***************************************
DEVIL MAY CRY 3: DANTE'S AWAKENING FAQ
***************************************

Analysis of Tactics/Combo Mechanics FAQ
Ver. 1.5

FAQ Written by Dahbomb

Co-Written by Pokey86


===========
FAQ History
===========


------------
Version 1.5
------------

* DT Enemy Rising mechanics added enemy analysis.
* Stylish combo requirements section filled in.
* Free-form combos are still left unfilled.
* Credits for specific mechanics/techniques are
no longer credited.
* Minor fixes in gramatical, structure and wording.

*New Enemy Property added

+Summoning


* New sections are added as follows

(note that these sections apply to DMC3SE, so they will
not be filled in until at least a week into the game's
release)

+ Devil May Cry 3: Special Edition Intro and Additions
+ Jester boss fight mechanics
+ Vergil's "Bag O' Tricks"

  WEAPONS
  - Yamato
  - Force Edge
  - Beowulf
  - Phantom Swords

  Special Abilities
  - Dark Slayer Style
  - Nelo Angelo Devil Trigger

+ Triple Devil Arm switch mechanic
+ Advanced Phantom Sword Buffering
+ Wave teleporting technique


+Section for SE exclusive combos

   - Vergil's free-form combos
   - Nelo Angelo's free-form combos

+ Mini-section for Bloody Palace

(other minor changes have also been added pertaining to SE)


------------
Version 1.0
------------

* Enemy Mechanics completed

+ Gigapede
+ Soul Eater
+ Fallen

* Doppelganger advanced techiniques section added
* Stylish Combos not yet done minor errors corrected


------------
Version 0.5
------------

* FAQ debuts.
* Fallen, Gigapede and Soul Eaters mechanics not yet  discussed due to
lack of testing.
* Other miscellaneous topics not yet  discussed either but will be after
more research.
* Stylish combo section not yet completed.
*FAQ is still in a very primordial state, chances are it will look
different in the months ahead.




Current Size: 352KB


********************************************************************

=================
Table of Contents
=================


1) Prelude
	A) Introduction

	B) Mission Statement/Purpose/"Thesis"

	C) Devil May Cry 3: Special Edition Intro and Additions (SE)


2) The Basics of Devil May Cry 3

	A) Commands, Notations and Abbreviations
		1) Control Layout
		2) Notations
		3) Positioning and Movements
		4) Commonly Used Abbreviations
			I) Weapons
			II) Styles
			III) Move Specific Abbreviations
		5) Interchangeable Phrases

	B) Basic terminologies
		1) Cancel
		2) Linking
		3) Juggling
		4) Launcher
		5) Rising
		6) Infinites
		7) Manual "Free-form" Combos
		8) Automatic "Predetermined" Strings
		9) Buffering
		10) Enemy Rebound
		11) Air Reset
		12) Frames
		13) Just Frames
		14) "Crazy" Combos
		15) Crowd Controlling
		16) Evasive Rolling (Roll)
		17) Just Roll
		18) Auto-Parry
		19) Perfect Impacts
		20) Soft Lock-On/Hard Lock-On
		21) Pole Play
		22) Free Ride

	C) Introduction to Expert Combo Tactics and
	   Stylish "Free-form" combos

3) Getting to know your Enemies

	A) Enemy Classifications
		1) Juggleable (small weight)
		2) Comboable (medium-large weight)
		3) Medium Sized Bosses
		4) Large Sized Bosses
		5) "Cannot-be-comboed" enemies

	B) Enemy Combat Mechanics and Attributes
		1) Hit stun
		2) Major Stun
		3) Guard Stun
		4) Auto-Parry/Perfect Impact
		5) Air Stun
		6) Jump/Falling animation
		7) Downed/Fallen
		8) Face-downed
		9) Wall Stun
		10) Crumple Stun
		11) Scared tactics
		12) Recovery animation
		13) Devil Triggered
		14) Invincibility
		15) Weakspot
		16) Elemental Affliction
		17) Special stuns/stances/transformations

	C) Enemy Attack Properties
		1) Regular hit
		2) Stagger hit
		3) Combo attack
		4) Knockdown effect
		5) Knockback effect
		6) Air attacks
		7) Projectiles
		8)  Multiple Projectiles
		9) Charging attacks
		10) Auto-Parry attack
		11) Wide-area effect
		12) Grapple (rare circumstance)
		13) Special moves
		14) Semi-omnipotent Move (partial Guard Crush)
		15) Omnipotent Move (complete Guard Crush)
		16) Homing moves
		17) Special Abilities
		18) Summoning

	D) In-depth Enemy Analysis
 		1) Hell Pride
		2) Hell Lust
		3) Hell Sloth
		4) Hell Envy
		5) Hell Gluttony
		6) Hell Greed
		7) Hell Wrath
		8) Hell Vanguard
		9) Abyss
		10) Arachne
		11) Bloodgoyles
		12) Enigma
		13) Damned Pawn
		14) Damned Bishop
		15) Damned Knight
		16) Damned Rook
		17) Damned Queen
		18) Damned King
		19) Dullahan
		20) Soul Eaters
		21) Arkham's legions
		22) Fallen

	E) In-depth Boss Analysis
		1) Cerberus
		2) Gigapede
		3) Agni and Rudra
		4) Vergil I
		5) Leviathan
		6) Nevan
		7) Beowulf
		8) Geryon
		9) Vergil II
		10) Lady
		11) Doppelganger
		12) Arkham
		13) Vergil III
		14) Jester (SE)

	F) Random Enemy Combat Tactics/Tips/Strategies etc.
		1) Weapon clashing/Perfect Impact combat
		2) Interrupting
		3) Weakness exploit
		4) Pattern recognition/Awareness
		5) Visual/Audio Clues
		6) V.S. Weapon set ups
		7) A.I. changes mid-battle
		8) Enemy Devil Triggers
		9) DT Enemy Rising mechanics

4) Getting to know Dante

	A) The "Arsenal" and "Bag O'Tricks"

	B) Move Properties
		1) Single Hitting
		2) Multiple Hitting
		3) Knockback
		4) Launcher
		5) Rising Launcher
		6) Knockdown
		7) Median
		8) Crazy Combo
		9) Bufferable
		10) Delayable
		11) Stun
		12) Crowd Control
		13) Just Frame Input
		14) Reboundable
		15) Deflecter
		16) Projectile
		17) Distance Decay/Growth
		18) Linear
		19) Invincibility
		20) Time Flip
		21) Lunge/Dash

	C) Style Move Analysis
		1) Trickster
			a) Dash/Double Dash/ Triple Dash
			b) Wall Run/Wall Hike
			c) Star Dash
			d) Air Trick
			e) Just Evasion
		2) Royal Guard
			a) Block and Charge
			b) Just Parry/Silver Parry/Gold Parry
			c) Release and "Perfect" Release
			d) Just Release
			e) Air Parry
			f) Air Release
			g) Air Just Release
			h) Ultimate
		3) Quicksilver
			a) Time Lag
		4) Doppelganger
			a) After-image

	D) Weapon Attributes
		1) Combo Ability
		2) Reach/Range
		3) Crowd Control
		4) Speed/Lag
		5) Strength/Power
		6) Ground manueverability
		7) Swordmaster/Gunslinger upgrades
		8) Special Abilities
		9) Devil Trigger enhancements (not applicable to firearms)
		10) Aerial offense

	E) Weapon Special Moves List Analysis
      (includes analysis of Swordmaster and Gunslinger moves)

		1) Rebellion

			a) Stinger
			b) Hightime
			c) Rising Hightime
			d) Million Stab
			e) Helm Breaker
			f) Combo String I
			g) Combo String II
			h) Drive
			i) Air Hike
			j) Swordmaster
				I) Pop Shredder (both versions)
				II) Aerial Rave
				III) Sword Pierce
				IV) Thrust Kick/Flying Kick
				V)  Dance Macabre
				VI) Crazy Dance

		2) Cerberus

			a) Revolver
			b) Windmill
			c) Satellite
			d) Aerial Cross
			e) Combo String I
			f) Combo String II
			g) Swordmaster
				I) Flicker
				II) Air Flicker
				III) Crystal
				IV) Million Carats
				V) Ice Age

		3) Agni and Rudra

			a) Jet Stream Lv. 1 -3
			b) Whirlwind
			c) Rising Whirlwind
			d) Million Slash
			e) Sky Cross
			f) Air Hike
			g) Combo I
			h) Combo II
			i) Combo III
			j) Swordmaster
				I) Crossed Swords
				II) Sky Dance
				III Crawler
				IV) Tempest
				V) Twister

		4) Nevan

			a) Reverb Shock
			b) Bat Rift
			c) Jam Session
			d) Air Raid/Thunderbolt
			e) Vortex
			f) Tune Up/ Combo I/Volume Up (passive ability)
			g) Combo II
			h) Combo III
			i) Air Play/Bat Summoning (passive ability)
			j) Swordmaster
				I) Scythe Slash
				II) Air Slash
				III) Feedback
				IV) Crazy Roll
				V) Distortion

		5) Beowulf

			a) Straight
			b) Beast Uppercut
			c) Rising Dragon
			d) Hyper Fist
			e) Killer Bee
			f) Tame (passive ability)
			g) Air Hike
			h) Combo I
			i) Combo II
			j) Swordmaster
				I) Zodiac
				II) Hammer
				III) Volcano
				IV) Real Impact
				V) Tornado

		6) Ebony and Ivory

			a) Rapid Shot
			b) Charged Shot
			c) Free Ride
			d) Wild Stomp
			e) Rainstorm
			f) Two-Some Time
			g) Air shooting

		7) Shotgun

			a) Fireworks/Rapid Fireworks
			b) Air Fireworks
			c) Charged Shots
			d) Gunstinger
			e) Point Blank
			f) Air shooting

		8) Artemis

			a) Dispersion shot
			b) Multilock
			c) Sphere
			d) Acid Rain
			e) Free Ride
			f) Air shooting

		9) Spiral

			a) G-canceling with RG
			b) Trickshot
			c) Sniper
			d) Ricochet

		10) Kalina Ann

			a) Hysteric
			b) Grapple
			c) Explosion

	F) Devil Trigger Guide

		1) Hit Properties
		2) Enhancements
		3) Devil Arm specific power-ups
			a) Rebellion
			b) Cerberus
			c) Agni and Rudra
			d) Nevan
			e) Beowulf
		4) Sparda Devil Trigger
		5) Transformation Flux Discussion


5) Getting to Know Vergil (SE)

	A) The Arsenal and "Bag O' Tricks"
	(Look at above section for move properties)

	B) Style Analysis: Dark Slayer

	C) Weapon Special Move List Analysis
	(Look at above section for weapon attributes)

		1) Yamato

			a) Combo I
			b) Upperslash
			c) Downward Slash
			d) Rapid Slash
			e) Aerial Slash
			f) Judgement Cut


		2) Force Edge

			a) Combo I
			b) Stinger
			c) Hightime
			d) Helm Breaker
			e) Round Trip


		3) Beowulf

			a) Combo I
			b) Lunar Phase
			c) Rising Sun
			d) Killer Bee/StarFall


		4) Phantom Swords

			a) Regular Throws
			b) Ring Formation
			c) Spiral Swords
			d) Blistering Swords
			e) Sword Storm


	D) Devil Trigger Guide
	(Look at above section for similarities)

		1) Nelo Angelo DT




6) Expert Combat Tactics

	A) Expert Cancelling
		1) Double cancelling
		2) Advanced Weapon Swapping
		3) Jump/Roll Cancelling

	B) Advance Combat Movements
		1) Just Roll
  		2) Reverse Kick
		3) Enemy Rebound cancelling
 		4) Advance Command Buffering
		5) Counter hits/Countering Perfect Impacts
		6) Gliding
		7) Skillful Taunting
		8) Invincibility frames
		9) Advanced Phantom Sword formations (SE)
		10) Triple Devil Arm switch strategies (SE)
		11) Wave Teleporting (SE)

	C) Advance Royal Guard strategies
		1) G-cancelling
		2) Just Framing/Just Parry/Just Release
		3) "Just Counters"
		4) Aerial Royal Guard
		5) "Ultimate Guard"
		6) Levels of Just Frame (Gold and Silver)

	D) Advance Trickster, Doppelganger and Quicksilver strategies
		1) Just Evasion
		2) Dual combos with After-image
		3) Time Lag Combo Physics

	E)  Miscellaneous tactics/strategies/tips etc.
		1) "1-hit wonders"
		2) Delaying
		3) Transformation Flux/Devil Trigger Explosion
		4) Style ranking/Crazy combo cancels
		5) "Orb Warping"
		6) "The Running Man"/"Super Man"
		7) "Quicksilver Guardian"
		8) "Bunny Dashing"

7) The Ultimate Stylish Combo Guide

	A) Definition of "Combo",  Restrictions and Rules
		1) Timings
		2) Flow
		3) Restrictions
		4) Options
		5) Vulnerability
		6) Repetition
		7) Difficulty
		8) Practicality
		9) Stylishness
		10) Overall effectiveness

	B) Weapon Specific Swordmaster Free-from Combos
		1) Rebellion + Cerberus (5)
		2) Rebllion + Agni and Rudra (5)
		3) Cerberus + Agni and Rudra (5)
		4) Agni and Rudra + Nevan (5)
		5) Nevan + Rebellion (5)
		6) Beowulf + Rebellion (5)
		7) Agni and Rudra + Beowulf (5)
		8) Cerberus + Nevan (5)
		9) Cerberus + Beowulf (5)
		10) Nevan + Cerberus (5)

	C) Free-form Gunslinger Combos
		1) Ebony and Ivory + Shotgun (5)
		2) Ebony and Ivory + Artemis (5)
		3) Artemis + Shotgun (5)
		4) Artemis + Spiral (5)
		5) Shotgun + Spiral (5)
		6) Shotgun + Kalina Ann (4)
		7) Spiral + Kalina Ann (4)
		8) Spiral + Ebony and Ivory (5)
		9) Kalina Ann + Artemis (5)
		10) Kalina Ann + Spiral (4)

	D) Style specific combos
		1) Trickster (20)
		2) Royal Guard (20)
		3) Quicksilver (25)
		4) Doppelganger (25)


	E) Vergil's Free-Form Combos (SE)
		1) Yamato (25)
		2) Force Edge (25)
		3) Beowulf (25)
		4) Spanning all weapons (25)

	F) Nelo Angelo's Free-Form Combos (SE)


	G) Sample Expert Video Combos spanning ALL OF THE ABOVE


8) Mini-Section: Bloody Palace (SE)

9) Conclusion

	A) Credits

	B) Frequently Asked Questions

	C) Disclaimer



*******************************************************************


============
1) PRELUDE
============


Back in 2001, Capcom released what is known throughout the gaming
community as one of the best current-generation 3D action game, known
as Devil May Cry. Aside from the technical and artistic achievement of the
game, DMC1 excelled in advance combat and featured a robust combo system
that really blew the action community away. A dedicated fan base was made
after the release of DMC1, and the fans anxiously awaited the next
installment for a further evolution of this great combat engine. Capcom
released a haphazard follow up, DMC2 that disappointed many fans and action
game connoisseurs alike. The title of "King of Action" was no longer claimed
by the DMC franchise, when a superior action game by the name of Ninja Gaiden
rolled on the Xbox. Ninja Gaiden was another evolution in current-generation
3D action game, and was claimed by many to be superior to DMC1. NG ruled
uncontested for a long period as a AAA+ action game, boasted a very tactical
combat system and a multitude of devastating moves that had a lot of depth.
NG lacked only in a definitive free-form combat system, relying more on block
cancels to produce manual combos rather than simple cancelling and linking.

Capcom quickly starts development on the return of the DMC franchise, bigger
and better than ever before. For the first time, Capcom showcases a very
early 10% completed DMC3 at E3 2004, COMPLETELY playable. Graphics and art
direction aside, the DMC fans foundreassurance of a fleshed out combat system
that will hopefully rejuvenate the franchise. It wasn't until the DMC3 demo
was releasedwith the Resident Evil: Outbreak File#2 pre-order that DMC3 was
given some attention from the action community. Boasting faster and more
intense combat, the combat mechanics in the demo alone surpassed that of the
original DMC. The demo was a combo maniacs dream, featuring 3 styles and 3
weapons and lots of hidden moves to tinker with, along with an ultra powerful
boss to experiment on. Soon enough, March 2005 rolls around and the action
gaming community is "awakened". The first thing that most people noticed
about DMC3 was an absurd difficulty level, a hint at it's seemingly complex
combat system. Once player were accustomed to the near-vertical learning
curve, DMC3 took off and quickly established itself as an AAA+ action title.
DMC3 pushed the envelope as far as perfectly combining advance battle
tactics and completely free-form combat system, along with an intuitive
weapon switching feature and an ingenious style system to help DMC3 get
around the limited RAM of the PS2 and deliver an intricate action
experience.

Only a few days after it's release, combo and skill videos alike flood the
Internet showcasing the game's combat depth. At a time, about 5 videos a day
were released, each being progressively more stylish than the previous one,
immortalizing players like Kazak, Gemasis, Pandaattack, and Yuriseal etc.
Even 3-4 months after the game's release, videos are released at a
progressive rate, each revealing new hints at the vast possibility of the
combat engine. It wasn't long until someone made a FAQ delineating a good
fraction of the game's advance game play mechanics, in the form of an Expert
Tactics/Combo FAQ. And here we are, 5 months after the game's released at the
foundation of a great FAQ!

----------------
A) INTRODUCTION
----------------

Our names are Dahbomb and Pokey86, and we consider ourselves fairly skilled
in this game. The overwhelming task of completing a FAQ such as this couldn't
be tackled by just one player, so it's going to take 2 people to finish this
FAQ. Since it's impossible for the FAQ to cover everything in the game, it's
recommended that you either e-mail either one of us (e-mail link at the end
of the FAQ) or frequently visit the Devil May Cry IGN boards or the Devil May
Cry Gamefaqs/Gamespot message boards. We will gladly help you out will any
problems you might encounter when playing DMC3. This FAQ is a culmination of
everything we have learned over our 200+ hours of COMBINED game play in DMC3,
and I will state that even now we are learning new things about the game!

-----------------------------
B) MISSION STATEMENT/PURPOSE
-----------------------------

Our mission for this FAQ is to help the gaming community get an idea of what
DMC3 has to offer as far as combat is concerned. This FAQ is not a
walkthrough of the game , but merely a compilation of the
tactics/strategies/tips/mechanics/manuevers etc., found in the game that will
help one hopefully master the game. Hopefully after reading the FAQ you
appreciate the game more rather than putting it in the back shelf after it
beating it one time and give it a spin a few more times. DMC3's replay value
comes from the ingenuity of it's combat system, not from cheap gimmicks or
unlockables (though these are always good for games lacking in a great combat
system).

A FAQ of this stature is required since as you know by now DMC3 is not just
your average action game on the PS2. The game incorporates the first ever on
the fly weapon switching feature spanning 4 weapons out of a possible 10
weapons and a style system of 6 uniquely different styles, equating to 720
different set ups.  This does not include Dante's large arsenal of moves
(although in a game like DMC, a large move list is not at all required due to
the free-form system, but more useable moves is always a good thing) or
Dante's manueverability in combat. In addition, DMC3 features a fighting game
like combat system where the game pits you against fights that will require
you to take advantage of frames, exploit weakness/stuns and take note of
battle conditions.

This FAQ will cover the following essentials: Basics combat manuevers, Enemy
classifications/hit mechanics/attack properties, Move
analysis/properties/strategies, weapon analysis/properties//attributes, style
analysis/dicussion/properties/levels, expert combat mechanics and discussion
of "stylish" combos. This FAQ will not cover how to beat certain enemies, how
to solve puzzles in the game, or general walkthrough strategies. This FAQ
assumes that you have all necessary stats maxed out, all moves purchased, all
styles level up and all weapons upgraded, and you have beaten the game on all
modes and are looking to either A) sharpen your comboing skills or B) SS rank
Dante Must Die mode (this FAQ will, as of now, not cover the walkthrough of a
SS rank DMD).

------------------------------------------------------------
C) Devil May Cry 3: Special Edition Intro and Additions (SE)
------------------------------------------------------------

Due to the increasing popularity of DMC3 especially within the DMC fanbase,
Capcom opted to make a Special Edition Greatest Hits re-release for DMC3.
Similar to Virtua Fighter 4: Evolution, DMC3SE comes with the Greatest Hits
label and with a large amount of new content. Since this is not an expansion,
this FAQ will cover DMC3SE as well. However, any new aspects will be labelled
with an "SE" tag.

This FAQ will mostly cover the game play aspects of DMC3SE, there are many
articles online that cover the new features quite well. The most important
feature that will be discussed is the new character *Vergil* and the extra
mini-character/costume *Nelo Angelo* (DMC1 fans will recognize him). Also,
this FAQ will cover some mechanics dealing with the Jester boss fight,
including his new summoning ability. Finally, some aspects of Bloody Palace
will be covered depending on demand (meaning if no one cares for it, then
the section will be expunged).

This FAQ will be updated with any additional SE information, especially the
advance tidbits. Do not expect to see anything major until at least 1 week
after the release of DMC3SE.



***********************************************************************


===============
2) THE "BASICS"
===============


Before moving on to the indepth discussions, we will go over the basics so
that everyone is up to speed on what to encounter in the FAQ. This FAQ
assumes everything written in the last paragraph of the previous section
(i.e. maxed out stats).

