having some travel time, it becomes worse at propping up enemies the further they are and the faster they’re moving.
Trying to use Set Hat, Mad Hatter and Red Hot Night will need Dr. Faust to be recalled first. Changing ranged weapons and SDT activation also recalls the familiar.
Firing once deployed consumes Red Orbs.

Red Hot Night 2050+,
5456+,
10400+
Command: [Gunslinger] Lock-on + LeftStick Forward + Style Action 

Charges up a meteor shower to annihilate all enemies caught in the blast. Has 3 Levels of charge with each level consuming more red orbs to be more devastating. Very high attack damage that can delete most enemies and some bosses at full charge.
Good for crowd control, I guess? Can you really call it control when things die though?
Consumes many Red Orbs.


Kalina Ann

Lady’s armament named after her mother. A rocket launcher that inflicts Pierce Damage with rapid fire and homing capabilities. Generally speaking , this is a weaker version of Double Kalina Ann.

Equipping a Single Kalina Ann in Dante’s loadout if you already have Double Kalina Ann is optional and up to you. Single Kalina Ann only offers the High Explosive as a unique move, and then faster and more safe versions of Hysteric and Multiple (called Paranoia here). However, if you can slot this gun right before or after Double Kalina Ann you can use Blaster -> Blaster Twins in succession for an incredibly good and safe launcher from mid air. That alone makes this weapon worth considering.

Using all 5 guns may also satisfy you if you want to squeeze the most out of Dante, and take him to the absolute pinnacle of mastery. But swapping between 5 guns is demanding and not for the feint of heart. Consider carefully, because adding weapons to the loadout at a later on can be a lot of work.

Note: Kalina Ann and Kalina Ann II function the same.

⮞Show/Hide Movelist
NAME DMG MOVE DESCRIPTION
Howitzer Shot 75 Command: Gun Attack button

Fires a rocket that explodes on impact. Air OK. Causes knockback.

High Explosive 175 Command: Hold Gun Attack then release when the gun sparks

Fires a powered rocket that creates a large explosion causing knockback to enemies caught in its blast.

If you uncheck/disable this move in the shop and opt to not use it, you can then cancel a ground Howitzer Shot at any time by changing ranged weapons.

Blaster 50 Command: [Gunslinger] Style Action in the air

Fires a rocket downwards that launches enemies upwards. Very useful.

Hysteric 120+ Command: [Gunslinger] Lock-on + LeftStick Back+ Style Action 

Plants Kalina Ann into the ground and causes fireworks. You can continue to tap the Style Action button to fire more barrages of rockets. Short and sweet when compared to the Double Kalina Ann variation.

Explosions are not very pronounced despite this move intending to be used for area of effect. Also knocks enemies in haphazard directions making it fairly inconsistent to use in combos outside of finishers. Long startup and recovery.

Multiple 150 Command: [Gunslinger] Style Action button

Fires a barrage of homing rockets that locks on to multiple targets and launches them on hit. Decent option for crowd control.

Paranoia 150 Command: [Gunslinger] Lock-on + LeftStick ForwardStyle Action button

Fires a barrage of homing rockets that lock on to a single target and launches it on hit. This is the version you want to use in a 1v1 combo. A useful tool when used in conjunction with a setup. Also gives you time to charge Round Trips or DSD Swords Formation.


Sin Devil Trigger

Also known as SDT. A powerful install that has it’s own separate Sin Devil Trigger gauge. Sin Devil Trigger has tools to inflict high damage, guard break, 100% heavy stun, inflict crumple stun, instantly kill any non-boss enemy and move around with invulnerability. As expected of Dante’s final form; this shit is OP.

Hold down the Devil Trigger button to Accumulate and convert DT blocks into SDT gauge. Once the gauge is filled, hold the Devil Trigger button and then release when the gauge glows to unleash Dante’s Sin Devil Trigger. Unless you use SDT under the Quadruple S conditions, you cannot leave SDT until the gauge empties completely.

If you are holding down the Devil Trigger button to ready SDT, but want to release the button without activating SDT, you can pause the game with the button held, release the button, unpause and SDT will not be activated. Useful for when you are trying to use SDT with Quadruple S, but take damage.