---------------------------------------
A) COMMAND, NOTATIONS AND ABBREVIATIONS
---------------------------------------

The following is the legend and key that will be used for the entire FAQ.
It's recommended that you get a grasp of the notations and abbreviations
before trying to comprehend the FAQ itself.

-------------------
1) CONTROL LAYOUT
-------------------

/\: Triangle button: Melee weapon hit

[]: Square button: Fire arm shot

O: Circle button: Style button

X: X button: Jump/Roll/Air Hike

R1: Lock-On

L1: Devil Trigger (DT)

L2: Melee arm switch (MAS)

R2: Fire arm switch (FAS)

L3: Toggle targets

R3: Reset camera behind player
(may not always work, and will not be used in this FAQ)

D-pad: This will not be used in this FAQ. Short cuts to accessing the menus.

Select: Taunt


Vergil's Layout (SE)

(same as above with these 2 changes)

R2: Switches Devil Arm in clockwise direction
(Yamato - Force Edge - Beowulf back to Yamato)

L2: Switches Devil Arm in counter-clockwise direction
(Yamato - Beowulf - Force Edge back to Yamato)


---------
NOTATIONS
---------

, - Standard link input

> - Cancel animation input

P1 - Split second pause/within a few frames

P2 - More than a second pause/with a large frame window

... - Repeat previous input as required

+ - Simultaneous press

{ } - Buffer command, must be holding the said input during all combo

} { - Release buffer, must let go of input as indicated

( ) - Hold command/Delay hit

~ - Input command as fast as humanly possible

* - Special condition, please refer to notation

: :- Just Frame input

[ ] - Optional input

/: Either or

~>- Crazy Combo cancel (C3)

etc. - Repeat previous loop for a possible infinite


---------------------------
MOVEMENTS AND POSITIONING
---------------------------

F: Forward: The direction that Dante is facing

B: Back: The direction opposite to what Dante is facing

L/R: Left or Right: Towards the right or left of what Dante is facing.

UL/UR: Upper-left or Upper-right: Towards Dante's left or right shoulder
(will only be used to cover Jam Session combos for Nevan)

N: Neutral: Dante not moving and completely resetted
(understood when not indicated)

R1+L/R+X : Evasive Roll

R1+B+X: Back flip

Land: Dante comes back to the ground after an air combo

Wall: Any combo that will require the existance of a wall if dealing with
juggleable enemies.

Downed: Approach a juggleable enemy in flat downed position for "down"
specific combos.

OTG: Off the ground: Hit the enemy as it lays flat on the ground or in
recovery phase, also known as "okizeme"

W.jump: Also known as Wall Rebound, when connecting with a wall during a
jump, press jump again.

PP: Pole Play, near a pole press X and then input further for more spins.

Free Ride: Approach a Downed opponent, press X and realign Dante so that he
lands on the Downed opponent. Move the left analog in the direction of
desired movement and use Firearms if applicable.

----------------------------
COMMONLY USED ABBREVIATIONS
----------------------------
For brevity and concise purposes, it's only best that I abbreviate some
commonly used words to help decrease the strain on my wrists!

DMC1: Devil May Cry (the original)
DMC2: Devil May Cry 2
DMC3: Devil May Cry 3
DMC3SE: Devil May Cry 3: Special Edition

SE - Used commonly throughout ver.1.5 or higher of this FAQ. Indicates SE
exclusive game play feature. SE = Special Edition


---Weapons---

E&I : Ebony and Ivory
A&R : Agni and Rudra
KA: Kalina Ann
Cerb: Cerberus
Beo: Beowulf
Reb: Rebellion
Nevan: Nevan
Spiral: Spiral
Artemis: Artemis
FE : Force Edge (SE)
Yam : Yamato (SE)
PS : Phantom Swords (SE)

---Styles---

RG: Royal Guard style
TS: Trickster style
GS: Gunslinger style
SM: Swordmaster style
DG: Doppelganger style
QS: Quicksilver Style
DS: Dark Slayer Style (SE)

--- Move specifics ---

DT: Devil Trigger- Dante's Devil transformation accessed when having 3 or
more Devil Trigger symbols. Transformation is accessed by press the Devil
trigger button, default at L1.

T-Flux: Transformation Flux- A technique that allows the player to store DT
symbols to be released upon transformation. Need at least 4 symbols to access
this move. DTE: Devil Trigger Explosion (same exact thing as above)

MAS: Melee arm Switch- An input that allows the player to switch Melee/Devil
arm on the fly in realtime with the press of a single button (R2 default).

FAS: Fire arm switch- An input that allows the player to switch Firearm on
the fly in realtime with the press of a single button (L2 default).

TAS: Triple arm switch (SE) - Inputs that allows the player to switch among
three Devil arms on the fly in realtime with either R2 or L2.

JF: Just Frame- Any input that requires a precise input and can only be
accessed through certain frames on an attack/time window. Input can neither
be too fast or too slow.

B&C: Block and Charge - Hold down the O button during the RG to entire a
Guard stance. Will sustain partial block damage, and Guard can be crushed.
(since this is an "expert" FAQ, this will not be analyzed in-depth. Explained
later)

R: Release- R1+F+O with RG to Release stored Rage onto an enemy as an attack.

JP: Just Parry- Precisely tap the O button with Just timings to successfully
Parry an attack.

A.Parry: Air Just Parry- A perfectly timed Parry in mid-air.

SP: Silver Parry- Tier#1 of a successful Parry.

GP: Gold Parry- Tier#2 of a successful Parry.

JR: Just Release- A perfectly timed Release within Just frames of an enemy
attack.

SR: Silver Release- Tier#1 of a JR.

GR: Gold Release- Tier#2 of a JR.

AJR: Air Just Release- A perfectly timed JR in mid-air.

CS: Charged Shots- The command of charging up bullets in GS style and
release them in a hail of red energy.

TT: A&R Twister ~> Tempest- Technique with A&R on SM, R1+B+O ~> O...

RI: Beo Real Impact- Powerful technique with Beo on SM, R1+B+O

SS: Nevan Scythe Slash- Powerful sickle slashes with Nevan, Ox2

VWR: Vertical Wall Run- While near a wall, move analog stick towards the
ceiling and tap O.

HWR: Horizontal Wall Run- While near a wall, move analog stick towards the
right/left and tap O

ER: Enemy rebound- When near the body of an enemy while in mid-air, tap X to
rebound off of the enemy. Can be used infinitely.

AP: Auto Parry- Command Parry initiated by an enemy as a defense mechanism,
signaled by a Blue flash.

PI: Perfect Impact- State of auto-parrying when the enemy is in a cycle of 1
dimensional attacks.

PP: Pole Play- Near a Pole, press X to spin on it. After spins, Dante ends in
mid-air.

FR: Free Ride- Approach Down opponent, press X and hold a direction. Dante
slides on the fallen enemy and can use a FA.

PSF - Phantom Sword Formations (SE) : Any input that causes the PS to change
in formation realtime around Vergil to access a large variety of moves.
Usually a transition is required from the Ring Formation into either Spiral
or Blistering Swords.


-------------------------
INTERCHANGEABLE PHRASES
-------------------------

Melee Arm: Devil Arm
Firearms: Guns
Teleport: Air Trick
Air Dash: Star Dash
Wall Hike: Wall Run
Parry: Just Guard
Shadow: After-image: Doppelganger
Time Lag: Slow down time: Slow-mo
Just: Precise
Roll: Dodge: Evasive Roll
Hurricane: Tornado
Devil Trigger Explosion: Transformation Flux
Dark Orbs: Judgement Cut: Dimensional Orbs (SE)


-----------------------
B) BASIC TERMINOLOGIES
-----------------------

There are many terms that get thrown around during a standard conversation
involving DMC3, that it's necessary that I write them down and define them
here to avoid future confusion. This will help people who are new get
accustomed to the verbal lingo in DMC3. There are more terms that will be
listed later on but these are the basic terminlogies.

-------------------------------------------------------------------------

1) Cancel - There is no DMC3 player on earth that does not play the game NOT
using cancelling. Most other games have cancelling as some sort of uber
elitist technique, but in DMC3 it's so natural that you do it without even
realizing it. Cancelling is the interruption of the animation recovery of a
move by another move's starting animation, essentially "cancelling" out the
frames of the move as the starting animation of the second move.

Ex: Rebellion: Triangle, Triangle cancelled into Stinger. Doing this move
seperately is laggy and ineffective, when combined you get two standard
slashes and their recover is cancelled with the quick starting animation of
the Stinger. The Stinger can further be cancelling into Million Stab using a
buffered command of Triangle inputs, the Million Stab can be cancelled
anytime into let's say a Hightime, which can be cancelled into a Helm Breaker
etc. You are not supposed to understand the full concept of this right now,
but this is just the basics of it. A cancel is denoted as ">".

-----------------------------------------------------------------------

2) Linking -  A series of hits that flow in natural progression without any
cancellation of frames or animations. Linking is usually referred to
as "natural combos", meaning the combos flow together nicely and there is
little to no twitchy feeling. Linking is the antithesis of cancelling,
although it takes more skill to pull off cancels than links. Some combos can
be changed around so that you don't need to cancel at all and just link
naturally.

Ex: Agni and Rudra: R1+Back+(/\), /\. A Rising Whirlwind move, linked into a
Sky Cross. The animation of the Rising Whirlwind is such that the animation
can't be cancelled, so you must wait until you go all the way up (unlike the
Hightime, which you can at least some what vary the height). The Rising
Whirlwind puts the opponent at the perfect arc for a Sky Cross slash, which
is why it is a natural link. If you wait until Hightime reaches it's zenith,
then you can do Helm Breaker with Rebellion for a natural link, though it's
just faster to cancel it. A link is denoted as ",".

-----------------------------------------------------------------------

3) Frames - This is not a fighting game, so frames aren't nearly as
important. Even so, DMC3 is an advance action game that borrows concepts
from many fighting games (the combat system's basics are tied to Street
Fighter Alpha 3 in the loosest of all definitions). DMC3 runs on 60 Frames
Per Second, meaning every second that goes by, 60 frames go with it. It's
inhuman for someone like me to actually list all the moves, give their frame
starting points/recovery/advantage since I lack the equipment to do this.
Instead, in the entire FAQ I will refer to frames in a relative term. A few
frames will mean a split second, a lot of frames will usually mean a bit over
1 second etc. Frames are important mostly for cancelling, linking and Just
Frame inputs(discussed later). Frames become even more important with Royal
Guard, allowing you to G-cancel frames (discussed later) and gaining even
more frame advantage.

Ex: Each weapon has openings where their frames can be cancelled, the best
places are the times where you have the option to branch off using delayed
pauses. Agni and Rudra: Triangle, pause, Triangle, Triangle will essentially
come out fairly slow used normally, but with some adjustments you can do
Triangle, pause, change to Rebellion, Triangle, pause, change to A&R,
Triangle to create a moderately fast infinite string utilizing frame
advantages of both weapons (something that is oh so simple, a better way to
utilize frames is using the Triple Threat of Gun Stinger, Stinger and
Straight using weapon cancelling).


------------------------------------------------------------------------

4) Just Frame - A term burrowed from fighting games, any technique that
requires an input which is neither super fast nor slow, but precise
or "just". A Just Frame move will require precision input down to the frame.
There are different levels of Just Frames, and most of them apply to the
style Royal Guard. A Just Frame technique will give you obvious frame
advantages as well as other special advantages or moves. There are very few
pure attacking moves in the game that can be considered Just Frame, but 90%
of the moves in Royal Guard and to some extent with Trickster require Just
Frame timing.

Ex: Beowulf: R1+Back+/\, :/\:
You will notice that this is a Beast Uppercut to Rising Dragon technique for
Beowulf, an uppercut cancelled into a rising launcher. The last Triangle is
written with two colons, indicating Just Frame input. You must tap Triangle
the moment the Beast Uppercut reaches it's uppermost limit, not anytime
earlier and certainly not anytime later. The input has to be precise or you
will not get the rising launcher. There is another non-Just Frame input to
this move that is highly recommended since it's much easier to pull off
(requires minimal Buffering).


------------------------------------------------------------------------

5) Infinite(s) - The concept of infinites is not uncommon in the gaming
community, but it's usually related to either a cheap exploit or a technique
reserved for top tier play (mostly in terms of fighting game mechanics). In
DMC3, forget about this. Infinites are WAY too easy to do, the developers did
this on purpose. Using advance cancelling and linking, you can string
together infinites extremely easily. The developers put a huge handicap on
infinites, tied in with the Style ranking. If you initiate a move more than
twice, it automatically will count against you and it will drop your style.
Keep continuing with the infinite will result in your style ranking
completely disappearing, and thus you will end up losing important power
boosts and frame advantage (frame advantage is mostly tied in with Crazy
Combos here though).

Ex: Rebellion = Triangle, R1+Back+Triangle, Triangle, R1+Back+Triangle A
regular hit causing hit stun, followed by a launcher, then back to a regular
hit, this time converted into a juggle, and then followed by another post-
launcher. The result is the enemy being continuosly juggled in an infinite
loop, utilizing merely 2 moves. This is very ineffective in combat, resulting
in poor stylish points and overall lack of flair to the crowd you are
attempting to please, in addition to leaving you open for other attacks.



-----------------------------------------------------------------------

6) Launcher - Any move in the game that tosses an enemy in the air,
essentially neutralizing their ability to attack and allowing you to attack
until your heart's content. Any move followed by a launcher is considered a
juggle. Some launchers can be cancelled into a rising animation for air
combos.

Ex: Rebellion: R1+Back+Triangle. The most standard of all launchers, the
Hightime.


-----------------------------------------------------------------------

Juggle - A concept introduced to current-generation action games through the
original Devil May Cry, DMC3 takes it one step further. Basically, like the
name implies, you launch an enemy in the air and attack them while they are
in mid-air. Certain moves juggle enemies more effeciently than others. A
juggle must be followed by a launcher (a move that launches the enemy in the
air). Not every enemy in the game can be juggled though, and no boss can be
juggled either.

Ex: The most basic juggle, R1+Back+Triangle, [] x .... .
Launch the enemy in the air using Hightime, pull out your Ebony and Ivory and
start blasting away. The impact of the guns will keep the enemy suspended in
the air for as long as you keep firing. This is considered an infinite
juggle, so you need to variate this juggle further by "rising" with the enemy
and follow up the shooting in mid-air.


------------------------------------------------------------------------


7) Rising - This goes hand in hand with juggle actually, some launchers can
be converted into a "rising launcher". Dante launches the enemy as well as
himself in the air to follow up with an air only combo. This instantly starts
an Air Combo, but remember that Dante is heavier than a lot of the enemies
you encounter (most of them are made out of sand anyway) so Dante will drop
faster. There are lots of possibilities here and Swordmaster makes the best
out of this situation.

Ex: R1+Back+Triangle (hold Triangle).
The hold input initiates a built in rising launcher when you do Hightime. An
alternate way is to just tap R1+Back+Triangle and just jump to intercept the
enemy but the flow is completely ruined and you need to do some air control
to keep your combos going.

Note: Rising an enemy twice in a row (like for example Hightime into Pop
Shredder) causes them to be launched further in the air. You however cannot
add a 3rd launcher in hopes of rising the enemy even further, the height will
be the same as for the 2nd launcher. This is a useful tidbit for doing those
insanely long air combos.


-----------------------------------------------------------------------

8) Manual Combos -  A manual combo is a self made combo, done through your
own ideas, in most games this would use major other factors (Guard Canceling,
Ground Cancel etc) though due to the mechanics of DMC, Manual combos (AKA
Free-Form combos) can be made at a very early stage of skill, when on higher
Difficulties the need of Manual combos is extreme. Manual combo in this FAQ
will be considered the linking of any 3 or more moves in standard succession.
There are an infinite number of manual combos in this game.

Ex: Rebellion- Triangle, Triangle R1 + Back + Triangle (Hold), Triangle,
R1 + Forward + Triangle
This would be a basic Free-Form Combo (though effective) The first two hits
of the Rebellion basic combo I is initiated, then cancelled in to High Time
which is then Cancelled in to Helm Splitter, then to Keep up with the enemies
knock back A stinger is performed. Though basic it is highly effective &
damaging. To continue the combo, the Stinger can be cancelled into a Million
Stab for additional options into more Manual combos.


-----------------------------------------------------------------------

9) "Predetermined" Strings -  A Predetermined String is what you would expect
from any Fighting game with combo strings, you input A button combination & a
set combo comes out that links smoothly with all previous attacks. At the
start of the game these will be staple moves for you, expert & pro players
will rarely use these as average combos  (Excluding in between combo's &
Crazy Combos). "Predermined" strings in this game are usually labelled with
the weapon and then the Combo number (ex: A&R Combo I is done below). You
can't branch from particular hits in a "predetermined" string, so your
options are limited but you can still make good use out of them.

Ex: Agni & Rudra- Triangle X 6
This is a perfect Predetermined string, easy perform & never changes, all
move link perfectly & ends with a final blow (as most PS combo's do) most
Predetermined combo's end with finishing strike.


-----------------------------------------------------------------------

10) Buffering - Buffering is a mechanic that has dual meanings. It usually
means the art of inputting a move within the animation of another move, or
you can hold certain buttons during another input and then release the button
to make the move come out instantly (Tekken and Soul Calibur players are very
familiar with this). This game will cover the latter, more than the former.
It is also known as Charging a weapon, though the time it takes to prepare is
long for some, attacks can be made whilst charging, they cause no extra
damage, merely charging up power until you feel like releasing the stored
energy. Though Buffering is mainly on the Gunslinger Style there are many
other uses for this technique (Devil Trigger explosion, Drive etc.)

Ex: Ebony & Ivory/Gunslinger- (Hold []) Triangle, Triangle, Triangle,
R1 + Back + Triangle, []...
This is a basic combo while buffering Ebony & Ivory, at the very end of the
combo the charged shots are released doing extra damage, though Charging guns
do not need the R1 button held, which will allow you to charge some guns
while moving as you would normally move before entering or during a fight.
The main tactical advantage about Buffering is that you can play the game as
freely as you want without having to worry about the charge. Play normally,
and when the charge is completely, just simply release. Not doing a Buffer
will put you in complicated positions you don't want to be in.


------------------------------------------------------------------------

11) Enemy Rebound -  This is using the body of the enemy as a jumping post,
works well while the enemy is suspended in the air for extra height, this can
be used in extremely advance tactics (Explained later) but is a difficult
ability to master. Rebounding off enemies allows you to stay in the air for
extended times automatically evading  minor threats. This technique can be
used indefinitely as long as you have a base to jump off of.

Ex: Rebellion: R1 + back + Triangle (Hold), R1+ []~X, []...~X etc
Though it looks "Fancy" it is an extremely easy combo to do, providing you
shoot fast enough. This is the most basic air combo possible but the benefits
are shown to its fullest, very few normal attacks will hit you as you are
completely suspended in the air with the enemy you are shooting.


-------------------------------------------------------------------------

12) Air Reset - Any technique that will put you motionless in the air, almost
at zero gravity, but from there you are free to do whatever you want. This is
a tricky concept to understand, but know that the experts use it without even
thinking about it. After an Air Reset, you are free to do any move that is
doable in the air. The most common way to gain an Air Reset is by Enemy
rebounding, although there are some move that have built in Air Resest.

Ex: Agni and Rudra: R1+Back+O, press O immediately and keep tapping.
This move is known as the Twister crazy combo, a Swordmaster lv.3 move for
Agni and Rudra. Dante will start to form flames around him, over his head,
and then start rising in the air, upside down and then come at a halt in the
air, almost suspended, at an Air Reset. From there you can do something like
Air Play or Killer Bee or whatever your desire.


--------------------------------------------------------------------------

13) Crazy Combos - Any special move that is visually represented as a golden
flash and requires multiple inputs to come out. A crazy combo can only be
inputted through a median move (discussed later), and once the median move is
initiated, you must press the correct button in quick successions to pull off
the Crazy Combo. Crazy Combos are directly related to the Style rank, a low
style rank will make you do more inputs and thus the CC will not come out as
easily, but a high Style rank will assist you in inputting the CC. A Crazy
Combo is NOT to be confused with a "button-mashing" technique, it is
controllable, cancellable and does not require lots of button presses
provided you have a high enough style rank. Some of the more powerful moves
in the game are Crazy Combos. It is noteworthy to say that some CC's will not
kill the opponent but will drain the enemy's life to a pixel until the final
blow is connected. If the final blow doesn't connect, then the opponent will
be left with 1 pixel of life.

Ex: Rebellion: /\, Pause, /\, /\, tap /\ quickly or R1+Forward+/\, tap /\
quickly. The two inputs for Million Stab, pretty self-explanatory. Million
Stab is a crazy combo, and requires one of 2 median moves to initiate (Combo
II or Stinger). The initial stabs will not kill the enemy but simply drain
their life, while the final hit will finish them off.


-------------------------------------------------------------------------

14) Crowd Controlling - The art of handling multiple opponents using minimal
moves and maximum range. Crowd control is a term describing the way policemen
handle large crowds of people and in used commonly in games like Dynasty
Warriors. In DMC3, you will be surrounded by a large group of enemies and you
must effectively deal with them, most of the time simultaneously. Any move
that hits multiple enemies is considered a crowd controller. Crowd
controlling raises style exponentially, more enemies connected with 1 move
equals more style raised.

Ex: Nevan: /\, hold direction towards Dante's back+/\.
A single hitting move with the weapon Nevan that will quickly hit any enemy
within a couple foot of Dante's proximity. It's a natural crowd controlling
technique, and it will clear Dante's surroundings quite easily.


-------------------------------------------------------------------------

15) Evasive Rolling (Roll) - An extremely basic technique missed by many
newcomers, this move is doable at any time in the game and is one of the most
useful moves in the game. Dante does a Roll in the direction of the input
with invincible frames. An attack will not do damage or put Dante in any form
of hit/stun and he will continue to Roll right through it unphased. DMC3
player's of all skill type use this useful little technique.

Ex: R1+Left or Right+X
The input for the Evasive Roll.


------------------------------------------------------------------------

16) Just Roll - An Evasive Roll that is timed perfectly with an enemy's
attack, and will yield Dante free Style points and some DT recharge. This
technique requires a Just Frame input in sync with an enemy's attack. This
goes hand in hand with Just Evasion discussed later on.

Ex: Wait a few seconds before Vergil's Dashing Stinger, as soon as the last
wave is about to hit you, tap R1+L/R+X. A hard to do Just Roll, but you can
see the obvious frame advantage you receive from waiting those extra frames
before Rolling. Most people will Roll too quickly and not get the reward of a
Just Roll.


-------------------------------------------------------------------------

17) Roll/Jump/Air Hike cancelling - Any time a move or animation is cancelled
with the X or R1+X input, is considered a Roll/jump cancel. A Jump/Roll
cancels 90% of the moves in the game with perfect accuracy, and it's an
essential part of effective evasion. Anytime you find yourself caught in the
midst of a combo while about to be intercepted by an enemy attack, simply
Roll/Jump cancel.

Ex: During Million Slash, press X to cancel.
During this Crazy Combo, you are going to be in a stationary position, unable
to move. If an enemy is a few feet from you, then it might hit you with a
projectile. Simply cancel the animation of Million Slash by pressing X to
jump cancel out of the way.


-------------------------------------------------------------------------

18) Auto-Parry - An Auto Parry is basically a defensive manuever by some
enemies in the game that is used to gain an advantage over the player. An AP
is done ON COMMAND by the enemy, and can occur at practically anytime during
a match. An AP is signified by an obvious blue flash that causes you to
stagger back and the enemy to be in full control for an attack. Vergil and
Arachnes love to this move, and A&R and HVG will do it from blocks (A&R and
HVG automatically go into Perfect Impact state after the AP). Be wary of this
technique, always evade or Just Parry after it for maximum safety.

Ex: Vergil's command Auto Parry.
After a set of combos, Vergil will stagger back away from Dante and fake out
so that it appears that he is in a weakened state, when in fact he is
preparing for an AP. When the next blow is made, Vergil will bring out his
arm and pull off an AP almost instantly. A very common manuever pulled by
Vergil in ALL encounters.


-------------------------------------------------------------------------

19) Perfect Impact - A weapon clash signalled by a very obvious blue flash,
similar to the green flash of a Guard Impact in Soul Calibur. Some enemies in
the game have moves with built in parries, and if it connects with one of
your moves, then they will gain a slight frame advantage over you. To counter
this, you must cancel your post-parry recovery with either a move of your own
or do a Roll/jump cancel. Whatever the case, the enemy will continue the
attack on you and with each additional parry he will gain slight frame
advantage and you will gain Style points for continue the parries. The
enemies with built in Perfect Impacts will be discussed later on. Please note
this is NOT to be confused with Parrying in Royal Guard.

Ex: Any of the Agni and Rudra brothers, the normal over-head slash, Cerberus
R1+Forward+/\

for Perfect Impact A seemingly simple attack with a seemingly complex
property, this move has a built in Perfect Impact that upon connection with
any of your physical attack put both of you in a state of parries. With each
parry, the brother will gain additional frame advantage (allowing his
successive attack to come out slightly faster) and you will gain Style points
for matching his frame advantage. Since the move comes out slow as it, simply
using a quick hitting move will allow you to over come him, most people will
prefer to use Revolver to get the upperhand here.


------------------------------------------------------------------------

20) Soft Lock-On/Hard Lock-On	- Combat manuevers that allow a player to
better manage the enemies on screen with little to no effort. By pressing and
holding down the R1 button, Dante locks on to the nearest enemy and is
committed to the enemy as long as the button is pressed down, if the enemy
dies or teleports or if Dante gets hit. This is used commonly for singe
person combos, and is called "Hard" lock-on. Soft lock-on is basically
playing the game without using the R1 button (though you will have to tap it
occasionally to pull off certain moves) and Dante will aim and attack the
nearest enemy and will usually change his attack path when another enemy
comes closer. This is used for more effective crowd clearing, like with
Nevan. Both have a purpose in the game and are used so often that they become
second nature to a player.


------------------------------------------------------------------------

21) Pole Play - A combat manuever where the player can press X near a pole
and start spinning horizontally on the pole with the legs extended. Similar
properties to the move "Crazy Dance" for Reb SMlv.3 move, can be cancelled
for an aerial attack. It is a universal move, but requires a pole of some
sort to be on the battlefield.

Ex: Poles in Leviathan boss fight. A place where you can use the Poles to
your advantage in a boss fight, by swinging on the poles you can effectively
rack up style points from the incoming Hell Envies.


-------------------------------------------------------------------------

22) Free Ride - A combat manuever that allows Dante to "surf" on a fallen
juggleable enemy (the 4 basic Hells and Abyss only) and use some firearms
while spinning towards the direction that is inputted. A "cool" looking move
that doesn't really serve much of a big purpose, but can be used as a median
through which players can buffer moves (Drive or Multilock are useable
direction after a Free Ride). You can shoot freely in a 360 degree arc with
E&I.

Ex: Hell Sloth downed, jump on it, initiate Free Ride, charge Multilock,
backflip up and release. A b&b combo with Free Ride that is as stylish as it
is effective, can be substituted for charged shots (CS) as well.



-----------------------------------------------------
C) INTRODUCTION TO EXPERT TACTICS AND STYLISH COMBOS
-----------------------------------------------------


After covering the basics, the enemies and the moves/weapons, the FAQ will
combine everything that you have learned in this one section labelled
for "Experts". These tactics are the creme of the crop, it's what top-tier
players use to either A) make stylish combo videos or B) SS rank on Dante
Must Die mode. Putting the Expert tactics section first would be pointless as
most of the subtleties will go over an average player's head, so I am
including it right before the sample combos section.

The Expert tactics section will be divided in the following categories:

A) Expert Cancelling - Quick and skillful manipulation of the cancelling
system to produce combos that appear to be free-flowing and uninterrupting.
There are many forms of expert cancelling and this section will cover all of
them found in DMC3.

B) Advance Combat Movements: Any move that give you a large amount of
tactical advantage over your opponent will be discussed here. Whether it be
frame advantage, style advantage, or zoning advantage, it should be discussed
in this section.

C) Advance Royal Guard Strategies: Royal Guard is the most masterful style in
the game, and thus requires an entire expert section for itself. This section
will cover the intricacies of Royal Guard, the most concentration on the
frame advantages and Just inputs.

D) Advance Trickster/Doppelganger/Quicksilver Strategies: The other remaining
styles also have some hints of expert useage in them, and it's only necessary
that I cover every single style to the maximum potential.

E) Weapon specific tactics - This section will cover the expert useable of
the 10 weapons in the game AS WELL as the styles Swordmaster and Gunslinger.
There are some techniques that are not apparent with the weapons, that will
be discussed in this section.

F) Miscellaneous tactics: Any strategy/tactic/tip that does not fall into the
previous 5 categories will be placed here for reference.

These expert tactics will cover the SS ranking of DMD mode, but there are
other ways of crowd pleasing in this game, and they come in the form
of "Stylish combos". DMC3 is the king of stylish combos, without equal. The
entire combat engine is based mostly around mind blowing combos that are free-
form and manual (meaning you are only limited by your imagination). Since it
is virtually impossible to cover every single aspect of the combo system, I
have instead written down rules and regulations for some stylish combos that
are used by the professional players. I have also given sample combos used in
the hundreds of combo videos that flood the internet and the message boards.

The Stylish combos are divided into the following sections for better
reference:

A) Definition of "Stylish combos": There is no real definition of stylish
combo in this game, however I have listed some prerequisites that some
players follow when coming up with top-tier combos. These prerequisites are
merely guidelines to help you practice combos more effeciently.

B) Weapon Specific Swordmaster Free-from Combos: Swordmaster is generally
considered the most "stylish" style to pull off combos with, and thus it's
only natural that I cover it first. The combos will be divided among the 10
different melee weapon set ups, 5 combos in each set up for a total of 50
combos.

C) Free-form Gunslinger Combos: Whoever said that you can't combo with guns
obviously hasn't experience Gunslinger in DMC3. While Gunslinger is not at
the same level of Swordmaster  in terms of sheer combos, it's effectiveness
is the same and will yield you the same results as far as "Style ranking" is
concerned. The combos for Gunslinger will be divided among the 10 different
firearm set ups, 4-5 combos for each for a little under 50 combos.

D) Style Specific Combos: The other styles are mostly used for tactical
advantage in battle rather than comboing, but they can still be used in
combos using their expert techniques mentioned in the previous section (i.e.
G-cancelling, Teleporting). This section will cover combos for Trickster,
Royal Guard, Doppelganger and Quicksilver. The first two styles having 20
each due to their tactical approach to battle, and the next two styles will
have 25 combos each since they change the prerequisites of "stylish combos"
somewhat.

E) Sample Combo spanning ALL OF THE ABOVE: Just as simple as that, this
section will contain extra combos that were submitted by other users or that
I felt were worthy to be added here. This section will cover any possible
combo in the game, spanning any weapon or style. The number of combos in this
section will vary, but I will try to limit it to under 50 combos.


**************************************************************************


================================
3) GETTING TO KNOW YOUR ENEMIES
================================


DMC3 is all about fighting numerous enemies at one time and insanely
difficult bosses. Obviously you aren't going to be pulling stylish combos if
you don't know your enemies. Knowledge is 60% of beating your enemies, and I
will cover that 60% here. The rest is up to you on how you want to defeat
them. The expert tactics will make sense when you think of them in context
against certain enemies.

-------------------------
A) ENEMY CLASSIFICATIONS
-------------------------
Here all the enemies and bosses will be classified under certain categories,
depending on their combo physiques and weight classes. Understanding of these
classifications will help you effectively combo each enemy accordingly and
gain the desired "Style points".


-------------------------------------------------------------------------

1) Juggleable enemies (small weight class): The enemies in these categories
can be launched in the air, knocked back, wall stunned etc. They follow a
large portion of the hit properties and statures found in the game and they
are the easiest to combo. The prerequisite of being in this category requires
that under ANY condition, they will be launched by a Real Impact hit (this
includes being in DT mode).

Hell Pride
Hell Lust
Hell Sloth
Hell Gluttony
Abyss
*Arachne
*Bloodgoyles (stone mode)
*Enigmas
*Arkham's Legions

* Special conditions on normal juggling is required. See "Enemy Analysis" for
an in-depth discussion of the juggle physics of each of the enemies.


-------------------------------------------------------------------------

2) Comboable enemies (medium to large weight class): These enemies can be
effectively comboed and expert tactics can be used against them, but they
can't be launched under normal circumstances and most aerial attacks will go
over their heads. Enemies in this category are fairly difficulty to combo,
but it's still very possible due to the flexibility of the DMC3 combat
system.

*Hell Envy
Hell Greed
Hell Vanguard
Damned Pawn
Damned Bishop
Damned Knight
Damned Rook
**Damned Queen
**Damned King

*Not enough tests are done on this enemy, some statures might follow
Juggleable
enemy class.
 **Very narrow combo oppurtunity unless countering with Invincible frames
tactics (discussed in Expert Tactics).

Medium-sized bosses: The same prerequisite as the the "Comboable enemies",
aerial attacks will usually miss when done in a standing combo. Most of these
bosses first need to be put in some sort of stun before following up with
devastating combos. They are all still very comboable, especially when in
their weaker states.


Nevan
Agni & Rudra
Vergil (all forms)
Gigapede
Doppelganger
Lady

*When on it's back, the combos you do will follow the medium-sized bosses
category.

Large-sized bosses: These bosses, although have weakspots and stuns, will
mostly be unphased by combos in the form of regular hit stuns. They are
however more comboable than medium-sized bosses, because their height allows
them to be hit by any aerial attack. If a boss fully connects with a Real
Impact > Tornado move taking full damage, then it's considered a large-size
boss.

*Cerberus
Leviathan
Beowulf
Arkham
*Geryon

*While in their weakened stun, they will follow a medium-sized boss category
until they resume their normal position.


-------------------------------------------------------------------------

3) "Cannot-be-Comboed" enemies: This FAQ assumes that when pulling off "Stylish"
combos, you will not be squaring off against these foes. Due to some
conditions, it is virtually impossible to hold a combo of "SSStylish" or
higher. These conditions will be discussed later in the "Enemy Analysis".

Hell Wrath
Soul Eaters
Dullahan
*Fallen

*A "SSStylish" combo is possible using Royal Guard build up, but the
practicality in such a combo is non-existant.



-----------------------------------------
B) ENEMY COMBAT MECHANICS AND ATTRIBUTES
-----------------------------------------

The enemies in DMC3 follow a wide variety of statures that allow you to
exploit them and further bring on the pain. These enemies also have many
counters and special abilities that they use on command to ward off your
exploits. Understanding of these attributes will help you effectively deal
with certain enemies on a top-tier level.


---------------------------------------------------------------------------

1) Hit stun: Any hit on an enemy that makes the enemy wince or slow down during
an attack. There are differing levels of hit stuns in the game, varying with
each enemy. Hit stun allows you to transition from ground hits to ground hits
easily.

Ex: A Hell Lust will slow down it's motion when fired with E&I and will go
into a very minor hit stun. Vergil being hit by any melee hit will go into a
fairly major hit stun but will not suffer any hit stun from E&I fire.


--------------------------------------------------------------------------

2) Major Stun: Usually followed by a powerful hit (or a large group of medium
level hits), not knocking the enemy away or up, but causing the enemy to
falter back some and leave a large gap of opening in between. Enemies that go
into a major stun usually retaliate pretty quickly. Many enemies and bosses
follow a major stun of many varieties.

Ex: Hell Vanguard will take too steps backwards, flailing his scythe, when
hit by a powerful multi-hitting attack. An Arachne will go into a major stun
when hit by either a Lv.3 Jet Stream or a Crossed Sword at close proximity.


----------------------------------------------------------------------------

3) Guard Stun: Whenever an enemy guard, it will go into a stationary stance and
will not take any additional damage from your attacks (some moves do
penetrate guard with chip damage). Any hit during a guard will be a guard
stun, and will merely prolong the state and negate your attacks. Some guards
can be cancelled into Auto-Parries or Perfect Impacts.

Ex: Hell Pride's block state allows it to withstand many attacks. A&R
brothers also have a very rock like defence on their guard stun.


----------------------------------------------------------------------------

4) Auto-Parry: Almost always follows either a hit stun or a guard stun, this
allows the enemy to completely turn the tide of battle. An Auto-Parry is
signalled by a large blue flash, something that many players have noticed
during battles with certain enemies. An Auto-Parry will cause you to be at a
frame disadvantage, but since no enemy in the game (aside from Vergil's
double Hightime slash) has a move fast enough to take advantage of these
frames, you can usually counter with a move fast enough.

Ex: Arachne's AP after a guard stun. Dullahan's AP when hit from the front.
Hell Vanguard's AP after a guard stun. Vergil's AP after a hit stun.


----------------------------------------------------------------------------

5) Perfect Impacts: Always following an AP, some higher level enemies and bosses
will go into a state of clashing known as Perfect Impacts. At this point, the
enemy will go into a repeating cycle, trying to hit you with moves that have
built in AP's. You can continue to counter attack for additional style
points, or sometimes after a certain number of PI's, you can completely
disable their defenses!

Ex: The most common and abused PI is the one for the A&R brothers, following
their guard stun AP, into an overhead slash PI loop. Another one is Hell
Vanguard's PI, similar to that of the A&R brother minus the overwhelming
battle overturn (discussed later in A&R analysis).


----------------------------------------------------------------------------

6) Air Stun: Air stun is basically the aerial version of hit stun in the air.
During an air stun, an enemy will take a wide variety of air based attacks as
inputted by the player. Most higher level enemies can break out of air stuns
if sloppiness is shown.

Ex: The most common air stun is the Fallen's air stun, though that can be
converted after 3 hits into a major air stun. Arachne's air stun during their
Wall Cling state. Hell Sloth's air stun during their jumping animation.


----------------------------------------------------------------------------

7) Jump/Falling animation: During an offensive or zoning manuever, an enemy will
usually jump to get close to you. The jump is very high and slow, giving you
enough oppurtunity to intercept. During this animation, an enemy hit will go
into a very minor air stun though continuing hit will convert that air stun
into major status.

Ex: Arachne's post-Wall Cling jump. Abyss's Vertical Jump Scythe throw
attack. Hell Pride/Sloth/Gluttony standard jump animation.


----------------------------------------------------------------------------

8) Downed/Fallen: After most knockback attacks or powerful moves, a lower
classed enemy falls down almost completely incapacitated. This will start
combo hits known as OTG (off the ground aka okizeme) and will continue until
the enemy recovers. This state is not limited to just regular enemies, even
the most powerful of bosses go into a Downed state.

Ex: Cerberus's massive falling weakness after a large number of major hits.
Geryon's massive falling weakness after a single major hit. The Hell's after
almost any knockdown attack.


----------------------------------------------------------------------------

9) Face-downed: Lower-leveled enemies can be knocked down from the rear side
which causes them to fall flat on their face. A Face-downed enemy will remain
on the ground longer than a Downed enemy and will recover slower. Face-downed
is only limited to some juggleable enemies.

Ex: Arachne's after a Major Stun, knocked back from the rear. The Hell's if
knocked back from the rear.


----------------------------------------------------------------------------

10) Wall Stun: Exclusive to juggleable enemies, a wall stun is major stun
animation that results from the knockback effect of colliding with a wall. An
enemy will cease to move and simply drag across the wall while slowly
falling. The wall hit is added to the damage slightly, and the falling
animation can be exploited for even nastier set ups.

Ex: Hell's knocked back with a wall behind. Abyss's knocked back follow a
curiously large Wall Stun animation.


----------------------------------------------------------------------------

11) Crumple Stun: An obcenely massive stun that causes the enemy to be
immobilized, double over and crumple to the floor very slowly. Similar to the
Wall Stun, only much greater. Crumple stun is not limited to just juggleable
enemies, some bosses go into crumple stun also.

Ex: Beowulf after 3rd eye stun hit goes into complete crumple stun. A&R go
into complete crumple stun after varying numbers of Perfect Impacts. Hell's
go into crumple stun after a single major hit.


----------------------------------------------------------------------------

12) Scared tactics: Something that is very amusing put into DMC3, that really
gets your adrenaline rushing. Scared tactics are only followed by enemies,
not bosses. Whenever a group of enemy is completely decimated infront of the
eyes of it's brethrens, the remaining enemies start to take steps back
usually in a pseudo-Guard state (not a complete guard stun since they are
trembling). Scared tactics are very common during SSStylish combos, and apply
to all enemies that come in groups of 3 or more.

Ex: A Hell Vanguard can be scared if he sees the death of fellow Hell's
infront of him. The most obvious of all scared tactics.


----------------------------------------------------------------------------

13) Recovery animation: This animation covers a large portion of animations
employed by all the enemies in the game. Whenever an enemy goes into an sort
of stun or stature, they will go into a phase of recovery to continue the
offensive. These range from simple getting up on one's feet, to creating a
large energy light around oneself or teleporting away etc. Check the "Enemy
Analysis" for more details.

Ex: Beowulf after a complete crumple stun with recover with a Berserk
explosion. An Abyss will recover after a knockback with an instant charging
attack. Geryon recovers after a Downed stun with a Quicksilver burst.


----------------------------------------------------------------------------

14) Devil Triggered: A special ability of ALL the enemies in the game that only
occures in Dante Must Die mode. This is a transformation that was carried
over from DMC1 and makes a nasty appearance in DMC3. It follows the same
format as scared tactics, only in DMD mode enemies DT instead of being
scared! DT completely changes the physics of the combat system, especially
for juggleable enemies, increases attack cycles, increases useable of
advance manuevers, increases stamina, increases strength and just in general
make the enemy much tougher to defeat. The statures in DMD follow a "every 1
out of 6-8 hits" during a progressive style increase. What it means is that
you can launch an enemy only after hitting it 6-8 times until it goes into a
standard hit stun allowing you an opening to launch/knockback etc. No bosses
except Vergil can DT, and he has different requirements for DTing.


----------------------------------------------------------------------------

15) Invincibility: High-tier enemies are allowed a grace period in which they are
completely invulnerable from your attacks. A lot of the bosses are given
invincibility to either certain attacks to all attacks against you. This
invincibility can be removed after following some conditions of battles.