⮞Show/Hide Movelist
NAME DMG MOVE DESCRIPTION
Quadruple S 50 Command: Use SDT while at SSS Style Rank.

Gives you access to SDT for roughly 5 seconds without consuming the gauge. In addition to skipping the Sin Devil Trigger sword stab animation, Quad S also functions as an Omnicancel. This means that SDT activation under Quad S conditions will cancel any and all actions and enter SDT. Useful for moves with long recovery or if you’re reacting to an incoming attack.
This makes SDT useable in normal gameplay without dedicating to staying in the form for the duration of the gauge. However, if you enter SDT with Quad S and stay in SDT too long, you will be unable to leave the form until the gauge empties.
The Quad S SDT activation also seems to have some invul.
Deployed DSD helper swords will also disappear upon activating SDT.

SDT Combo 725 Command: [Sin Devil Trigger] Melee Attack x3

A swift but heavy 3 hit strike with DSD. Each hit guard breaks. The final hit sends enemies flying.

The Ombra 75 Command: [Sin Devil Trigger] Gun Attack button

Fires powerful high speed fireballs that detonate on impact causing knockback. Fireballs inflict guard break. Can be chained.

Air Raid 25 Command: [Sin Devil Trigger] Jump button while in the air

Allows Dante to hover in the air during SDT. Press the Jump button again to fall to the ground.
*Jumping up from the ground while in SDT is invul, but it also has a hitbox and the dmg value to the left refers to that.

Advent Command: [Sin Devil Trigger] Style Action button

High speed fully invul movement towards the target. Goes further than Trickster’s Air Trick or Ground Trick.

Sin Trick Command: [Sin Devil Trigger] Lock-on + LeftStick Left or Right + Jump 

Augmented Side Roll that teleports a short distance to the left or right. Fully invul. Can be chained for continuous invulnerability.

Sin Inferno 250 Command: [Sin Devil Trigger] Lock-on + LeftStick Back + Melee Attack 

Wide area of effect attack that launches enemies caught in the blast. Exceptional for crowd control. Inflicts heavy stun 100% of the time.

Spam this every 10sec to make your gameplay incredibly boring to watch, and show everyone that you need to rely on crutches just to get through the game.

Sin Stinger 45+
per
tick
Command: [Sin Devil Trigger] Lock-on + LeftStick Forward+ Melee Attack 

Dante becomes the stinger. Continue to hold the button down to extend the attack. You can steer around if you release lock on. Inflicts crumple stun if you cancel it before the knockback ender. Every hit guard breaks.

Demolition IK Command: [Sin Devil Trigger] Change Gun button

An Instant Kill (IK) on non-boss enemies. On boss enemies, the attack inflicts a lot of damage instead (1000?). The attack duration extends well beyond the time limit of Quadruple S meaning you need to dedicate to the SDT form if you want to use this. Good way to balance a literal IK, I guess.

An exception to this would be if you used it on the last enemy on a Bloody Palace floor, since your DT or SDT is forcibly disengaged after the wave is complete.

The Luce 450++ Command: [Sin Devil Trigger] Change Sword button

Fires a barrage of lasers that track the target. Hold the button to continue firing. Inflicts guard break and crumple stun. Extremely powerful.

Has a long startup so be careful if you want to use this with Quadruple S.

Judgement 1000 Command: [Sin Devil Trigger] Melee Attack + Gun Attack 
*Expends all of the SDT gauge

The Sin Devil Trigger form’s finisher. A large scale massacre with DSD ending in an explosion. Has invul. Good for crowd control albeit expensive. Does not deal lethal damage until the final hit.

Can even make bosses flinch on every hit.
Since this move expends all of your SDT, you’ll tend to use it only when you’ve been in the form for a while and the gauge is nearly depleted. Or for a stylish mission ender.


Devil Sword Dante Chaser Swords

As explained in the Devil Sword Dante weapon breakdown above, activating Swords Formation/DT and then entering the Sword Master style will make DSD’s helper swords assist with every melee attack on each melee weapon type. This is referred to as ‘Chaser‘ swords. There are several variations of these helper swords across the different attacks and some of them are very useful to know about.