Ex: Nevan's Bat Formation, can be removed using melee weapons. Doppelganger's
Dark state, can be removed by breaking the light switches. Lady's Roll
animation, similar to Dante's Roll animation.


----------------------------------------------------------------------------

16) Weakspot: Some enemies in the game have certain weakspots that can be
exploited for more damage than normal. Weakspots are essential in defeating
the higher leveled bosses in the game, every bit of extra damage helps.
Weakspot is analagous with "weak state", where the boss/enemy takes more
damage than normal.

Ex: Beowulf's right eye. Cerberus's 3 heads without ice. Geryon's rump and
carriage convergence area. Bloodgoyle's stoned weaker state. Gigapede's neck-
to-head area.


----------------------------------------------------------------------------

17) Elemental Affliction: A lot of enemies and bosses are weak against certain
elements in the game, most commonly the 3 elements: Fire, Ice and Light. If
an enemy is attacked with an elemental attack, then the power of the attack
is increased by 20% (rough estimate). Some enemies even have double elemental
afflictions.

Here is the list of all the elemental afflictions in the game (an elemental
affliction is signaled on the enemy by either a burning fire, an encasing of
ice or a burst of flashing light):

Fire: Cerberus, Bloodgoyles, Arachnes, Gigapede, *Leviathan
Ice: Gigapede, Nevan, Agni, Geryon, Abyss.
Light: Hell Vanguard, Doppelganger, Nevan, *Arkham.

*Partial elemental affliction, no visual clue but obvious attack increase.


----------------------------------------------------------------------------

----------------------------
B) ENEMY MOVE PROPERTIES
----------------------------

Knowledge of enemy is the analysis of their attack potential.
Knowledge of their attack potential allows you to effectively counter them
and turn the tide of battle to your advantage. While most players will say
that the basic enemies in DMC3 have a very low number of attack variations,
it's noteworthy to state that the higher level bosses have a very diverse
moves list, and bosses like Vergil have an extremely deep moves list. Some
basic definition of move properties will help describe these attacks more
effeciently. This section will also cover numerous other forms of enemy
abilities like teleportation, transformations, shields etc. Please take note
that any effect on Dante applies to his normal condition, not while Devil
Triggered  (check DT section for the hit properties of Dante DTed).


----------------------------------------------------------------------------

1) Regular hit: A very standard physical hit that causes Dante to wince slightly
in pain. These hits are usually very basic and will not do an absurd amount
of damage.

Ex: Hell Pride vertical slash, Hell Sloth post-teleportation attack.


----------------------------------------------------------------------------

2) Stagger hit: A more powerful physical hit that will cause Dante to move more
violently but still hold his ground. Any follow up move is guaranteed to hit
Dante, and thus this is usually a very deadly hit since most players miss
this property very often.

Ex: Vergil's Helm Breaker when Dante is grounded, Hell Vanguard's vertical
slash into horizontal mini-slash (an attack after these moves is usually
guaranteed under normal conditions).


----------------------------------------------------------------------------

3) Combo attack: An string of attacks that can be varied by an enemy for mix up
to keep the player on it's toe. Most of  the time, the combo attacks are
dependent on Dante's motions other than the enemy's own special AI. Combo
attacks can be lethal if little attention is paid to them.

Ex: Vergil's Yamato slash strings combined with Force Edge, Beowulf's 3 hit
punch combo, Hell Vanguard 2 hit slash attack.


----------------------------------------------------------------------------

4) Knockdown effect: An attack that will cause Dante to come insantly crashing
down when he is in the air. These moves are specially engineered as anti-air
moves, because in DMC3 Dante's manueverability in the air was greatly
expanding (allowing Dante to jump, double jump in mid-air, dash in the air,
jump on enemy's head, attack effectively in mid-air and teleport mid-air, all
virtually at the same time!). The enemies are equipped with some nasty anti-
air attacks, and they begin with knockdown attacks.

Ex: Vergil's Helm Breaker when Dante's in the air, Hell Lust's Sliding
Uppercut, A&R brother's Charging Stomp.


----------------------------------------------------------------------------

5) Knockback effect: Any powerful move that will cause Dante to be instantly
knocked far away, usually about 3-12 meters away (in-game length). A lot of
enemy/bosses have this move, although with varying power. More powerful
knockback will cause more extreme measures of recovery to be taken. Dante is
not effected by the wall unlike the enemy, so that is certainly a plus for
him.

Ex: Beowulf's Volcano, Hell Vanguard's Dashing Teleport attack, Damned Pawn's
Cross Swords.


----------------------------------------------------------------------------

6) Aerial attack[s]: Countering Dante's nimble movement in the air, some enemies
can attack mid-air to match Dante head-on. Some enemies exist solely in the
air and can't be brought down, so all of their moves exist in the air (self-
explanatory). Ground based enemies will be at serious frame disadvantage if
their air attack is Just Parried.

Ex: Vergil's Killer Bee attack, Beowulf's Final Pounce, Abyss's Infernal Toss
(post materialization).


----------------------------------------------------------------------------

7) Projectiles: Any attack that travels in the form of a projectile and hurts
Dante on contact with varying properties. Going with the theme of "anti-air",
projectiles are the next step in the "anti-Dante" enemy tactics. Projectiles
are numerous in this game, and I have split them into two categories. * In
addition, most projectile attacks are Deflectable and reward style points for
each consequent Deflection.

Ex: Cerberus's Ice Blast, Doppelganger's Dark Energy Ball, Hell Gluttony's
Sand Vomit.


* Applies to Multiple Projectiles as well.


----------------------------------------------------------------------------

8) Multiple Projectiles: A series of projectiles, usually in a linear pattern,
that cause devastating damage to Dante. The developers really went overboard
with multiple projectiles, so much that even Royal Guard in it's early states
couldn't handle it. The move "Ultimate" revolves completely around nullifying
such atrocities, but other than that multiple projectiles are one of the most
deadly moves in the game.

Ex: Beowulf's Feathers of Doom, Enigma's Blue/Red Arrow Shots, Nevan's
Electrified Bat Projectiles.


----------------------------------------------------------------------------

9) Charging attacks: A single hitting attack that propells the enemy towards
Dante's position, usually causing a stagger or knockback. Most enemies during
a charge attack cannot be interrupted with a physical attack from Dante, but
Royal Guard is sublime here, converting charging recovery into pure frame
advantage.

Ex: A&R brothers Charging Slash, Cerberus's Ultimate Pounce, Hell Vanguard's
Dashing Teleport attack, Soul Eater charging attack.


----------------------------------------------------------------------------

10) Auto-Parry: An defense mechanism that causes a blue flash to appear on
contact. This goes hand in hand with Perfect Impacts, usually an AuP is
followed by a state of Perfect Impacts (lower enemies will not go into
Perfect Impacts). Surprisingly, a lot of enemies have this little feature and
it's essentially the ultimate combo breaker.

Ex: Arachne post-guard AP, Dullahan front shield AP, Damned Chessboard
recovery animation AP.


----------------------------------------------------------------------------

11) Wide-area effect: Usually a single hitting move covering a large radial
distance with massive power output. One of the harder moves to avoid in the
game, most bosses usually have one of these up there sleeves.

Ex: Beowulf's Volcano, Rudra's Tempest, Geryon's Quicksilver.


----------------------------------------------------------------------------

12) Grapple (rare circumstance): A special technique by an enemy that causes
Dante to be completely immobilized and under the mercy of the enemy. Once in
a grapple, there is little you can do to completely escape it, though it has
been proven that twisting the analog stick in a 360 degree arc deals with the
few Grapples in the game. Grapples in DMC3 serve a higher purpose than to
just hurt Dante.

Ex: *Nevan's Kiss of Death, Arachne's Web Throw, Soul Eater's Soul Devour.

*Grapple escapable using DT.


----------------------------------------------------------------------------

13) Semi-omnipotent Move (partial Guard Crush): The following two properties
apply to Royal Guard players, so if you aren't planning on mastering Royal
Guard, then you don't have to pay too much attention here (though it will
give clues to a move's relative attack power). During a Block and Charge,
Dante can only effectively block certain low-tiered moves. There are some
moves that will completely crush his stance and put him at serious
disadvantage. Any enemy attack that causes Dante's stance to break during a
B&C and cause Dante to stagger back slightly with an absurd amount of frame
disadvantage is considered a "Semi-omnipotent" move. This applies to land B&C
only though. Most players will ask us "Why bother with these categories when
a Just Parry can effectively deal with these moves 100% of the time?" The
answer is simple: There is no guarantee that you will Just Parry every single
move in the game. By categorizing them, you can effectively plan out which
moves to take a risk with, and which not to. While with a semi-omnipotent
move you will take partial damage, you can still recover with a Roll. A move
like this has a medium risk to worry about.

Ex: Vergil's Helm Breaker, A&R brother's Powered up Elemental slashes,
*Beowulf's 3 hit combo.

*First 2 hits are semi-omnipotent, last hit is omnipotent.


----------------------------------------------------------------------------

14) Omnipotent Move (complete Guard Crush): An omnipotent move is
essentially "unblockable" by B&C, and thus the risk factor is at it's
greatest for a 100% damage hit. You will see an animation of the guard being
shattered, but Dante will follow the standard hit property of the move rather
than staggering back during a Guard Crush. Needless to say, you need to be
absolutely sure before attempting a JP on an omnipotent move. ANY moves
hitting a B&C when Dante is in mid-air is automatically an omnipotent move.

Ex: Vergil's Force Edge Stinger, Beowulf's Volcano, Cerberus's Ultimate
Pounce attack.


----------------------------------------------------------------------------

15) Homing moves: A variety of the projectile, though not exclusive, this is a
property of a move that allows it to follow Dante even when he attempts
evasion. It's going to be a bit tricky differentiating homing projectiles and
non-homing projectiles, but just know that any attack that changes path mid-
flight is considered homing.

Ex: Beowulf's Feathers of Doom, Vergil's Infinity Orb Slashes, Arkham's
Parasite Lasers, Lady's Hysteric Missiles.


----------------------------------------------------------------------------

16) Special move[s]: An attack that doesn't fall into any of the previous
categories will be listed here. The properties vary so I will have to discuss
each special attack/move in-depth by itself.

Ex: *Vergil's Phantom Swords , **Combined A&R's Tempest + Crawler, ***Nevan's
Laughing taunt.

*Varies in properties with each formation.
**A projectile and wide area effect combined move.
***Serves absolutely no tactical advantage in battle.


----------------------------------------------------------------------------

17) Special Abilities: DMC3 has a big list of special abilities for virtually
every enemy in the game (if you consider DT a special ability, then all the
enmies in the game have it). This also has to be done at a case by case
level, aside from DTing the special abilities are very different from each
other.

Ex: Cerberus's Ice Growth, Geryon's Quicksilver, Doppelganger's Banish the
Light, Agni and Rudra's Ultimate Fusion, Fallen's Shield Regeneration,
Arachne's Wall Cling, Soul Eater's Phantom Invisibility, Bloodgoyle's
Multiplication, Enigma's Red/Blue arrow conversion.

^^ Just to name a few.


----------------------------------------------------------------------------

Summoning: An ability/move that calls on to the battlefield additional support
enemies. Most of the time these are unavoidable, you just have to deal with it
accordingly. The new enemies are generally fodder enemies and dealth with
relative ease.

Ex: Jester's Jack n' the box (SE), Arkham's Legions, Leviathan's Hell Envies.



*****************************************************************************


----------------------------
D) In-depth Enemy Analysis
----------------------------

Time to get right to it and analyse some of the specifics of the various enemies
in the game. Some of this is going to come out as common sense, some not so. It's
best that I cover all grounds to avoid confusion. Note that you will not find tips
to avoid certain moves or how to beat a certain enemies, this section is here to
feed your knowledge of the game (just like 90% of the text in this FAQ).



=============================================================================


1) Hell Pride

The fodder enemy of DMC3, Hell Pride's exist solely for your
killing pleasure. Weak stamina, slow attack rates, low mix up capabilities
and a decent Guard stun, Hell Prides can be easily walked all over. Hell
Prides have nothing to be "proud" of.

Class: Juggleable, Small weight class. Follows the maximum capacity of all
juggles and combos.

(No Elemental Affliction)

Stuns: Follows all the possible stun statures in the game's mechanics. Goes
into Guard stun on command.

Recovery: Recovers from all standard stuns using a rising animation. Recovery
is slower with crumple stuns, wall stuns and face-downed stuns. Jump/falling
animation is standard.

Scared Tactics: Holds scythe vertically in front, taking a few step
backwards. Block is fake, all hits are unblockable.

*Moves*

Overhead Vertical slash -  Hell Pride brings it's scythe over its head and
brings it crashing down. Good vertical reach, arsy coverage on the sides.
This move is used mostly as an attempt to hit Dante when he is in mid-air.

Properties: Regular hit stun, knockdown effect (if Dante is in air),
Interruptable.


Horizontal Swing slash - Hell Pride rests the scythe over it's waste and then
swings it from one side to the next. Good all around coverage, 0 vertical
reach. This is a good move to test your Just Rolls on, as the Roll will
cleanly go under the Horizontal slash.

Properties: Regular hit stun, Interruptable


Special Ability/Special Stance: Guard stance - Anytime during combat, a Hell
Pride will assume a vertical scythe Guard stance, effectively blocking a
large portion of Dante's move list while taking minimal damage. This Guard
stance's tactical advantage is that it keeps Dante busy on one Hell Pride
long enough for another enemy to hit Dante while he is comboing. A Hell Pride
alone can never counter attack from a Guard stun, so crush it's Guard and
finish it off. (Hell prides become incredibly tedious in DT form as most
attacks will be completely devoid)



=============================================================================


2) Hell Lust

A decent upgrade over the Hell Pride, the Hell Lust are the
most mobile of the Hell enemies. Hell Lust specialize in dashing attacks and
adept strafing so that Dante's moves will wiff and it will afford the Hell
Lust enough time for a counter attack.

Class: Juggleable, Small weight class. Follows the maximum capacity of all
juggles and combos.

(No Elemental Affliction)

Stuns: Follows all the possible stun statures in the game's mechanics.

Recovery: Recovers from all standard stuns using a rising animation. Recovery
is slower with crumple stuns, wall stuns and face-downed stuns. Jump/falling
animation is standard.

Scared Tactics: Noticeable decrease in strafing and manueverability,
backwards motion.

*Moves*

Lunging Dash attack: Hell Lust flips vertical backwards and violently lunges
towards Dante and swings his scythe horizontall across. The accuracy on this
move is low, but the reach is great. It's a move most likely to hit you from
off-screen (though the move will always be signaled by a very distinct audio
cue, so you have no excuse for getting hit by this attack).

Properties: Charging attack, Regular hit stun, Interruptable.


Dashing Upperslash: Hell Lust strafes forward stealthily and delivers a
massive upperslash with it's scythe. This move is designed specifically with
Dante's aerial manueverability in mind. The move has good vertical reach but
poor all around coverage, and thus is fairly inaccurate but still something
to look out for. The move is very difficult to trace due to the Hell Lusts
faints (only in DMD)

Properties: Knockdown effect (when Dante is in air), Stagger hit (unconfirmed
when on ground), Interruptable.


Special Abilitiy: Strafing/Dodging - Hell Lust has an annoying ability to
strafe and side-step for a large portion of a battle, keeping you on your
toes for it's movements. The biggest problem that arises from this ability is
that a lot of your lunge attacks will clearly wiff the Hell Lust and it will
provide it enough time to counter attack (i.e. don't throw out Jet Streams
out of the blue). The best strategy is to use a firearms small hit stun to
slow it down and then come in with melee attacks to subdue the Hell Lust.
Faint: the Hell lust will faint a Dashing upperslash (without follow through)
most likely causing you to prematurely evade rather than attack



=============================================================================


3) Hell Sloth

Hell Sloths have a unique ability to Teleport to make up for
their slow overall movements. They have a great importance in DMC3 as they
hold the title of THE MOST COMBOABLE/JUGGLEABLE ENEMY IN THE GAME. This is in
part due to their slightly bigger size, fully juggleable physique and large
stamina for really long and painful combos. Go nuts with this one, he is
there for you to bring out the big guns!

Class: Juggleable, Small weight class. Follows the maximum capacity of all
juggles and combos.

(No Elemental Affliction)

Stuns: Follows all the possible stun statures in the game's mechanics.

Recovery: Recovers from all standard stuns using a rising animation. Recovery
is slower with crumple stuns, wall stuns and face-downed stuns. Jump/falling
animation is standard.

Scared Tactics: Heavy decrease in Teleportation cycles.

*Moves*

Post-Teleport Overhead slash: The Hell sloth will Teleport after making a
blood curling scream and reappear next to Dante and deliver a blow. Easily
telegraphed, easily avoided, low coverage on all sides, this move is hardly
daunting. Just watch out for this moves when comboing while in a group of 3
or more Hell Sloths.

Properties: Regular hit stun, Interruptable (the Teleportation can NEVER be
interrupted, but the slash can be), Knockdown effect (if Dante is in air).

Special Ability: Teleportation - Hell Sloth's staple technique, it allows the
Hell Sloth to move all over the area with little effort. This also allows it
to temporarily escape from an incoming attack though a Hell Sloth will NEVER
Teleport mid-combo unless DTed. A Teleportation is easily telepgraphed with a
round sand-like projection.

Jump: The Hell Sloth’s only other form of mobility out of teleporting



=============================================================================


4) Hell Envy

A version of Hell Pride with completely eccentric body
physiques, meaning the same combos will not work on Hell Envy. Hell Pride is
basically a palette swap of Hell Pride with slightly more stamina and a
different body physique.

Class: Limited Juggleable capability with Medium weight class. Real Impact
sometimes juggles this enemy, though it is nearly immune to all other types
of launchers or severe stuns.

(No Elemental Affliction)

Stuns: Follows most of the stun statures in the game's mechanics to a limited
extent. Goes into Guard stun on command.

Recovery: Recovers from all standard stuns using a rising animation. Recovery
is slower with crumple stuns, wall stuns and face-downed stuns.

Scared Tactics: Holds scythe vertically in front, taking a few step
backwards. Block is fake, all hits are unblockable.

*Moves*

Overhead Vertical slash -  Hell Envy brings it's scythe over its head and
brings it crashing down. Good vertical reach, arsy coverage on the sides.
This move is used mostly as an attempt to hit Dante when he is in mid-air.

Properties: Regular hit stun, knockdown effect (if Dante is in air),
Interruptable.


Horizontal Swing slash - Hell Envy rests the scythe over it's waste and then
swings it from one side to the next. Good all around coverage, 0 vertical
reach. This is a good move to test your Just Rolls on, as the Roll will
cleanly go under the Horizontal slash.

Properties: Regular hit stun, Interruptable


Special Ability/Special Stance: Guard stance - Anytime during combat, a Hell
Envy will assume a vertical scythe Guard stance, effectively blocking a large
portion of Dante's move list while taking minimal damage. This Guard stance's
tactical advantage is that it keeps Dante busy on one Hell Envy has long
enough for another enemy to hit Dante while he is comboing. A Hell Envy alone
can never counter attack from a Guard stun, so crush it's Guard and finish it
off.



=============================================================================


5) Hell Gluttony

Hell Gluttony is known only for its sand projectile
ability, other than that it's just a weaker Hell Sloth. The only advance
mechanic to discuss about Hell Gluttony is it's Sand Pore ability, which
could make Hell Gluttony actually pose a threat.

Class: Juggleable, Small weight class. Follows the maximum capacity of all
juggles and combos.

(No Elemental Affliction)

Stuns: Follows all the possible stun statures in the game's mechanics.

Recovery: Recovers from all standard stuns using a rising animation. Recovery
is slower with crumple stuns, wall stuns and face-downed stuns. Jump/falling
animation is standard.

Scared Tactics: Heavy decrease in projectile cycles.

*Moves*

Sand Vomit Projectile - Hell Gluttony's bread and butter move, he summons a
cloud of sand around him, sucks it up and then projectile vomits it out.
Great linear coverage although (Though pathetic for a projectile attack)
decays with distance. The power at close range is considerable, and so is the
wide range (sort of like the Shotgun). The move has a very distinct audio and
visual clue, it's a rarity to be hit by this move.

Properties: Projectile, Uninterruptable, Semi-omnipotent (unconfirmed), Wide-
area effect, Stagger hit stun.


Close proximity hit - As a last resort defense mechanism, the Hell Gluttony
will attempt to do a weak hit with it's staff. Very weak, very slow, and very
rare, this move is easily ignored. The brunt of Hell Gluttony's arsenal comes
from his sand projectile.

Properties: Regular Hit stun, Interruptable.


Special Ability: Sand Pores - This is a passive ability which increases the
pores in Hell Gluttony's body so that more sand is absorbed during the Sand
Vomit Projectile move. The pores are increased when Dante uses firearm
against it, most specifically E&I. Naturally, a long distance game against
Hell Gluttony is not recommended, as you don't want to be hit by a powered up
projectile and take more damage than necessary. Easily remedied by using
close range attacks. It's possible that the pores may increase with standard
Nevan strings also. (if you stun the Gluttony with enough E & I Bullets it
will cancel the increased pores in its attack)


=============================================================================


6) Hell Greed

A higher level Hell enemy, that carries a giant coffin to the
battle which has the uncanny ability to summon other Hell's (Except Hell
Envy). Hell Greed itself is a heavy enemy and cannot be juggled but his size
is great for standing combos. Hell Greed is your ticket to infinite combos on
the Hell enemies, as long as a Hell Greed is alive, more Hell's will be
summoned to the battle.

Class: Comboeable, Heavy weight class. Cannot be Juggled, but can be
effectively comboed under all conditions.

(No Elemental Affliction)

Stuns: Follows only a mid-level Hit Stun, which limits it's offensive power
and movement capability.

Recovery: Hell Greed always recovers with a Casket Swing, and uses it as a
Counter attack also.

Scared Tactics: Places Coffin casket infront for a fake block, all attacks
still unblockable.

*Moves*

Casket Swing - As a counter attack from in coming attacks, Hell Greed swings
around the coffin to clear up some space before putting down the coffin in
order to summon other Hell enemies. Casket swing has great coverage on sides,
and it's a combo attack (Potentially 3 hit), and it's usually very annoying.
Keep your distance and once the coffin is down, unleash hell upon it.

Properties: Uninterruptable, Knockback effect (on last hit), Stagger hits (on
first few hits), Combo attack.


Special Ability: Hell Summon - Once the coffin is down, Hell Greed goes into
a state of summoning and will be completely immobile. Hell Greed summons a
possible of 4 Hell monsters (Pride, Lust, Sloth and Gluttony) and will keep
doing this until he is dead. Enemies are (Certain Greeds can only summon 1
type of Hell)
summoned in waves so you won't have to worry about just 1 Hell monster at one
time.


=============================================================================


7) Hell Wrath

A weak Hell monster carrying a large molten rock over it's
shoulders, Atlas style. Hell Wrath is essentially a suicide bomber and should
be handled with care. The most annoying aspect of Hell Wrath is that due to
the rock's solid state, Hell Wrath has a built-in Auto-Parry. Hell Wrath will
simply die in a few FA hits, or in one Ice Age cycle.

Class: Cannot be effectively comboed, due to built-in Auto-Parry against 90%
of physical attacks in the game. Can be comboed minutely with FA combos.

(No Elemental Affliction)

Stuns: Follows only a small-level Hit stun from FA's only, limits it's
manueverability.

Recovery: Will never recover from a Self-Destruction and die on execution.

Scared Tactics: No noticeable scared status, though manueverability seems to
be affected when in DT.

*Special Move*

Self-Destruction - Hell Wrath will bring down the rock at it's feet and it
will explode on contact. You can also trigger the explosion by targetting the
rock and cause it to Self-Destruct automatically. The explosion is very
powerful, taking out a Hell Pride with a single hit (it damages friends and
foe a like). Self-Destruction can be a very effective offensive tool in
essentially clearing out a crowds and then isolating the enemies for easy
kills.

Properties: Wide-area effect, Knockback effect, Omnipotent, Uninterruptable.


=============================================================================


8) Hell Vanguard

The leader of the Hell army, Hell Vanguard is in a class of
it's own. Not the weak Hell monster you will encounter, Hell Vanguard has a
large variety of abilities at it's disposal to dispatch a certain silver
haired half demon hero. A great battle to fight, one that is further enhanced
when fighting multiple Hell Vanguards (there is one part in the game where
you face 3 of them simultaneously!).

Class: Comboeable, Heavy weight class. Cannot be Juggled, but can be
effectively comboed under all conditions.

Elemental Affliction: Beowulf (Light)

Stuns: Does not stun effectively from standard Hit stuns, will however go
into Major stagger stun from multi-hitting moves. Goes into Guard stun on
command for an Auto-Parry and PI state.

Recovery: Will recover from Major stun with either a Teleportation or Dashing
Teleport attack. Also recovers while Materializing in the ground but DOES NOT
go into Invincibility state.

Scared Tactics: Assumes defensive posture with vertical scythe block, fake
block stun.

*Moves*

Dashing Teleport attack - The most devastating move in Hell Vanguard's
arsenal, it's always followed by Hell Vanguard's Materializing ability.
Similar to Major Bison's Psycho Crusher attack (Street Fighter reference),
this move makes Hell Vanguard propell itself towards Dante with inhuman
accuracy. Always count on the attack to hit you, it rarely misses. It's the
ultimate newbie killer, most people have trouble evading this move. A common
misconception with this move is that HV is invincible during this attack and
he definitely is not. It's safe to use FAs when he is moving around,
especially Multilock with Artemis. This move comes in 2 variations: Vertical
and Horizontal. Audio clue is given by a loud bell tolling sound.

Properties: Charging attack, Stagger hit, Knockdown (if Dante is in the air),
Uninterruptable, Air Attack.

Overhead Vertical Slash - A simple move enhanced by Hell Vanguard's boss like
status. It appears to be a simple vertical slash but when you come to
intercept it, you realize that it has a built in Auto-Parry. By intercepting
this move, you enter into a state of Perfect Impacts. These PIs will continue
on until you miss your attack or get hit. The PI's can be used to build up
style substantially. Contrary to popular belief, this move IS interruptable
using fast multi-hitting attacks in between the recovery phase of the PI and
the slash. Each consequent PI will result in slightly more frame advantage
for HV and
more style points, for you.

Properties: Interruptable, Stagger hit, Knockdown (if Dante is in the air),
Auto-Parry/
Perfect Impact.

V.Slash to Horizontal Hook - A simple combo attack that HV likes to mix up
with when at close proximity. This usually comes out after successive PIs.
The last his is a very short but fast horizontal slash in the shape of a hook
that catches many off guard. Always expect the 2nd hit to come out for best
safety.

Properties: Interruption unconfirmed (testing still in progress), Stagger
hit, Combo attack.

Special Abilities: Materialize - HV has the ability to phase in solid objects
creating a dark pool through which HV phases in and out. HV combines this
ability with his other Teleporting ability for a major mix up game. Know that
HV is NOT invincible unlike the other forms of Materialization in the game
(Abyss, Nevan and Fallen), so FA hits will connect.

Teleportation - A much more potent form of Teleportation than the Hell Sloth,
this one is used as a combo breaker and an offensive tool. Used in
conjunction with the Dashing attack, and you can see why many newcomers have
trouble with this foe. HV has a recovery animation after this ability, which
brings in perfect opportunity for free combos.

Command Guard -


=============================================================================


9) Abyss

The generals of the Hell enemies, surprisingly they are not that
tough at all. The Abyss are fire-based enemies, they take less damage from
A&R and are sometimes immune to the Whirlwind launcher. Abyss combine the
abilities of all the Hell in one tight package for a variable battle
experience. Abyss do little once in a combo, and thus are easily defeated.

Class: Juggleable, Small weight class. Follows the maximum capacity of all
juggles and (Though they can interrupt combos with evasions)
combos.

Elemental Affliction: Cerberus (Ice)
*Elemental Affinity: Agni and Rudra (Fire)

*This enemy does not launch 100% with A&R combos because of this affinity.

Stuns: Follows all the possible stun statures in the game's mechanics. Wall
stun is noticeably longer than normal. Also has Guard stun. (Counter-attack
is triggered with a knockback effect or Gold parry)

Recovery: On top of all the standard recovery of the Hell enemies, Abyss
recovers from a Knockback effect using a flip over Dashing Lunging attack.
Interruption of this attack will result in a counter Dashing Lunging attack
as well. Abyss also recovers while Materializing in the ground for
untouchable status.

Scared Tactics: Takes step backwards, while facing Dante.

*Moves*

Overhead Vertical slash -  Abyss brings it's scythe over its head and brings
it crashing down. Good vertical reach, arsy coverage on the sides. This move
is used mostly as an attempt to hit Dante when he is in mid-air.

Properties: Regular hit stun, knockdown effect (if Dante is in air),
Interruptable.

Lunging Dash attack: The Abyss flips vertical backwards and violently lunges
towards Dante and swings his scythe horizontally across. The accuracy on this
move is low, but the reach is great. It's a move most likely to hit you from
off-screen.

Properties: Charging attack, Regular hit stun, Interruptable.

Air Firecracker Toss: Usually after jumping in the air or post-
Materialization, the Abyss tosses an explosive projectile that explodes on
contact. Not that great for an area of effect, but decent power on attack and
comes out pretty fast. This move can hit Dante from virtually on the ground
except directly below Abyss.

Properties: Projectile, Wide-area effect, Uninterruptable, Omnipotent,
Knockback effect.

Ground Firecracker Toss: Abyss does a horizontal Scythe Slash also releasing
a Firecracker that targets you anywhere (Air or ground) Minimal area
effectivness but good damage nun the less, you will take severe damage if
this hits at close range (Though it is Abyss’s long range attack)

Properties: Projectile, Wide-area effect, Uninterruptable, Omnipotent,
Knockback effect.


Special Abilities: Materialize - Abyss can Materialize in the ground on
command and resurface for a Firecracker toss. This ability can be annoying
since during this move an Abyss is untouchable and thus is invincible as
well. There is weird glitch that I have seen where you can Wild Stomp/Free
Ride an Abyss while it's Materializing, during the animation where it's
partly lying on the ground and partly materialized. Outside of that, the
Abyss is untouchable.

Special Stance: Guard stance - Anytime during combat, an Abyss will assume a
vertical scythe Guard stance, effectively blocking a large portion of Dante's
move list while taking minimal damage. This Guard stance's tactical advantage
is that it keeps Dante busy on one Abyss long enough for another enemy to hit
Dante while he is comboing. An Abyss alone can never counter attack from a
Guard stun (Except through knockback effect attacks), so crush it's Guard and
finish it off.


=============================================================================


10) Arachne

An interesting enemy, for a large spider they can certainly hold
their own in a battle. While juggling them is quite possible, doing so is not
an easy task and requires precise hits for the Arachne to let down it's
defenses. Speaking of which, Arachne is a countering beast and should be
handled with extreme caution. Please take note that Arachne's come in a
larger version and after this FAQ hits ver 1.0 I will experiment on it as
well for differences in properties.

Class: Juggleable, Medium weight class. Follows limited capacity of all
juggles and combos.

Elemental Affliction: Agni and Rudra (Fire)

Stuns: Follows Hit stuns, and especially Major counter stuns. Jumping/Falling
animation results from Special ability "Wall Cling." Will assume Face-down
position if knocked back from the rear during Major counter stun. Crumple
stun is possible with a move powerful enough. Guardstuns on command. Guard
stun can be converted into Auto-Parry.  Air Stun is common but rarely
converted into suspension or juggles.

Recovery: Will recover from Face-down position slowly, same for crumple
stuns. Recovery from a normal knockdown is standard, although it has enough
frames for a Real Impact charge up. Recovery from Lunging Slash attack is
very low, can easily be Face-downed.

Scared Tactics: Covers face with front legs, no visual block or detection of
movement.

*Moves*

Crossed Arm slash - Arachne's close proximity move, one that is quite fast
and deadly. Using it's front hind legs, the Arachne will take a vicious slash
at Dante. Interrupting this attack with a JP will put you at great frame
advantage. This move has great frame advantage and great frontal coverage.

Properties: Regular hit stun, Interruptable.

Lunging Pounce - Mostly used as a counter attack after an AP, an Arachne
rears back and propells itself in the direction of Dante. Interestingly
enough, another move of Arachne that can be interrupted by a JP for loads of
frame advantage. The move has great frontal coverage but the recovery is
horrible and can easily be countered once you dodge this move.

Note- Ultimate will Parry all the Spiders basic attacks (large or small
spiders) they are the only enemy to be parried by ultimate

Properties: Charging attack, Semi-Omnipotent (unconfirmed), Knockback, post-
AP.

*Special Move*

Web Throw - Usually after clinging on to a wall, the Arachne throws a string
of web that captures Dante and keeps him completely immobile. This move ends
up being very problematic, especially because of the other Arachne's habit of
using Lunging Pounce when you are trapped. Note that the Arachne that has you
in the hold will be immobile also, so you are only in danger if there are
other Arachne's around. This grapple can be broken out of faster by twirling
the Left-analogue stick in a 360 degree motion. Failure to break out of the
attack will result in the Spider to counter attack your disadvantage with a
powerful rolling attack.

Properties: Grapple, Immobility stun, interruption unconfirmed.

Special Abilities: Wall Cling - Being the spider-like enemies that they are,
Arachne's have the ability to cling on to a nearby wall. This is really used
for positioning purposes so that the Arachne can easily pick you out with Web
Throw from afar. Intercepting an Arachne during a Wall Cling will instantly
put it into an air juggle. Recovery is the same as any falling animation.

Side-Hops - Similar to the Hell Lust's strafing ability, the Arachne's always
hop side to side while facing Dante directly. This is really a very strategic
movement, it allows the Arachne's to quickly counter attack and during this
phase the Arachne is very hard to attack. On top of that, most lunge attacks
will wiff allowing the perfect set up for a Pounce attack.

Command Guard to Auto-Parry - The ultimate defense mechanism for Arachnes,
this and the Pounce attack is all that the Arachne needs to turn your world
upside down. Starting out in a Command Guard, the Arachne will appear to
guard your hits. Anytime during the Guard, the Arachne will initate an AP
(essentiall breaking your combo) and then instantly counterattack (usually
with a Pounce). Approach with extreme caution, remember that after the Auto-
Parry you will be at a frame advantage, so it's advisable to counter with a
JP. (Auto Parry can be cancelled with Ultimate, also avoiding the inevitable
pounce attack after))


=============================================================================


11) Bloodgoyles

Unique flying enemies that are really only beatable by
converting them to Stone mode. From there you can do a wide range of combos
on them since they are in a immobile stun. Their stamina is weak and they
don't have many attack options, make quick work of them using a combination
of FAs and MAs.

Class: Juggleable, Small weight class. Follows the limited capacity of all
juggles and (Except knock down effect) combos. The following applies to Stone
mode.

Elemental Affliction: Agni and Rudra (Fire)

Stuns: No stun in Blood mode, permanent locked stun during Stone mode. Enemy
is completely immobile during Stone mode. Stone physics are moderately heavy,
though can be effectively comboed using standard hit properties. Stone mode
cannot be achieved through physical hits.

Recovery: Recovers from Stone mode through command transformation after set
time limit. During recovery animation, the enemy can still be converted back
into Stone.

Scared Tactics: Noticeable decrease in attack cycles.

*Moves*

Spinning Rush - The Bloodgoyle will spin around and then charge right towards
Dante and tackle him. Unlike the Soul Eaters, the Bloodgoyle can be
interrupted during this charge attack and can be converted to Stone mode.
Deceptively accurate move, you have to be careful as it is a homing attack.
Distinct visual clue and battle cry for this move makes it easier to avoid.

Properties: Charge attack, Interruptable, Stagger hit.

Special Abilities:  Blood/Stone mode - When in normal battle, Bloodgoyles are
in Blood mode and virtually immune to all forms of attack. However, after
being hit by projectiles (note that Bloodgoyles are not immune to long ranged
moves like Jam Session and Volcano) theBloodgoyle is converted into Stone
mode. In Stone mode, the Bloodgoyle is in a immobile stun and will take all
forms of punishment for a brief time until it will convert back to Blood
mode. Bloodgoyles can only attack in Blood mode.

Multiply - Bloodgoyles are the only creatures in DMC3 that can Multiply on
the spot. I have observed that only large sized Bloodgoyles can Multiply
manually, and they only Multiply into small Bloodgoyles (but they keep
themselves in tact). As part of advance tactics, it is advisable to go after
the big Bloodgoyles first to avoid killing unnecessary enemies. Attacking any
sized blood goyle in blood mode will sometimes cause them to duplicate.
(Irrespective of size)



=============================================================================


12) Enigma

Enigmas are enemy designed solely for long ranged combat. They
have an unlimited supply of energy arrows and their accuracy is deadly. Their
bodies are very frail and easy to combo (but easy to kill). Enigmas are a big
threat in DMC3, any player that is unable to perfectly manipulate Nevan is
going to have a hard time fighting against Enigmas.

Class: Juggleable, Small weight class. Follows ALMOST the maximum capacity of
all juggles and combos.

(No Elemental Affliction)

Stuns: Follows Hit stun, Wall stuns, Crumple stuns and Face-downed stature.
No detection of Stagger hits has been confirmed yet.

Recovery: Recovers from stuns through standard rising animation. Recovers
from hits usually by Sliding away from Dante to create space.

Scared Tactics: Heavy decrease in arrow discharge.

*Moves*

Blue Arrows: Enigma's natural attack, a group of Blue arrows shot in a
overhead  fashion as projectiles. Deflectable to a certain extent, Blue
arrows are moderately powerful and very accurate. Excellent range and
excellent accuracy, this move has to be watched out for. Blue arrows are
launched in an overhead attack rather than direct

Properties: Multiple projectiles, Deflectable, Regular hit stun.

Red Arrows: More potent than the Enigma's Blue Arrows, Red Arrows have caused
many controller broken over instant deaths. Red arrows are distinctively
bigger, faster, stronger and more accurate than Blue arrows. However, they
are also easier to Deflect and reward higher style points upon successful
Defection. Approach with extreme caution. Red arrows are shot directly at
Dante rather than overhead.

Properties: Multiple projectiles, Deflectable, Regular hit stun.


Special Ability: Slide - To make up for Enigma's lack of close proximity
attacks, Enigma uses a speed Sliding technique to create the distance for an
arrow discharge. This is usually a very annoying Enigma ability, it moves
faster than Dante can run or even stinger, so more extremeforms of combat are
required to deal with Sliding Enigmas. Note that the Enigma can charge up a
batch of arrows WHILE Sliding so be careful when you zone in.


=============================================================================


13) Damned Pawn

Pawn fits the description perfectly, it is a mere "pawn"
relative to the other Damned Chess pieces. It has very basic moves like most
of the Damned Chess pieces but cannot be juggled. Slow, predictable and weak,
Damned Pawns are only a "threat" when facing batches of them

Class: Comboeable, Medium weight class. Cannot be Juggled, but can be
effectively comboed under all conditions.

(No Elemental Affliction)

Stuns: Only follows bare minimum Hit stun.

Recovery: A simple jumping animation is used to recover, though it's usually
used as apositioning device. Unawakened state is invincible.

Scared Tactics: No confirmed changed in tactics after killing spree.

*Moves*

X-Slash: Damned Pawn lights up in a red energy and then slashes with both of
it's sword. Slow wind up and low coverage and on top of being obcenely
telegraphed, this move is an inadequate attack. The only problem that it
creates is due to the fact that it's completely uninterruptable.

Properties: Knockback effect, Uninterruptable.

Jumping X-slash: Similar to the X-slash, only the Pawn follows it up with a
jumping animation. Still telegraphed, but it's a trickier move than the
previous one.

Properties: Knockback effect, Uninterruptable.

Special Ability: Unawaken State - Ability of all Damned Chess pieces to go
into state where they are completely immobile but also completely invincible
to ALL attacks. In addition, any physical attack is will be met with an Auto-
Parry. Do not bother worrying about a Damned chess piece in an Unawakened
state.



==========================================================================


14) Damned Bishop

A spellcaster type enemy, the Damned Bishop excels in
hurling flaming projectiles and is a master in regeneration. Bishops are
usually underestimated enemies until they start up their Great Balls of Fire
attack!

Class: Comboeable, Medium weight class. Cannot be Juggled, but can be
effectively comboed under all conditions.

(No Elemental Affliction)

Stuns: Only follows bare minimum Hit stun.

Recovery: Recovers stamina of both itself and other Damned chess pieces
through Restore. Uses 4-way Fire blast as a counter. Unawakened state is
invincible.

Scared Tactics: No confirmed changed in tactics after killing spree.

*Moves*

Great Balls of Fire - The Bishop summons 4 fireballs around itself, revolving
and getting bigger by every second. When they reach their maximum size, the
Bishop launches the fireballs in 4 opposite diagonal directions. Be weary
that you can be hit by the revolving fireballs for ABSURD damage and the
fireballs do have wide area effect with no decay.

Properties: Multiple projectiles, Uninterruptable, Combo attack (the
revolving fireballs can hit multiple times), Wide-area effect, Semi-
Omnipotent, Knockback effect.

Special Ability: Unawaken State - Ability of all Damned Chess pieces to go
into state where they are completely immobile but also completely invincible
to ALL attacks. In addition, any physical attack is will be met with an Auto-
Parry. Do not bother worrying about a Damned chess piece in an Unawakened
state.

Regeneration - The Bishop lights up in a bright green flashing light and
regenerates any Damned piece in the vicinity and sometimes itself also. The
Regeneration is maximum, meaning the piece is restored to full life. Needless
to say, do not let this happen to you!


=============================================================================


15) Damned Knight

The most mobile of the Damned Chess pieces, the Knight can
be an annoying foe, having the ability to jump over other enemies and hit you
from above and it also has a nasty close proximity attack.

Class: Comboeable, Medium weight class. Cannot be Juggled, but can be
effectively comboed under all conditions.

(No Elemental Affliction)

Stuns: Only follows bare minimum Hit stun.

Recovery: Recovers from a very high jump, used also as a counter attack and a
positioning tool. Unawakened state is invincible.

Scared Tactics: No confirmed changed in tactics after killing spree.

*Moves*

Raging Stomp: The Damned Knight's eye lights up and it's base lights up in a
fiery glow and it proceeds to go into a rage that consists of lots of jumps
oriented towards stomping you to death. The stomps are predictable but it's
best that you don't attack the Damned Knight during this attack phase, due to
the stomps deceptively wide range.