⮞Show/Hide Description

Spinning Vacuum Swords

The helper swords combine and spin in place at high speed, pulling enemies in towards them. Acts as a large disjointed hitbox that extends well beyond the reach of the normal move. Perfect for catching falling enemies over a wide area or for filler for some slower moves. The Spinning Vacuum can be horizontal or vertical depending on the attack. The vacuum’s potency also depends on the move.

  • DSD – Combo C‘s Shredder
  • Balrog – [Blow Mode] Rising Dragon & Divine Dragon
  • Balrog – [Blow Mode] Real Impact
  • Balrog – [Kick Mode] Updraft
  • Cavaliere – Combo B 1st hit startup
  • Cavaliere – Slipstream
  • Cavaliere – Wheelie Jump
  • King Cerberus – Combo B ender
  • King Cerberus – Crystal
  • King Cerberus – Revolver
  • King Cerberus – Hot Stuff
  • King Cerberus – Long Revolver
  • Rebellion/Sparda – Shredder

AOE Propeller Swords

Slightly different to the variation mentioned above. The helper swords spin individually around Dante, kind of looking like 4 horizontal propellers. Excellent for catches on airborne enemies after Ground Trick. Decent for area of effect(AOE) crowd control around Dante. Does not vacuum enemies in.

  • Balrog – [Kick Mode] Heat Up
  • Balrog – [Kick Mode] Break Spiral
  • Balrog – [Kick Mode] Pyromania
  • Cavaliere – Combo A ender
  • Cavaliere – Combo B ender
  • Cavaliere – Air Combo B
  • King Cerberus – Ice Age
  • King Cerberus – Pole Play falling part
  • King Cerberus – Thunderclap
  • King Cerberus – King Slayer
  • Rebellion/Sparda – Roundtrip

Launcher Swords

The swords perform a launcher that is very similar to DSD’s High Times. The difference is that the helper swords trigger automatically and can be used instantly afterwards without any kind of recovery time that High Times has. This variation is typically on moves that already act as launchers and helps to assist their efficacy by launching enemies slightly higher.

  • DSD – Combo C‘s Prop
  • DSD – High Time
  • Balrog – [Blow Mode] Minimum Dragon
  • Balrog – [Kick Mode] Break Spiral ender
  • Balrog – [Kick Mode] Flint Wheel
  • Cavaliere – High Side
  • King Cerberus – Combo A ender
  • King Cerberus – Long Barrel
  • Rebellion/Sparda – High Time
  • Rebellion/Sparda – Prop

Ground Bounce Swords

The helper swords send enemies directly downwards causing them to ground bounce off the floor and back into the air. Useful if you want to set up routes that involve specific heights, or relaunch enemies. Less effective on heavier enemies or when enemies enter devil trigger.

  • Balrog – [Blow Mode] Feather Combo ender
  • Cavaliere – Idling
  • King Cerberus – Combo C ender

Knockback Swords

The swords perform a knockback move that is very similar to DSD’s Stingers. However, the helper swords trigger automatically and can be used instantly afterwards without any kind of recovery time that Stingers has. This variation tends to be on moves that already cause knockback and assists them with added damage and sends enemies slightly further.

  • DSD – Combo B ender
  • DSD – Stinger
  • King Cerberus – Combo D ender
  • Rebellion/Sparda – Stinger

Shadowing Swords

This is the most common helper sword variation. The swords draw a trail behind or ahead of an attack to make it hit more consistently, have extended range and deal slightly more damage. Each melee attack that has not been listed above, has a variation of these Shadowing Swords. The Million Stab looking variation of the helper swords functions the same as Shadowing Swords.


Taunts

Gain Devil Trigger gauge while provoking nearby enemies.

⮞Show/Hide Movelist
NAME DMG MOVE DESCRIPTION
Provocation Command: Taunt Button

Performs a taunt depending on your current style ranking. Dante’s ground Lock-on Taunt from S rank and above throws a rose that launches enemies.

Air Provocation 10 Command: Taunt Button while in Air

Throws a rose that launches enemies on it. Use this.