Properties: Semi-Omnipotent, Knockback effect, Air Attack, Uninterruptable.

Horn Gore: In close proximity, the Knight loves to use it's horn on it's nose
to hit Dante with it. A very basic form of physical attack, it's also fairly
inaccurate but it still shouldn't be underestimated as it comes out fairly
fast.

Properties: Knockback effect, Uninterruptable.

Special Ability: Unawaken State - Ability of all Damned Chess pieces to go
into state where they are completely immobile but also completely invincible
to ALL attacks. In addition, any physical attack is will be met with an Auto-
Parry. Do not bother worrying about a Damned chess piece in an Unawakened
state.


===========================================================================


16) Damned Rook

The most stationary piece and also the most durable. Damned
Rook's large size allows easy combos in and low attack cycles allows you to
keep the combos going. The only notable feature of the Rook is that it has
the ability to swap places with the Damned King whenever the King is touched.

Class: Comboeable, Heavy weight class. Cannot be Juggled, but can be
effectively comboed under all conditions.

(No Elemental Affliction)

Stuns: Only follows bare minimum Hit stun.

Recovery: Unawakened state is invincible.

Scared Tactics: No confirmed changed in tactics after killing spree.

*Moves*

4-Way Laser - The Damned Rook opens up it's encasing and releases 4 straight
lasers in a cross. Easily telegraphed and slow starting type, but infinite
reach.

Properties: Uninterruptable, Knockback effect, Omnipotent, Projectile (?).

Motion Laser: Similar to the previous move, this move is basically the 4-way
laser only the Rook moves a few spaces to gain more coverage with the lasers
(many people are throw off by this little mix up move). Still telegraphed and
you shouldn't have a problem if you are careful.

Properties: Uninterruptable, Knockback effect, Omnipotent, Projectile (?).

Special Ability: Unawaken State - Ability of all Damned Chess pieces to go
into state where they are completely immobile but also completely invincible
to ALL attacks. In addition, any physical attack is will be met with an Auto-
Parry. Do not bother worrying about a Damned chess piece in an Unawakened
state.

Castle: The ability of the Damned King and Damned Rook to instantly Teleport
and switch places so that the King escapes immediate harm. It only takes 1
hit to the King for it to switch spots with the Rook. This is a defense
mechanism and doesn't provide any offensive tactical advantage.

Creation: The Rook has the ability to create new chess pieces, this is an
extremely scarce move & rarely happens. (It happens more frequently on the
chess board on DMD but is extremely difficult to spot)


==========================================================================


17) Damned Queen

Out of the all the Damned Pieces, this one takes the cake
for the most annoying enemy. Not in terms of battle, just from pure
psychological factor. The damn whore laughs like a maniac every time she
attacks, and it really gets on one nerves. In addition, her only attack is an
near invincible charge attack which just adds to her annoying factor.

Class: Comboeable, Heavy weight class. Cannot be Juggled, but can be
effectively comboed under all conditions. Narrow combo window time frame.

(No Elemental Affliction)

Stuns: Only follows bare minimum Hit stun.

Recovery: Always in constant motion, moves in a linear but damaging path.
Unawakened state is invincible.

Scared Tactics: No confirmed changed in tactics after killing spree.

*Moves*

Diamond Rush - The Damned Queen rushes forward in a linear path, completely
uninterruptableuntil she reaches her destination. If you are in her way
unable to cancel out of a move, then you will get hit. This moves comes in
fast but has a very distint visual and audio clue (you cannot miss the
obnoxious laugh). Most players prefer to use Ice Age to drag the Queen with
her and then follow up with additional combos. This attack is very unique as
it is a counter attack, if you hit her OR any other chess piece she will
automatically target you.

Properties: Counter attack, Charging attack, Semi-Omnipotent,
Uninterruptable, Knockback effect.

Special Ability: Unawaken State - Ability of all Damned Chess pieces to go
into state where they are completely immobile but also completely invincible
to ALL attacks. In addition, any physical attack is will be met with an Auto-
Parry. Do not bother worrying about a Damned chess piece in an Unawakened
state.

Mass Effect- It is debatable as to whether the Queen has a mass effect after
being defeated, audio cues signify a change but nothing is visually apparent


=============================================================================


18) Damned King

Just like it's real life chess counter part, the King lacks
in a serious offense. The only real importance that the King serves is that
upon defeating the King, all the remaining Chess pieces automatically die.
It's necessary that you take out the 2 Rooks first to pull off any sort of
combos on the King.

Class: Comboeable, Heavy weight class. Cannot be Juggled, but can be
effectively comboed under all conditions. VERY narrow combo window time
frame.

(No Elemental Affliction)

Stuns: Only follows bare minimum Hit stun.

Recovery: Recovers INSTANTLY using Special Ability "Castle". A Damned Rook
has to be present for this recovery. Unawakened state is invincible.

Scared Tactics: No confirmed changed in tactics after killing spree.

*Moves*

Judgement Day - The King's head opens up and releases a very powerful purple
energy blast that covers a radial area immediately around the King in a
flash. A powerful blast but the range isn't that great (the size of one extra
square in diameter) and the recovery on this move is A LOT. Zone in after the
blast
for free combo oppurtunities (provided you have taken out the Rooks first).

Properties: Counter attack, Wide-area effect, Omnipotent, Uninterruptable,
Knockback effect.

Special Ability: Unawaken State - Ability of all Damned Chess pieces to go
into state where they are completely immobile but also completely invincible
to ALL attacks. In addition, any physical attack is will be met with an Auto-
Parry. Do not bother worrying about a Damned chess piece in an Unawakened
state.

Castle: The ability of the Damned King and Damned Rook to instantly Teleport
and switch places so that the King escapes immediate harm. It only takes 1
hit to the King for it to switch spotswith the Rook. This is a defense
mechanism and doesn't provide any offensive tactical advantage.

Mass Effect- After defeating the King all other Chess pieces will die one by
one


=============================================================================


19) Dullahan

The analysis for this enemy will be brief, it cannot be comboed
because only 3 hits from the rear kills it. This enemy sucks, it's a chore to
fight and no one likes it. Use A&R Sky Cross to take them out ASAP. They have
a built in Auto-Parry on their front shield.

Class: "Cannot be Comboed." Enemy dies within 3 hits from the rear, front
side has a built in Auto-Parry.

No Elemental Affliction but shows weakness against Bladed weapons (A&R and
Reb.)

Stuns: Only a Major hit stun when slashed from the back.

Recovery: Keeps moving in linear path.

Scared Tactics: None confirmed.

*Moves*

Justice Slash - Occasionally while moving in a linear path, it lunges it's
sword out for a hit. EXTREMELY inaccurate, minimal reach, it sucks.

Properties: Knockback, Uninterruptable, potence unconfirmed (aka "I don't
care")

Razor blade- the outer rim of the shield will do minimal damage to you if you
decide to get to close to the Dulluhah

Properties: Uninterruptable, constant

Special Ability - Built-in Auto-Parry on frontal shield. Self explanatory.

(SE Upgrade) - Will be discussed later


==========================================================================


20) Soul Eaters

Another annoying enemy, and cannot be comboed. They like to
disappear and absord your souls and charge you with an uninterruptable
charge. YAY, watching Dante getting owned by a jellyfish is really fun.

Class: "Cannot be Comboed." Enemy disappears on sight and cannot be Locked-
on. Dies within 3 hits of Trickshot anyway.

(No Elemental Affliction)

Stuns: None.

Recovery: Upon sight, disappears into a gas like substance and cannot be
locked, both untouchable and invincible. (Can still be taunted though)

Scared Tactics: No scared tactic

*Moves*

Blood Thirsty Charge: Soul Eater Reels up, screeches then swoops down with an
unstoppable lunge attack. Very difficult to evade but a very large opening to
actually kill it, if caught in the air this move will injure you, if caught
on the ground the Soul Eater will begin soul-Devour.

Propperties, causes grapple on ground & Knockback effect in air

Soul Devour – initiated after a Blood Thirsty Charge, if caught the attack
will cause NO damage but will deplete DT, this is a useless move for Soul
Eater as activating DT will nullify it.

Propperties: Grapple, DT Depletion

Special Abilities: Invisibility – The Sould Eater will become completely
invulnerable but can still be taunted (for free DT) When the Soul Eater is
out of Dante’s sight it will reappear, this makes the Soul Eater an extremely
annoying enemy to face.


=============================================================================


21) Arkham's legions

Arkham’s legions (also known as fish or dolphin) are
extremely annoying enemies due to the sheer amount of them, the best way to
despatch of them is to use Kalina Ann & blow them away. Only red Dolphins can
cause damage.

Class: Juggleable, Small weight class. Very limited combo capacity due to
obcenely low stamina.

No Elemental Affliction but surprisingly weak against Kalina Ann

Stuns: Only a minor Hit stun. Has a knockback & rising effect but is
negligible as it rarely happens.

Recovery: Goes into formation around Dante in a 360 degree radial arc if it
doesn't die from hit.

Scared Tactics: None.

*Moves*

Dolphin Rush – The Dolphin turns red & Lunges at Dante, pretty simple attack,
best to jump to evade as rolling will often put you in the line of another
fish

Properties- Stun, Knockback in air (Dante will also be juggleable) multiple
hits will cause knockback effect

Special Stance: Ring Formation – Arkhams Legions will Circle Dante
(Apparently sealing him in) using any attack during this time will leave you
at a serious disadvantage, though this is the perfect time to use a T-flux.
(3 blocks will kill them)


=============================================================================


22) Fallen

The Fallen has 2 modes

Wing guard mode- it protecting it from all harm unless parried using RG, this
mode has its own move set of basic sword attacks

Shattered wings mode- After its wings are shattered it becomes far more
mobile moving a lot quicker & at further distances, its basic sword attacks
are replaced by more destructive & powerful attacks, this is the only time
out of RG that you can cause significant damage to the Fallen

Class: EXTREMELY limited combo capacity. Can only be air comboed, enemy goes
into special air stun after 3 major hits. Invincible stamina during Shield
mode.

No Elemental Affliction

Stuns: Special shatter stun after solid hits on the Shields, Air Stun after 3
major hits. Guaranteed Stun after a ParryVery minor hit stun with firearms.

Recovery: Best recovery is through Materializing the Shield for invincible
status. Also phases into wall for untouchable status.

Scared Tactics: Noticeable decrease in attack patterns and manueverability.

*Moves*

*During Wing Guard mode*

Air Slash – the Fallen Raises its blade over its shoulder & slashes towards
Dante, excellent coverage horizontally & vertically as well as good range,
though it is one of the easier attacks to Silver/Gold Parry, accompanied with
a grunt.

Properties: knockback effect

High time – Similair to Air Slash except comes when Fallen is mid level or
below Dante, causes significantly more damage & hard to trace as the Fallen
often does it below the ground, accompanied with a grunt.

Propperties: Knockback effect


Stinger – An exceptionally powerful attack tha should be avoided at all
costs, the Fallen winds up & lunges at Dante leaving his core open for attack
(causing good damage) this is very hard to trace, even harder to parry & can
cause severe damage if not correctly avoided

Properties: Knockback effect

*During shattered wings*

Explosive Sword – After the Fallen is a fair distance from Dante they will
real there sword above there head in a Stabbing stance then launch it
directly at Dante, the sword itself causes pitiful damage, the explosion that
follows is exceptionally powerful, another move to avoid at all costs. It has
excellent range & is sometimes hard to spot (if you don’t trace the sword)

Properties: stun, knockback effect, large range

Swinging Sword – After the Fallen finishes Circling it has a short pause then
starts flailing its Sword in circles 3 times above its head, after this
attack it is a great time to counter, the attack has good damage & excellent
range, be very careful when approaching it during this move (it will
sometimes also use this attack with a forward dash)

Properties: Stun, Large Range

Special Abilities:

Phase- The Fallen have the annoying ability to phase in & out of walls,
floors & anything Dante can’t go through, this makes the fight irritating as
the Fallen will spend most of there time attacking through walls.

Shield Regeneration -  They also have the rather annoying ability to
regenerate the wings that you have shattered, though this comes a long time
after you have just shattered, them you shouldn’t encounter this ability to
often


*************************************************************************


--------------------------
E) In-Depth Boss Analysis
--------------------------

DMC3 takes intense boss fights to a whole new level, a trend that was started
with the original DMC. The bosses are challenging but extremely satisfying to
fight (the good ones at least, 3 out of the 13 boss encounters are not really
that fun to be honest) and defeat. The bosses follow a wide range of advance
mechanics that allows a multi-faceted battle, rather than the generic hit,
evade, memorize attack patterns, exploit weaknesses etc.


===========================================================================


1) Cerberus

Easily one of the toughest first bosses you will face in this
generation of gaming, Cerberus is a giant 3-headed ice guardian. Specializing
in ice attacks anddevastating feral attacks, Cerberus puts up an intense
fight even while being chained to the wall. Lots of special abilities and
moves that will bring down a certain hero in training.

Class: Large-size boss, all hits will connect at close proximity. During
Massive Crumple stun, this boss will follow the Medium-size class
specifications.

Elemental Affliction: Agni and Rudra (Fire)

Stun: Shaking stun when hit by standard hits on the head area.(Or large hails
of bullets) Dazed stun during post-Ultimate Pounce attack. Massive Crumple
stun after successive major multiple hits.

Recovery: Recovers from hits to the heads by shaking, throwing off combo
connections. Counters close proximity hits with Headbutt attack. Recovers
from Dazed stun when fullyretracted to original position. Massive Crumple
stun is recovered through rising animation. Special ability Ice Growth puts a
protective layering on Cerberus to reduce damage exponentially.

Weakspot: More damage from Massive crumple stun. Simultaneous hits on all 3
heads yields extra damage.

AI Change: After mid-life, Cerberus will initiate "Feral Rage" that will
automatically turn Cerberus reddish in color. This will cause Cerberus'
attack to come out faster, have faster recovery, frequent cycles and have
more power.

*Moves*

Headbutt- A simple hit with the top of the head to create some space between
Dante and Cerberus. This move comes out very quickly, but it has low range,
used only at close proximity.

Properties: Uninterruptable, Regular hit stun.


Paw Swipes- Cerberus will use its paws to slash at Dante hoping to damage and
create distancefor more powerful moves. This is a combo attack, the first few
hits will be at close range and the last one being slow but having lots of
coverage.

Properties: Uninterruptable, Combo attack, Regular hit stun (on first few
attacks),
Knockback (on last hit), last hit Semi-Omnipotent.


Ice Shower- Cerberus will rear its head up to the ceiling and call a group of
icycles to come crashing down on Dante from above. Wide coverage and lots of
projectiles, you will receive more damage if you air borne. Visually
telegraphed by a shadow casted across the floor.

Properties: Uninterruptable, Stagger hits, Multiple Projectiles, Wide-area
effect.


Dentyne Ice- A breathe of cold air used to freeze the ground below Dante's
feet. The move is very slow, although very deadly if it connects. The
properties of this move is similar to a Grapple, in that upon connection
Dante goes into an immobile stun (in this case he is frozen until the ice
shatters doing damage to him).

Properties: Uninterruptable, Grapple, Immobile stun, Projectile (?), potence
unconfirmed,
Wide-area effect.


Crystal Stomp- Cerberus violently stomps his paw on the ground and causes a
group of linear crystal icycles to shoot out.A surprisingly fast and deadly
attack, but sometimes a bit inaccurate. This move can be done twice in a row
using the other paw. (rarely happens but can actually juggle Dante causing
heavy damage)

Properties: Uninterruptable, Knockback, Projectile, Omnipotent, Wide-area
effect.


Ultimate Pounce- Cerberus rears back, and then launches himself towards Dante
for a strike backed up by 3 tons of muscles! The recovery on this move is
considerable, providing enough time for the player to put up a counter-
offensive, though without RG is extremely difficult to evade

Properties: Uninterruptable, Knockback, Knockdown (if Dante in air),
Omnipotent, Charge attack.


Ice Blast- A solid ice projectile fired from the mouth of Cerberus, this
attack is possibly one of the most deadliest attacks in the game. It has some
starting lag and recovery phase, but the move is made by the fact that it's a
homing projectile and it does tons of damage. It is however deflectable, for
those brave enough to time the attack perfectly.

Properties: Deflectable, Knockback, Knockdown (if Dante in air), Omnipotent,
Projectile, Homing.


Special Abilities: Ice Growth- The ability of Cerberus to grow ice on its
body to nullify incoming attacks. Cerberus after a while will automatically
re-summon the ice back to its body, for full regeneration. Make sure this
doesn't happen to you often. (though you cannot stop him from doing it)

Feral Rage. At half life, Cerberus will announce "You are not human are you",
rise up slightly and come crashing down with all its weight, causing the
entire floor to be covered with ice shards (seeing as how Cerberus is the
master of ice) and damaging anything in its path. This move is only done once
by Cerberus, and after it his AI sky rockets with loads of upgrades.



=============================================================================


2) Gigapede

A fairly tame boss, Gigapede specializes in multiple forms of
electrical projectiles. Gigapede is in permanent flight, so comboing him is
going to be tricky. Luckily, this boss fight is very simple no matter what
strategy you employ.

Class: Medium-sized boss (when on backside), some air combos will wiff.

Elemental Affliction#1: Cerberus (Ice)
Elemental Affliction#2: Agni and Rudra (Fire)

Stun: Massive head/neck crush stun, causing immobility in actions. Sustained
by hitting the head/neck area with multiple major hits.

Recovery: Runs an electrial charge through its body and flips over to cause
the player to drop off from Gigapede's flying body. Goes into wormholes in
the environment for near untouchablestatus. (Can be damaged in the wormhole
by Spiral for severe damage)

Weakspot: Attacks after a Massive head/neck crush stun will do extra damage.
Weak to BOTH fire and ice. Weak against Spiral when in the wormhole

AI Change: Nearing 1/3 life, noticeable increase in deadlier projectile
patterns.

*Moves*

Purple energy orbs- Perhaps one of the most irritating attacks to dodge &
pile up the damage, gigapedes “fins” start to glow purple, then they release
the purple orbs directly at you. Once hit by one volley you will nearly
always be hit by the rest (causing surprise kills) they come in 7 Volleys of
2 balls at a time, these can be deflected but are exceptionally hard to time,
you often rely on luck to deflect them, though deflected properly they cause
exceptional Damage to gigapede. At 1/3 health he starts using 2 Waves each
time he comes out of a worm hole. Gigapedes most common & Lethal move.

Properties – Stun, eventual knockback, Projectile, deflectable

Static Blast- Only dangerous if you are on the floor, Gigapede flies high in
the air & starts raining down enormous thunder bolts directly below it, this
is extremely inaccurate & causes little damage.

Properties – knockback effect, projectile

Blue energy columns- once again only dangerous if you are on the floor,
though they can juggle Dante from column to column causing heavy damage,
these column come horizontally or Vertically, but never both at the same time.

Properties – Stun, knockback, (if hit during stun)  projectile

Electric Wave- this look like it is meant to be gigapedes penultimate attack,
Giga releases a Massive blue orb. Once the orb hits ythe floor it creates a
huge electrical wave that is twice the size of Dante & spans the entire
floor, you shoud get to higher ground when you see the large orb in Giga’s
mouth. To be honest, we haven’t tested this attack enough, it is possible the
blue orb is deflectable, which due to the size of it will cause severe damage

Properties – Knockback effect, projectile, Heavy damage

Special Abilities: Permanent Flight- Giga has the ability of permanent flight

Electric Flip- as a minor defence mechanism Giga covers himself in electric
then does a 360 barrel roll, getting any heroes off of him that might be
there, this defence is very annoying as it stops any combos you may have been
trying to do on him, though at least it causes no damage.

Wormhole recovery- gigapede always retreats in to wormholes, giving him near
invincibility, though if you position yourself correctly shooting Spiral in
to the whole will cause heavy damage, couple that with Spiral cancelling to
bombard Giga with bullets at all times



=============================================================================


3) Agni and Rudra

A devastating boss duo, one that is just as fun as it is
challenging. The game pits you against two demonic brothers carrying fire and
wind elemental serrated scimitars, with advance sword/magic skills. Many
strategies have been built around thisencounter, it's a great overall fight.

Class: Medium-sized bosses, some air combos will wiff.

*Elemental Affliction: Cerberus (Ice)

*Affliction applies only to brother Agni, no confirmed affliction for brother
Rudra. (Though it seems the weapons Agni & rudra does more damage to Rudra
than Agni, but that could be due to fire nullifying fire)

Stun: Stagger back stun after sustaining fast multiple hits in succession.
Massive kneel-over crumple stun after multiple successive Perfect Impacts.

Recovery: Evades by running and then air stomping. Recovers from kneel-over
stun by aninstantaneous rising animation. Timing a Real Impact can be linked
with the rising animation allowing the hurricane to connect for a brief
period.

Weakspot: Damage is increased exponentially when in Massive kneel-over stun,
brother Agni is weak against Ice. Each successive Perfect Impact adds
potential damage.

AI Change: Whenever one of the brother dies, the other brother undergoes a
permanent fusion using both scimitars. The new fused enemy is a much more
powerful foe, with better AI and more devastating moves. This phase can be
avoided if both brothers are killed at the same time.