EX Provocation Command: Hold L3+Taunt Button

Taunt awarded for wasting money. The meme dance taunt. Extremely long but gains a fair bit of style.

Special Provocation Command: Press L3+Taunt Button

Taunt awarded for clearing Bloody Palace with Dante. Slicks his hair back like his older brother. This taunt increases melee attack damage per block of Devil Trigger. Cannot be used during DT. Hair returns to normal when you get hit or activate DT/SDT.


STANDOUT MOVES

Dante’s Unique Abilities

Special functions that only Dante can do.

  • 4 Combat Styles. Transform the Style Action button into whatever the situation needs.
  • Royal Guard. Dante is the only character in the game who can guard attacks consistently.
  • 8 unique weapon types. Each with their own meaningful uses. 10 different types total if you really wanna split hairs.
  • Sin Devil Trigger. A special install with its own moveset.
  • Devil Sword Dante’s helper swords. Prop enemies up regardless of Dante’s actions.
  • Spend Red Orbs to deal damage.
  • Hit enemies with a fuckin’ motorcycle.

Invulnerability Skills

Abilities and moves that have invul frames on them allowing you to avoid damage.

  • Jump
  • Side Roll
  • Each and every Trickster ability
  • Royal Guard’s Block, Royal Block, Release Royal Release negates damage if you have DT stocks
  • Royal Guard’s Royal Revenge negates damage if you have Royal gauge
  • Balrog – [Blow Mode] Welter Move
  • Balrog – [Kick Mode] Flint Wheel
  • Cavaliere – Idling flip
  • Cavaliere – Slipstream flip
  • Cavaliere – Full Throttle flip
  • Cavaliere – Wheelie Jump flip
  • King Cerberus – Ice Age
  • Coyote-A – Gunstinger Cut-ins
  • Sin Devil Trigger Activation, including the Quadruple S SDT activation
  • Sin Devil Trigger – Advent
  • Sin Devil Trigger – Sin Trick
  • Sin Devil Trigger –Judgement

Parrying

You can use many moves to parry but the list below highlights ones that have the most ease of use. This depends on your playstyle and how well you can learn the timing of attacks.

  • Devil Sword Dante – Helm Breaker
  • Devil Sword Dante – Million Stab
  • Devil Sword Dante – Dance Macabre
  • Devil Sword Dante – Combo C
  • Rebellion / Sparda – Prop & Shredder
  • Balrog – [Blow Mode] Light blow
  • Balrog – [Kick Mode] Updraft
  • Balrog – [Kick Mode] Firestorm
  • Balrog – [Kick Mode] Flint Wheel – very good
  • Cavaliere – Air Combo A
  • Cavaliere – Cross Line
  • Cavaliere – Highside
  • Cavaliere R – Redline if you can cancel it
  • King Cerberus – Combo B ender, if you know what you’re doing
  • King Cerberus – Swing
  • King Cerberus – Revolver – very good
  • King Cerberus – Ice Age – very good
  • King Cerberus – Pole Play
  • King Cerberus – Long Barrel
  • King Cerberus – Long Revolver
  • King Cerberus – Revolution
  • King Cerberus – Turbulence

Heavy Stun

Moves that build up the Heavy Stun gauge on enemies. When they get inflicted with Heavy Stun, they are unable to act for a while. It’s indicated by a blue bubble-like effect on the enemy’s head.

  • All of Balrog’s Blow Mode attacks build up heavy stun
  • Balrog – [Blow Mode] Bantam Revenge
  • Balrog – [Blow Mode] Middle Break
  • All of King Cerberus Lightning attacks build up heavy stun
  • King Cerberus – King Slayer
  • King Cerberus – Percussion, especially in DT
  • Sin Devil Trigger – Sin Inferno

Hard Knockdown

Moves that ground enemies. This is a special knockdown for specific enemies like Hell Judecca that teleports out of other knockdowns.

  • Devil Sword Dante – DT Stinger but not at point blank range
  • Cavaliere – Idling, but only the launch parts
  • Cavaliere – Cross Line
  • Cavaliere – Braking
  • King Cerberus – Long Revolver
  • Coyote-A – Gunstinger while in DT

Crumple Stun

Moves that make standing enemies shudder, and then crumple to the floor. Useful for crowd control or ground time on some Heavier demons.

  • Royal Guard – Royal Revenge
  • Balrog – [Blow Mode] Bantam Revenge right side gut punch
  • Balrog – [Blow Mode] Cruiser Dive explosion, but only in Ignition
  • Cavaliere – Slipstream (Doesn’t seem to work on Judecca for some reason)
  • Cavaliere – Combo B first hit only
  • King Cerberus – Percussion
  • Ebony & Ivory – Rainstorm
  • Coyote-A – Fireworks (if spaced properly)
  • Sin Devil Trigger – The Luce
  • Sin Devil Trigger – Sin Stinger

Guard Break

Moves that break shields, and break through blocking enemies defenses.

  • Devil Sword Dante – DT Stinger
  • Balrog – [Blow Mode] Real Impact
  • Balrog – [Kick Mode] Pyromania
  • Cavaliere – Combo A finisher while in DT
  • Cavaliere – DT Full Throttle
  • Double Kalina Ann – Cascade
  • Double Kalina Ann – Mega Cascade
  • Dr. Faust – Red Shot when held down
  • Sin Devil Trigger – SDT Combo every hit
  • Sin Devil Trigger – The Ombra
  • Sin Devil Trigger – Sin Stinger
  • Sin Devil Trigger – The Luce
  • Sin Devil Trigger – Judgement

Super Armor

Moves that allows you to power through incoming attacks uninterrupted. You still take damage though.

  • Devil Trigger state gives Dante some super armor
  • Sin Devil Trigger state gives Dante full super armor
  • All Cavaliere Attacks

Launchers

Moves that launch enemies upwards and let you combo them in the air.

  • Royal Guard – Royale Release
  • Devil Sword Dante – DSD Combo C Prop portion
  • Devil Sword Dante – High Time
  • Devil Sword Dante – Drive
  • Devil Sword Dante – Over Drive
  • Devil Sword Dante – High Times
  • Rebellion / Sparda – Prop
  • Balrog – [Blow Mode] Minimum Dragon
  • Balrog – [Blow Mode] Rising Dragon
  • Balrog – [Blow Mode] Divine Dragon
  • Balrog – [Blow Mode] Real Impact
  • Balrog – [Kick Mode] Friction during Ignition if enemy is close to the ground
  • Balrog – [Kick Mode] Updraft
  • Balrog – [Kick Mode] Break Spiral
  • Balrog – [Kick Mode] Firestorm
  • Balrog – [Kick Mode] Flint Wheel during Ignition
  • Cavaliere – Idling
  • Cavaliere – Highside
  • Cavaliere – Combo B finale
  • Cavaliere – Air Combo B first hit
  • Cavaliere – Wheelie Jump
  • Cavaliere R – Redline if canceled partway
  • King Cerberus – Crystal
  • King Cerberus – Long Barrel helper swords follow-up will launch in Swords Formation/DT
  • Double Kalina Ann – Multiple Twins
  • Double Kalina Ann – Blaster Twins
  • Dr. Faust – Hat Trick if Dante is above the enemy
  • Kalina Ann – Blaster
  • Kalina Ann – Paranoia
  • Kalina Ann – Multiple
  • Sin Devil Trigger – Sin Inferno
  • Air Taunt

Ground Bounce

Moves that hit enemies downwards and they bounce into the air off the floor. Less useful on Heavier enemies or when enemies are in Devil Trigger.

  • Balrog – [Blow Mode] Feather Combo during Ignition
  • Balrog – [Blow Mode] Cruiser Dive during Ignition
  • Cavaliere – Idling’s helper swords in Swords Formation/DT
  • King Cerberus – Combo C’s ender helper swords in Swords Formation/DT

Crowd Control

Useful knowledge for Legendary Dark Knight difficulty.