*Moves*

(Both)
Double Team attack- An evasive tactic used by the brothers that involves
running away to create distance and then take a powerful stomp towards the
ground after an aerial flip. This tactic is made effective by the fact that
there are 2 bosses, meaning ones recovery is another brother's attack phase
(leaving low openings).

Properties: Interruptable (run phase is interruptable by Stagger stun),
Knockback, Knockdown (if Dante is in air), Semi-omnipotent, Wide-area effect,
Air attack.


Horizontal cross- A very standard slice by the scimitars that has very nice
coverage and does a lot of damage.

Properties: Interruptable (AP or JP), Stagger hit, Semi-Omnipotent.


Lunging Stab- The brothers rear back and deliver a long reaching stab with
the scimitar. Effective when Dante starts to create distance and needs to be
punished from mid-range.

Properties: Interruptable (AP or JP), Stagger hit.


Overhead slice- A slash that comes when the brothers swing the swords over
their shoulders (because they don't have heads) and then bring down their
swords for a swift attack. Thisattack is the most common move that most
people like to AP.

Properties: Interruptable (AP or JP), Regular hit stun.


Dashing Cross- Another long distance counter, the brothers dash towards Dante
and deliver a quick cross slash. Great coverage on this move, and the best
part is that move is often mixed with the "Run n' Jump Stomp" to keep Dante
guessing.

Properties: Charging attack, Interruptable (Stagger stun), Semi-omnipotent,
Knockback.


Rising Uppercut- Similar to a Hell Lust's uppercut, this move is rarely used
by the brothersbut its basically one of their best anti-air moves. Whenever
Dante spends too much time in the air, one of the brothers will attempt to
knock him down with an uppercut. Most of the time this is very effective in
doing its job, although the Stomp is just as effective of an anti-air attack.

Properties: Knockdown, Air attack.

(Agni exclusive)

Crawler- After powering up his sword, Agni can choose to unleash his
elemental power of fire through a linear path of crawling fire. This moves
comes out fast and his great linearcoverage, although it can be easily side-
stepped/Rolled out of. It's a very devastating move if it hits.

Properties: Uninterruptable, Projectile, Knockback, Omnipotent.


(Rudra exclusive)

Tempest- After powering up his sword, Rudra can choose to unleash his
elemental power of wind by creating a vortex around him that damages anything
that comes near him. Very powerful move and sick with coverage, though not
much distance on this move. Like Crawler, a very devastating move.

Properties: Uninterruptable, Wide-area effect, Knockback, Omnipotent.

(Agni and Rudra Fusion)

Double  Dashing Cross- Similar to the Dashing Cross, only the boss uses both
swords and makes a giant X shape slash in front of him for more coverage. Due
to lack of testing in this form, the same properties are assume for its
single counterpart.

Properties: Charging attack, Interruptable (Stagger stun), Semi-omnipotent,
Knockback.


Forward slashes- The boss lunges forward and delivers a swift but very
powerful slash. This move has great coverage and very potent. This is not
like the standard slashes of the single brothers.

Properties: Interruptable (AP and JP), Knockback, Omnipotent.


Double Overhead slash- THE move that you need to wish that he brings out, the
boss will strike with both scimitars from over its shoulders. Large AP window
gap, though not as large as the single brothers. This is the move through
which you need to start the PI state with the fusion boss.

Properties: Interruptable (AP and JP), Stagger, Semi-Omnipotent.

Wildfire- The boss will start spinning the dual scimitars while powering it
up, and then makes quick little slashes and causes crescent like fire
projectiles to come out. Go into evasive manuevers immediately and do not
counter attack until he is finished with it. A very dangerous move if you
don't go on the defensive.

Properties: Uninterruptable, Multiple Projectiles, Knockdown (if Dante is in
air), Regular hit stun.


Gust of Fury- Similar to the Wildfire move, but instead of crescent shape
projectiles coming out, large fire gusts come out in big waves. Being at
close proximity when this move is activate is suicide unless you want to go
on a heroic JP quest. This move however lacks in distance, and since the boss
is immobile you can easily hit away with FAs.

Properties: Uninterruptable, Multiple Projectiles, Stagger stun, Knockdown
(if Dante in air), Semi-Omnipotent, Wide-area effect.

Crawling Twister- The ultimate Agni and Rudra move, combining the super moves
of both brothers, the fusion entity does the same animation and BOTH Crawler
and Tempest come out. The moves appear to be slightly upgraded, doing more
damage and having more coverage. Yeah, this move is THAT powerful.

Properties: Uninterruptable, Wide-area effect, Projectile, Knockback,
Omnipotent.


Special Abilities: Perfect Impact state- Using the different variations of
sword strikes, the brothers (fusion included) can start a PI cycle with
Dante. This is where Cerberus' Revolver move really shines, allowing you
protection from the back (in case the other brother want to join in the fun
as well) and giving you enough revolutions for a perfect clash. After
multiple PIs, the brother will drop to a kneel-over stun, and you can pick
him apart from there.

Elemental Fusion- Whenever one of the brother dies, the other one takes the
remaining sword and undergoes a fusion that allows him to become God-like. A
revamped moves list, aggressive AI and devastating moves contribute to making
this one hell of a fight. Luckily you can avoid this by killing both brothers
at once.



=============================================================================


4) Vergil I

Finally, the climactic battle of the Sons of Sparda.
Interestingly enough, this isn't really the ultimate climactic battle, far
from it actually. One of the reasons is that Vergil is surprisingly docile
and has a very limited amount of moves. He is easy todefeat in this first
encounter, but it's still a very fun and engaging boss battle.

Class: Medium-sized boss, some air combos will wiff.

No Elemental Affliction, though Beowulf is extremely effective here.

Stun: Major hit stun, will take successive hits for a defined number. After
the defined
number hit connects, Vergil will enter a Stagger stun, from which he can
resume normal battle.

Recovery: During the Stagger stun, Vergil's signature defensive manuever is
his ability to Auto-Parry ON COMMAND. A very advance manuever that allows
Vergil's the advantage he needs to turn the battle. Vergil also uses his
Teleportation ability for defensive manuevering and recovering. In DMD mode,
Vergil will initiate Phantom Sword formation that has an invincible summoning
shield.

Weaksness: Easily goes into hit stun after sustaining a solid hit from a
recovery. Can sometimes be tricked by delaying hit, causing his command AP to
wiff.

AI Change: Goes into Phantom Sword formation at 1/3 life, and will keep doing
this move at regular intervals. At 2/3 life gone, will start going into
slightly advance Teleportation tactics and will rely heavily on projectile
attacks.

*Moves*

4-hit Yamato Combo- The standard combo in Vergil's arsenal, its 2 close
priximity slashesending with an uppercut and then a downwards slash (similar
to the Hightime slash move). Decent speed and power, though low coverage on
the sides.

Properties: Interruptable, Hit stun (first few hits), Knockdown (last hit),
Combo attack, Semi-omnipotent (last 2 hits).


UpperSlash- A juggle started, ending with a violent downwards strike that
brings Dante to the ground. The 2nd hit is guaranteed after the first hit,
naturally. Also has low coverage on the sides.

Properties: Interruptable, Juggle starter-to-Knockdown, Semi-omnipotent,
Combo attack.


Rapid Slash- Vergil lunges forward with this katana to his side, dashing
with his sword waving and cutting the very air around it. This move catches
many people off guard as it has a delayed hit. A poweful strike but easily
telegraphed.

Properties: Interruptable, Knockback, Semi-omnipotent, Charge attack.


4-hit to Horizontal slash- The starting is the same as the first 2 hits of
the first combo, but the last is unique in that it mixes up with the last hit
to have a lot of coverage on the sides. This move is really used for Vergil's
mind games, though if you are safe then you don't have to worry about it. The
last his can be thrown out randomly to catch the player off guard.

Properties: Interruptable, Knockback, Semi-omnipotent (last hit).


Judgement Cut- Vergil will assume a stance slightly kneeling and start
slashing away while being immobile. The catch is that instead of normal
slashes come out, the slashes travel far by cutting through the air and
hitting Dante from afar (trust me, it's as crazy as it sounds). This move's
length can be varied according to Dante's position. Due to Vergil's
immobility, it's a great time to mount a counter-offensive.

Properties: Interruptable (by hitting Vergil, the projectiles themselves
cannot be interrupted), Knockback, Knockdown (if Dante in air), Semi-
omnipotent, Multiple Projectiles.

(Phantom Sword Formations)

Tutu of Death- During the initial formation of the swords, Vergil will summon
the Phantom swords around his waist and they will move sharp edges pointing
out. Approaching Vergil while the swords are spinning is suicide (unless
again you want to go gung-ho with JP), they will keep spinning until you
either break them with your attacks or until Vergil orders them to take
another formation.

Properties: Deflectable (breakable), Combo attack, Hit stun.


Impending Doom- The swords will materialize around Dante, revolving around
him at a good length. The swords will track Dante's movement on a vertical
plane (adjusting as Dante moves up and down). The swords will then converge
very quickly towards Dante from all sides, it's a hit or miss deal here (if
hit, you will take damage from all the swords).

Properties: Deflectable (breakable), Multiple projectiles, Hit stun,
Knockdown (if Dante in air).


Spiral Swords- The swords will take a different form around Vergil, and will
point towards Dante, tracking his every movement. One by one, Vergil will
launch them towards Dante. Avoid them at all costs.

Properties: Deflectable (breakable), Projectile, Hit stun, Knockdown (if
Dante in air).


Blistering Swords- Similar to the Lock-on move, only Vergil will send ALL the
swords towards Dante in linear fashion. Getting hit by one usually means
getting hit by the rest as well. A hit and miss situation here.

Properties: Deflectable (breakable), Multiple projectiles, Hit stun,
Knockdown (if Dante in air).


Special Abilities: Teleportation- The staple ability of Vergil, you will
encounter this ability across all encounters. Vergil can Teleport to any
location in the battle arena, so you must be aware of his tactics. Some moves
are used in conjunction with his Teleportation ability for devastating
results.

Command Parry- Vergil will make an arm motion with his right arm and an
attack to connect will automatically be Auto-Parried. This command usually
occurs after Vergil's Stagger stun or after any form of recovery. In later
stages, this will occur more frequently.

Phantom Swords- DMD mode only ability, Vergil will put an invincible shield
around him while he summons his Phantom swords. A very interesting and
formidable ability, one that needs to be taken very seriously. Phantom Swords
can be broken.



=============================================================================


5) Leviathan

Most people don't like this boss fight, it's extremely simple
and has hardly any depth to it. The analysis for this boss fight will be
brief, as you can imagine.

Class: Large-size boss, all hits will connect at close proximity.

*Elemental Affliction: Agni and Rudra (Fire)

*Partial affliction, no visual clues but obvious attack increase.

Stun: None.

Recovery: Covers itself with an impenetrable	exoskeleton, which can only
be removed by destroying the organs on either the right or left of Leviathan.

Weakspot: The middle organ is just one giant weakspot when it's exposed.

AI Change: None.

*Moves*

Dual Motion Lasers- Motion lasers scanning all the surface of the ground
and “Cleaning” anything in its path (including incoming Hell Envy's). Very
damaging, but will not coverthe air and Leviathan is vulnerable to all forms
of air combo attacks. (The shell above Leviathans core is also damageable
during the Laser attack)

Properties: Uninterruptable, Knockback, Omnipotent, Projectile, Wide-area
effect.


Electric Spark- Leviathan will open up temporarily and toss a few electrical
sparks towards Dante's position. They disappear the further they move, so if
you keep your distance you are ok. Other than that, it's a very slow moving
but highly accurate move.

Properties: Uninterruptable, Stagger stun, Multiple Projectiles, Homing.


Special Abilities: Hell Envy summon- During the entire fight, scores of Hell
Envy will come to assist the Leviathan in killing you. Use the Hell Envys to
your advantage and gain massive amounts of style points from them and use it
to damage the Leviathan.

Siphon Devil Trigger- The Right organ of the Leviathan siphons Devil Trigger
from Dante when alive. This is the organ you want to concentrate on if you
wish to kill the Leviathan swiftly.

Siphon Red orbs - The Left organ of the Leviathan siphons Red orbs from the
battle (when killing Hell Envys). This is the organ you want to concentrate
on if you wish for an S rank in Red orbs.

Semi-permanent Exoskeleton- Whenever not attacking or whenever one of the
organs is alive, the Leviathan is covered by an invincible exoskeleton. Note
that the organs will regenerateafter some time and the exoskeleton will be
put back up.


=============================================================================


6) Nevan

An interesting battle indeed, one that requires more stamina that
finesse. Nevan specializes in many different forms of dark arts, including
bat summoning, electrical summoning and dark special abilities. A great
overall boss fight.

Class: Medium-sized boss, some air combos will wiff.

Elemental Affliction: Cerberus (Ice)

Stun: Massive fall-over stun whenever the attack after her batshield is
removed has a knockback effect or when Kiss of Death is effectively broken
out of.

Recovery: Recovers from Massive fall-over stun by creating a Dark Hole around
herself, engulfing everything within its vicinity. Teleports and slides away
when going head to head with Dante. Goes into completely invincibility status
after Dark Hole attack to resummon Bats. Recovers stamina by intiating Kiss
of Death move.

Weakspot: Takes extra damage from Massive fall-over stun. Weak to  Ice. Bats
are easily removed using quick multi-hitting moves (Sphere, Revolver, Jam
Session etc.).

AI Change: At 1/2 life, Nevan develops a powerful technique that engulfs the
ground with electricity. She incorporates this and other more devastating
electrical projectile in her arsenal. At 1/3 life remaining, she attempts to
regain health using Kiss of Death technique. Oddly enough, she is easiest to
defeat when at 1/3 life remaining.

*Moves*

Bat Projectiles- Nevan will say a taunt (“How’s this”) & A series of
electrical bat projectiles that travel towards Dante one by one. Slow speed
and telegraphed easily, this move is hardly a threat.

Properties: Uninterruptable, Multiple Projectiles, Regular hit stun.


Electric Shocks- Nevan will say a taunt (“You will become tired”), and summon
electric charges near Dante's feat. This can come in multiple successions,
and she loves to mix this move up with the previous move. A powerful move,
but comes out very slow.

Properties: Uninterruptable, Wide-area effect, Omnipotent, Stagger hit.


Flip over kick- One of Nevan's physical attack, she will do a vertical back
flip when Dante is at close proximity, this will cause dark spikes (Ala
shadows on DMC1) to protrude from the groun. Fairly innaccurate and low
coverage on the sides.

Properties: Uninterruptable, potence not confirmed, Regular hit stun. Homing
to an extent

Spinning Vortex- Another physical attack, this one deadlier than the previous
one. Nevan will furiously spin around, hoping to catch Dante off balance and
trap him in the small vortex. Getting hit by one attack usually guarantees
every next successive hit.

Properties: Uninterruptable, Wide spread damage, Regular hit stun.


Dark Hole- A counter move, used when Nevan goes into Massive fall-over stun.
Nevan telegraphs this move by flashing her eyes red, and then engulfs herself
in a dark cloak materializing from a dark hole in the ground. The move will
hit Dante if he is in close proximity, so take notice of this move when she
counterattacks.

Properties: Uninterruptable, Wide-area effect, Knockback, Omnipotent (?),


Electrical Columns- After a while, Nevan will be completely immobile and
start summoning electrical charges that are in a shape of long rods. The
electrical columns will track Dante's movements to some extent and will
slowly move towards him. Not that difficult at all to avoid, it's just
annoying because it takes so long for this attack phase to be over.

Properties: Interruptable (by coming behind Nevan and breaking her Bat
Shield. The projectiles themselves cannot be interrupted), Multiple
projectiles, Stagger hit, potence not confirmed.


Final Shockwave- An ultra powerful move, that requires more evasive
manuevering than normal. Nevan covers the entire floor with a powerful
electrical charge and then electrocutes everything that is touching the
floor. You have to use the Gliding technique (discussed in the Expert
mechanics section more in-depth) to gain hang time for a long period of time.

Properties: Uninterruptable, Wide-area effect, Knockback effect, Omnipotent.


*Special Move* Kiss of Death- Nevan will temporary remove her Bat Shield at
1/3 life remaining and proceed to slide towards Dante in order to grab him
and then suck his stamina. This grapple will convert Dante's health lost into
Nevan's stamina recovery. Can be broken out of by Devil Triggering.

Properties: Charging attack, Grapple, Immobile stun, *Recovers stamina.


Special Abilities: Bat Shield- Nevan covers herself in a very formidable Bat
Shield which will negate ANY attack on her (meaning she will not lose any
stamina). Every hit will remove a number of mini bats from her shield, until
there are none left. Fast multiple hits on the Bat Shield will remove the
bats quicker and will expose Nevan's weak body.

Rejuvenation- The Kiss of Death allows Nevan to rejuvenate her stamina by
converting Dante's loss into her gain.

Teleportation- Throughout the battle Nevan will evade using her Teleportation
techniques. Unlike some of the other enemies with this ability, Nevan rarely
uses this as an offensive tool. This is really more of a nuisance as it
allows her employ keep away tactics.



=============================================================================


7) Beowulf

This battle is highlighted by a sense of primal aggression in
that you are tempted to charge into battle and take on Beowulf head on. It's
a really intense boss fight, great close quarters combat (though it has a
good mix of long ranged combat as well). A very fun fight, not all that
difficulty but still intense.

Class: Large-size boss, all hits will connect at close proximity.

(No Elemental Affliction)

Stun: Eye block stun after sustaining a single direct hit on the right eye.
Dazed stun sustained after taking a major hit to the eye, or during a counter
attack or when 1/3 life is depleted. Massive crumple stun after multiple
successive hits on the eye, consecutively.

Recovery: Counters eye block stun by flailing his other arm around his body
as a defense mechanism. Dazed stun is recovered with a Blinding Flash attack
counter. Massive crumple stun is fully recovered through a counter Berserker
Rage.

Weakspot: Takes almost 2-3 times as much damage when hit on the Right eye.
Takes additional damage when in massive crumple stun.

AI Change: A bit more than 1/3 life gone, initiates a Berserk Explosion and
develops a large range of next attacks and tactics. At 1/3 life remaining,
mixes up practically the entire moves list for an intense experience.

*Moves*

3-hit Punch combo- The staple combo of Beowulf that he likes to throw out a
lot. It's basically two horizontal hook punches, side to side and ended by a
powerful fist to the ground. Easy to counter, easy to dodge but the timings
for this move can be tricky and Beowulf can change his direction at will.

Properties: Combo attack, Regular hit stun (first 2 hits), Knockback (last
hit), Semi-Omnipotent (first 2 hits, last hit Omnipotent), Interruptable (if
you get behind Beowulf or far away enough, he will automatically interrupt
the attack).


Stomp- A basic stomp using the massive foot that Beowulf has, it's basically
a close proximity move that he uses when Dante starts to take him on from the
front. Low coverage on the sides, but comes out very quick. Can be done
multiple times for a combo attack

Properties: Knockback, Uninterruptable, Semi-Omnipotent, *Combo attack.

*Used when doing the Cage Throw manuever.


Eye Stun Counter Punches- After you put Beowulf in the first basic stun, he
will attempt to counter additional hits by flailing his arm around in hopes
of hitting you. Don't be fooled with Beowulf's temporary blindness, there is
a very high chance that this move will hit you at close proximity. There are
2 hits to this attack

*Properties: Uninterruptable, Regulat Hit stun, Knockback, Knockdown, Stagger
stun, Combo attack, Semi-Omnipotent.

*Variable properties due to random nature of attack.


Blinding Flash- Use partly as an anti-air attack, and partly as a Dazed stun
counter, this move is used to cover Beowulf's head from the front (more
importantly his right eye). It comes out blindingly fast, but has poor
coverage. This is the move that many people use to JR Beowulf's eye since the
flash comes from Beowulf's face.

Properties: Uniterruptable, Projectile, Knockdown, unconfirmed hit status
when grounded, unconfirmed potence.


Berserker Rage- A defense mechanic that activates either when Beowulf loses
1/3 life OR when Beowulf is put in his massive crumple stun. This move looks
daunting but its really not all that bad. It's powerful yes, and its wide
area effect, but it has low range and its very easily telegraphed.

Properties: Uninterruptable, Knockdown, Knockback, Wide-area effect,
Omnipotent.


Cage Throw- Beowulf stomps the ground multiple times and the shockwave causes
the cages from the ceilings to drop to the floor in front of Beowulf (it is
after all in a Torture Chamber). Beowulf will then punch the Cage towards
Dante, which can either be easily brokenor easily be deflected back at
Beowulf for free damage.

Properties: Deflectable (also breakable), Semi-omnipotent, Projectile,
Knockback, Knockdown.


Feline Pounce- Beowulf will get on all four and start running around the
area. Beowulf runs remarkably fast and damages anything in its path. At the
end of the run, Beowulf will end with a very potent final pounce attack (has
some recovery time at the end though). Note that Beowulf loves to toss around
Cages while in Pounce mode.

Properties: Charge attack, Knockback, Knockdown, Uninterruptable, Omnipotent.


Volcano- Beowulf's ultimate move, and one of his most devastating moves. In
an attack similar to the last hit of the 3 hit punch combo, Beowulf will
strike the ground. The animation is slower, but when he connects with the
ground, you will know why. A massive wave of light materializes around
Beowulf and travels in a wave (not too far though). Nice coverage and
excellent power, definitely a move you need to watch out for. Note that the
wave has very LIMITED vertical reach, so Air Hiking over Beowulf's head
should keep you safe. Also, Volcano causes cage to drop from the ceiling and
travel in a projectile, so watch out for that as well.