  • Swords Formation’s Interceptor (The Gunslinger helper sword auto-fire)
  • Devil Sword Dante – Round Trips
  • Rebellion / Sparda – Round Trip
  • Balrog – [Blow Mode] Cruiser Dive
  • Balrog – [Kick Mode] Break Spiral
  • Cavaliere – Combo A finisher
  • Cavaliere – Combo B
  • Cavaliere – Air Combo B
  • King Cerberus – Revolution
  • King Cerberus – Turbulence
  • King Cerberus – Percussion
  • King Cerberus – King Slayer
  • Ebony & Ivory – Rainstorm
  • Ebony & Ivory – Twosome Time
  • Coyote-A – Fireworks
  • Double Kalina Ann – Hysteric Twins
  • Double Kalina Ann – Multiple Twins
  • Dr. Faust – Mad Hatter
  • Kalina Ann – Hysteric
  • Kalina Ann – Multiple
  • Sin Devil Trigger – SDT Combo
  • Sin Devil Trigger – The Luce
  • Sin Devil Trigger – Sin Stinger
  • Sin Devil Trigger – Sin Inferno
  • Sin Devil Trigger – Judgement

High Damaging Attacks

Attacks that put up big damage in a relatively short space of time. What you should look for if you wanna deal damage to a boss when an opening arises.

  • Royal Guard – Royal Release
  • Devil Sword Dante – DT Stinger
  • Devil Sword Dante – Fully Charged Drive & Overdrive
  • Balrog – [Blow Mode] Divine Dragon
  • Balrog – [Blow Mode] Real Impact
  • Balrog – [Kick Mode] Pyromania
  • Cavaliere – Combo A while in DT
  • Cavaliere – Air Combo B
  • Cavaliere – DT Full Throttle
  • King Cerberus – Hot Stuff
  • Double Kalina Ann – Mega Cascade
  • Dr. Faust – Red Shot when held down
  • Dr. Faust – Red Hot Night
  • Sin Devil Trigger – SDT Combo
  • Sin Devil Trigger – Sin Stinger
  • Sin Devil Trigger – Demolition
  • Sin Devil Trigger – The Luce
  • Sin Devil Trigger – Judgement


DANTE’S DIFFICULTY

Dante is a very technical character with a boatload of abilities. It’s not hard to imagine how challenging this character can get just by looking at all the tools he has access to. But you can decide what you want to use and play the game your way. However, to get the most out of this character and to become able to use everything he has to offer, you will be in for a hell of a journey.

Overall, you need tons of practice, execution, creativity, study, planning and familiarity with his entire moveset to master Dante. An undying will to never give up will help too.

Below is a list of concepts that constitute to Dante’s difficulty:

  • Let’s be real, this character is overwhelming and at times it can feel as if you are just lost and not know what you’re supposed to do
  • Weapon switching, and memorizing the positions of your weapons within the loadout takes time
  • Style switching on the fly while performing different actions is hard to understand at first
  • This character is high execution and keeping up with the constant stream of inputs can be hard
  • Memorizing each move’s functions, hit properties and its corresponding inputs, and using each one competently is hard
  • Stringing competent combos together requires a lot of practice, creativity and muscle memory
  • Identifying effective ways to take down different enemies requires research
  • Becoming able to effectively use most of his moveset will take a lot of time
  • It’s too easy to stick to a few weapons or lock yourself into 1 style which can gimp you out of some tools
  • Making good use of Royal Guard is hard
  • Understanding how to properly use the DSD helper swords, and putting them into practice is hard
  • Dante’s input combinations can get ridiculous
  • Hitting Hat Trick consistently can be hard
  • Playing neutral against different enemy types with so many moves at your disposal can make you feel lost
  • It’s easy to keep doing the same thing over and over despite the character having so many moves
  • The skill ceiling is incredibly high for this character and it’s easy to become discouraged if you don’t know what you are doing, have hit an ‘improvement block’ or watch someone who is competent with Dante and compare yourself to them
  • Wanting to play Dante stylishly but not really having ideas of your own or knowing how to begin styling is hard
  • The highest level of Dante mastery is only limited by your execution and your imagination

For more information on Dante enemy strategies or how to approach certain demons or bosses, please have a look at the DMC5 Demon DB or the DMC5 Boss DB.



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