Properties: Wide Area effect, Knockback, Knockdown, Omnipotent,
Uninterruptable.

Feathers of Doom- Beowulf is really one of the few enemies that can
theoretically be beaten by just "gun spamming". Capcom took note of this and
attached him with that is considered to be the most devastating move in the
game. This move will NEVER be used at close proximity, but will be used at a
long distance. Beowulf will grow 2 waves of feathers and launch extremely
fast feather-like projectiles at Dante. The feathers are homing and will put
Dante in a hit stun, causing every successive feather to hit guaranteed. It's
nearly impossible to effectively dodge, just make sure you don't stay too far
from Beowulf at all times.

Properties: Multiple projectiles, Homing, Regular hit stun, Uniterruptable,
Semi-omnipotent (?).


Special Abilities: Summoning Cages- Beowulf has an annoying ability to summon
cages on command, practically anytime after the 1/3 life mark. He does this
with a wide range of his moves, most notably his Stomps, Pounces and Volcano.
Always be on the look out for stray Cages in the area, they can spell trouble
for you if you don't pay close attention.

Berserker Rage- Part defensive mechanic and part offensive manuever, this
move allows Beowulf's to stay safe for some time from close range attacks. At
close proximity this ability is deadly, however at long range its not threat.
This ability is only used after a massive crumple stun and when Beowulf loses
1/3 life.



=============================================================================


8) Geryon

A ghost horse with a chariot on back, a seemingly tame boss until
you actually face him in the colisseum. Needless to say that Geryon will use
any cheap tactic in the book to bring you down, but luckily Capcom stuck him
with many weakness for you to exploit.

Class: Large-size boss, all hits will connect at close proximity. During
Massive Crumple stun and when on chariot, this boss will follow the Medium-
size class specifications.

Elemental Affliction: Cerberus (Ice)

Stun: Minor hit stun (raises front legs up as if to retaliate) sustained
after taking minor hits on the body. Massive crumple stun (complete body
drop) after sustaining a major hit on the head area. <~ Recovers from this
stun very quickly on high difficulties.

Recovery: Recovers from virtually any form of disadvantage by either A)
Running away, swinging his chariot or B) Initiate Quicksilver spell. He will
most likely combine the two with devastating results. Counters with blue
flame attack when Dante is on the chariot.

Weakspot: Chariot can be hit for minor damage. Head can be hit with a major
attack for a crumple stun. The area between the rump and the chariot is a
weakness also, getting simultaneous hits on both yields extra damage. Weak
against ice.

AI Change: At about 10% gone, he will cause the bridge underneath him to
collapse, allowing him more area to run around. At 1/3 life remaining, he
will start throwing out Quicksilver orbs that upon connection will slow down
time allowing Geryon an enormous advantage.

*Moves*

Chariot Charge- The standard running attack of Geryon that is really the most
annoying. For one, you don't actually take damage from hitting Geryon but
from the chariot. Secondly, the collision detection on this move is a bit
off, getting in free hits in when you clearly dashes/roll/jumped out of the
way. Best way to counter this is to air hike over it. Note that there are
spikes near the wheels that have decent range and can hit you for loads of
damage.

Properties: Charge attack, Omnipotent, Knockback, Knockdown, Interruptable
(knocking Geryon down).


Disperse Rockets- Geryon has quite a few forms of throwing rocket-like
projectiles from his chariots. The rockets have decent tracking ability,
although you should always be on your toe with them. Geryon uses this moves
ALOT , so its recommended that you have an effective strategy against it.

Properties: Multiple Projectile, Regular hit stun, Knockdown, Interruptable
(by getting on Geryon's chariot).


Chariot Swing- High damage, high range, 360 degree coverage and high speed.
Yeah, this move is going to kick your ass. Most newcomers will get hit by
this move alot, simply because Geryon will always use it after a Quicksilver
Time Lag. It is virtually impossible to avoid this move when you are on the
ground and time has been manipulated. Avoid getting "Quicksilvered" and you
avoid getting crushed by this move.

Properties: Uninterruptable, Wide-area effect, Knockback, Knockdown,
Omnipotent.


Azure Flames- Another projectile attack, this one too comes with quite a few
variations. It is used when Dante is on the chariot, its used when Geryon
comes to screeching halt and its used when Geryon recovers from a massive
crumple stun. The flames are slow traveling and can easily be jumped over,
there is no need to make a headache over this move.

Properties: Interruptable (varies, but the projectile itself cannot be
interrupted), Wide-area effect, *Projectile/Multiple Projectiles, potence
unconfirmed, hit status unconfirmed.

*Depends on the variation.


Spears of the Past- During a Quicksilver Time Lag, Geryon will summon spears
around Dante's position to impale him while he is moving around. The spears
track on a vertical plane only and only come out during a Quicksilver Time
Lag. This move is not at all hard to avoid, but you should always be careful.

Properties: Uninterruptable, potence unconfirmed, Knockdown, grounded hit
status unconfirmed,
Multiple Projectiles.


Special Abilities: Quicksilver Time Lag- Whenever Geryon drops flat on the
floor, it will flash its eye read and counter attack with a Quicksilver
spellcast. Quicksilver is basically a negative image render that upon
connection with Dante, slows down time but keeps Geryon at the normal pace.
It's a cheap little ability that Geryon has, and it spreads from the source
in a wide area.

Quicksilver Orbs- A variant of the Time Lag, this time Geryon summons little
Quicksilver air pockets that float around the arena. If they touch Dante,
then Geryon gets to automatically initiate Time Lag and summons Spears that
impale you on the spot. Luckily, if you have Quicksilver yourself, then you
can counter this by activating your own Quicksilver. The reversal will cause
the game to automatically resume real time, with no DT cost to you!



=============================================================================


9) Vergil II

Now this is what I am talkin about! It's basically the Vergil
fight that Capcom has been hyping up all this time, and I am here to report
that I am satisfied. Fast, furious, intense and challenging, Vergil at nearly
the top of his game (speaking in DMD of course). Vergil retains all his
previous moves and gains a new weapon (the Beowulf gauntlets).

Class: Medium-sized boss, some air combos will wiff.

No Elemental Affliction, though Beowulf is extremely effective here.

Stun: Major hit stun, will take successive hits for a defined number. After
the defined number hit connects, Vergil will enter a Stagger stun, from which
he can resume normal battle.

Recovery: During the Stagger stun, Vergil's signature defensive manuever is
his ability to Auto-Parry ON COMMAND. A very advance manuever that allows
Vergil's the advantage he needs to turn the battle. Vergil also uses his
Teleportation ability for defensive manuevering and recovering. In DMD mode,
Vergil will initiate Phantom Sword formation that has an invincible summoning
shield. Recovers from some combos by Teleporting in the air and coming down
with a Killer Bee attack. Devil Triggers on command for ABSOLUTELY NO hit
stuns. First time DT will create an invincible shield around Vergil.

Weaksness: Easily goes into hit stun after sustaining a solid hit from a
recovery. Can sometimes be tricked by delaying hit, causing his command AP to
wiff.

AI Change: Goes into Phantom Sword formation at 1/3 life, and will keep doing
this move at regular intervals. At 2/3 life gone, will start going into
slightly advance Teleportation tactics and will rely heavily on projectile
attacks. Devil Triggers are regular intervals based on stamina loss. At 1/3
life remaining, will summon his Yamato sword and will start using it a more
advance fashion.

*Moves*

(Only uses this move at 1/3 health)
4-hit Yamato Combo- The standard combo in Vergil's arsenal, its 2 close
priximity slashes ending with an uppercut and then a downwards slash (similar
to the Hightime slash move). Decent speed and power, though low coverage on
the sides.

Properties: Interruptable, Hit stun (first few hits), Knockdown (last hit),
Combo attack, Semi-omnipotent (last 2 hits).


(Only uses this move at 1/3 health)
UpperSlash- A juggle started, ending with a violent downwards strike that
brings Dante to the ground. The 2nd hit is guaranteed after the first hit,
naturally. Also has low coverage on the sides.

Properties: Interruptable, Juggle starter-to-Knockdown, Semi-omnipotent,
Combo attack.

(Only uses this move at 1/3 health)
Rapid Slash- Vergil lunges forward with this katana to his side, dashing
with his sword waving and cutting the very air around it. This move catches
many people off guard as it has a delayed hit. A poweful strike but easily
telegraphed.

Properties: Interruptable, Knockback, Semi-omnipotent, Charge attack.

(Only uses this move at 1/3 health)
4-hit to Horizontal slash- The starting is the same as the first 2 hits of
the first combo, but the last is unique in that it mixes up with the last hit
to have a lot of coverage on the sides. This move is really used for Vergil's
mind games, though if you are safe then you don't have to worry about it. The
last his can be thrown out randomly to catch the player off guard.

Properties: Interruptable, Knockback, Semi-omnipotent (last hit).

(Only uses this move at 1/3 health)
Judgement Cut- Vergil will assume a stance slightly kneeling and start
slashing away while being immobile. The catch is that instead of normal
slashes come out, the slashes travel far by cutting through the air and
hitting Dante from afar (trust me, it's as crazy as it sounds). This move's
length can be varied according to Dante's position. Due to Vergil's
immobility, it's a great time to mount a counter-offensive.

Properties: Interruptable (by hitting Vergil, the projectiles themselves
cannot be interrupted), Knockback, Knockdown (if Dante in air), Semi-
omnipotent, Multiple Projectiles.

(Beowulf moves)

2 punch-to-Double Kicks- Vergil will do 2 grouded punches, followed by 2
spinning kicks. A slow moving combo, though the ingenious of this battle is
the way Vergil mixes up his moves list to keep the player guessing.

Properties: Interruptable, Regular hit stun (first 2 hits), Knockback (last 2
hits),
Combo attack.

Rising Sun- Vergil will do double kicks with a rising animation,
effectively launching both himself and Dante for additional combo
oppurtunities. This move is mixed up a lot with the previous double kicks to
keep the player guessing. A faster move than before, great vertical coverage.

Properties: Interruptable, Knockdown, Launches, Combo attack.


StarFall- Identical to Dante's own Killer Bee attack, only much more
crushing. Vergil will almost always combine this move with this Teleportation
powers to get you off guard. Be very wary of this move, its a common
nuisance.

Properties: Interruption unconfirmed, Semi-omnipotent, Knockback, Knockdown.


2 punch-to-Rising Kicklift-to-Killer Bee- A 5 hit combo stringed into 1 giant
combo. This combo can be mixed into any one of the previous moves at any
time, I just listed the longest manuever possible. This shows Vergil's
versatility in combat.

Properties- Varies with each hit, see previous properties.


(Phantom Sword Formations)

Tutu of Death- During the initial formation of the swords, Vergil will summon
the Phantom swords around his waist and they will move sharp edges pointing
out. Approaching Vergil while the swords are spinning is suicide (unless
again you want to go gung-ho with JP), they will keep spinning until you
either break them with your attacks or until Vergil orders them to take
another formation.

Properties: Deflectable (breakable), Combo attack, Hit stun.


Impending Doom- The swords will materialize around Dante, revolving around
him at a good length. The swords will track Dante's movement on a vertical
plane (adjusting as Dante moves up and down). The swords will then converge
very quickly towards Dante from all sides, it's a hit or miss deal here (if
hit, you will take damage from all the swords).
Properties: Deflectable (breakable), Multiple projectiles, Hit stun,
Knockdown (if Dante in air).


Spiral Swords- The swords will take a different form around Vergil, and will
point towards Dante, tracking his every movement. One by one, Vergil will
launch them towards Dante. Avoid them at all costs.

Properties: Deflectable (breakable), Projectile, Hit stun, Knockdown (if
Dante in air).


Blistering Swords- Similar to the Lock-on move, only Vergil will send ALL the
swords towards Dante in linear fashion. Getting hit by one usually means
getting hit by the rest as well. A hit and miss situation here.

Properties: Deflectable (breakable), Multiple projectiles, Hit stun,
Knockdown (if Dante in air).


Special Abilities: Teleportation- The staple ability of Vergil, you will
encounter this ability across all encounters. Vergil can Teleport to any
location in the battle arena, so you must be aware of his tactics. Some moves
are used in conjunction with his Teleportation ability for devastating
results.

Command Parry- Vergil will make an arm motion with his right arm and an
attack to connect will automatically be Auto-Parried. This command usually
occurs after Vergil's Stagger stun or after any form of recovery. In later
stages, this will occur more frequently.

Phantom Swords- DMD mode only ability, Vergil will put an invincible shield
around him while he summons his Phantom swords. A very interesting and
formidable ability, one that needs to be taken very seriously. Phantom Swords
can be broken.

Devil Trigger- At about 2/3 health, Vergil will create a shield around
himself, taunting "You will not forget this devil's power…… You are not
worthy as my opponent." Vergil will turn into an azure demon, capable of
wreaking havoc the likes of which you have never seen. All previous moves
have more power and more speed. Expect MORE of everything when dealing with
Vergil's DT. Vergil will NOT go into ANY stun when in DT mode. After 3 major
hits, Vergil will revert back to normal mode with a Stagger hit stun. During
the time that Vergil is DTed, he will automatically regenerate stamina.

Weapon Transition- At about 1/3 life remaining, Vergil will Teleport to the
center of the arena, taunt and summon back his Yamato sword. From this point
on, he will have access to all of Yamato's moves list. This is an excellent
opening for attack if you have quicksilver equipped, as he is retrieving
Yammato he is vulnerbale


============================================================================


10) Lady

A tactical gun fight that is very fun highlighted by the nimble
movements of Lady. This battle is really only appreciated in the harder
difficulty levels, where Lady actually puts up a fight. This battle is not
that hard, but very fun if you like one on one gun fights in close proximity.

Class: Medium-sized boss, some air combos will wiff.

(No Elemental Affliction)

Stun: Major hit stun, sustained when hit during either a counter or just
being stationary.

Recovery: Backwards dive while tossing a Knife after sustaining a lunge
attack or after a certain number of hits. While running, she will do an
Evasive Roll if she is attacked (she will be invincible during the roll).
Occasionally, she will Grapple away from a spot for a better vantage point.

Weakspot: Takes lots of damage during Major hit stun. Not really a weakness
but very LARGE opening during either Kalina Ann explosion or Hysteric
attacks.

AI Change: At 1/2 life, more evasive manuevers utilizing the environments.
When 2/3 life is depleted, expect gun tactics and very few openings
in battle.


*Moves*

Gun shots- Lady looks for cover and starts shooting with her standard pistol.
Very minimal damage, though damage in DMC3 should be avoided at all costs.
Very hard to detect and a bitslow moving for a gun shot. Oddly enough, it can
be deflected back by shots from you E&I (like that one cutscene where Lady
and Dante square off in the hallway).

Properties: Deflectable (E&I fire), Multiple projectiles, Regular hit stun.


Knife Toss- A simple Knife toss used in retaliation to a lunge attack. You
can deflect this move also, but be wary that it comes out surprisingly fast.
Expect this after doing a long combo on Lady as well.

Properties: Deflectable (E&I fire), Projectile, Regular hit stun.


Evasive SMG Fire- Used in conjunction with many evasive moves in Lady's
arsenal, this is basically a salvo of SMG fire used to keep Dante away. Very
minimal damage, though still very annoying.

Properties: Deflectable (E&I fire), Multiple projectiles, Regular hit stun.


Grenade Toss- Use with many evasive manuevers by Lady, she tosses a group of
time-delay Grenades that attack to a surface. They are marked by a flashing
red light. A very powerful explosion, avoid at all costs.

Properties: Wide-area effect, Knockback, Knockdown(rare), unconfirmed
potency.


Kalina Ann explosion - Lady stops for a second, busts out her giant rocket
launcher and braces for a missile launch. Huge gap opening but it comes with
a price. The rocket, if connected, does LOTS of damage. Its also wide area
effect, be careful on what you get yourself into.

Properties: Wide-area effect, Projectile, Knockback, Omnipotent.


Hysteric- Lady sets the rocket launcer face down on the floor and launches
several mini-rockets from the launcher's pod area. VERY hard to avoid
rockets, though thankfully if you do get hit by one, the rest aren't
guaranteed. There is a large opening when she sets down the launcher, and its
safer to counter attack this time since the Hysterics will be interrupted
upon hit sustained.

Properties: Interruptable (Hysterics themselves cannot be interrupted),
potence unconfirmed,
Multiple projectiles, Knockback, Homing.


Special Abilities: Evasive Roll- An evasive manuever that makes Lady
invulnerable. She will do it when you try to attack her while she is rolling.
Obviously a very annoying ability, but you can't do much about it.

Grapple- A more tactical manuever used to help Lady get to a more strategic
place (usually to set Grenades). She will use the bayonet on the rocket
launcher to grapple a wall and a then jump away. The catch is that while she
is being launched, she will fire a round of SMG so that Dante doesn't follow
up with her.



=============================================================================


11) Doppelganger

A boss plagued by repetitive attack cycles and AI,
Doppelgange is a chore to fight. The analysis will be basic, though there are
some key things that you need to know to beat this boss as soon as possible.

Class: Medium-sized boss, some air combos will wiff.

Elemental Affliction: Beowulf (Light)

Stun: Minor Light dazed stun when 1 light switch is opened at close
proximity. Major Light dazed stun when ALL the light switches are opened.

Recovery: Recovers from light dazed stun by backflipping back into a dark
area. Closes up light switches with Dark Zodiac. Recovers from major light
dazed stun by jumping up and doing Dark Volcano to close all light switches.


Weakspot: Weak state exposed by opening the light switches. Takes extra
damage from Beowulf's light attacks. In daze longer when all light switches
are opened at once.

AI Change: None.

*Moves*

Dark Uppercut: A few wave dashes ended by a quick uppercut. Very fast and
nasty range, you need to be careful when dealing with this move. He will try
to hit you with this move when you attempt to open a light switch.

Properties: Stagger hit, Semi-omnipotent(?), Interruptable (opening light
switch as soon as he closes in).


3-hit slash: Similar to Rebellion's Combo I, Doppelganger does a combo attack
to close proximity for extra damage. Don't get caught in it, it does quite
some damage and you might get the extra hits.

Properties: Regular hit stun, Interruptable (light switch), Combo attack.


Dark Stinger: Same exact as the Stinger of Dante, very fast and excellent
range. Doppelganger will use this move when you try to escape from his dark
area or try to close in on him. Be wary of this move, it comes out very
quickly.

Properties: Semi-Omnipotent, Uninterruptable, Knockback, Charge attack. .


Dark Zodiac: A purple fireball throw towards an open light switch in an
attempt to close it. The interesting thing about the fireball is that it can
be deflected back at Doppelganger for free damage (even though he is in his
Dark state, invincible to all your attacks but not his). The fireball can hit
you for massive damage though.

Properties: Deflectable, Knockback, Omnipotent(?), Projectile.


Dark Volcano: There are two versions to this move, one where the Doppelganger
tries to hit you with this through a long ranged attack and the other where
he closes up all the light switches at once in one hit. Very powerful move
but easily telegraphed, you don't have to worry about the last variation at
all.

Properties: Wide-area effect, Omnipotent, Knockback, Uninterruptable.


Special Abilities: Dark State: Whenever Doppelganger is not in a light stun,
he will completely invincible and untouchable to ALL attacks except his own
(really only Dark Zodiac). Approach with extreme caution, only hit him during
a stun or he will counter attack.



=============================================================================


12) Arkham

No DMC game is complete with a blob enemy, and unfortunately DMC3
delivers on this. Arkham when analyzing as a stand alone boss is very simple
and easy to beat, however the latter portion of the battle you are left
without Devil Trigger and Style specific attacks, making this battle a bit
unbalanced. You get the aid of Vergil in this fight, which can be controlled
by a 2nd controller.

Class: Large-size boss, all hits will connect at close proximity.

*Elemental Affliction: Beowulf (Light)

*Unconfirmed partial affliction.

Stun: None

Recovery: Recovers into the liquid substance underneath and leaves the battle
temporarily. Returns from above, while you are busy attacking his Legions.


Weakspot: None.

AI Change: around 1/10 of health left, he uses all of his serpent attack
vociously

*Moves*

Arm reach- A slow grab with the arm that Arkham uses at close proximity. Very
innaccurate and very slow, this move is hardly a threat though in the heat of
battle it's hard to keep track of it since Arkham blends effectively with his
environment. There are two variations to this attack, but they can both be
evaded using the same tactic.

Properties: Stagger hit, Uninterruptable, potence unconfirmed.


Red/Yellow Parasite Lasers- The most powerful move in Arkham's arsenal, a
group of projectiles that are fully homing. The Yellow version is fairly tame
with limited homing capabilities and weaker damage. The Red laser is
significantly faster, more powerful and trickier to dodge. The chance of
evading this projectiles is the greatest when at long distance and lowest
when at close proximity.

Properties: Knockback, Knowdown, Uniterruptable, Omnipotent.


Special Abilities: Summon Arkham's Legions- When Arkham goes into his
recovery phase, he will summon a large number of purple dolphin-like Legions
to his aid. They are fairly weak but they make it with numbers. Destroy these
legions with crowd controlling moves and then crush Arkham when he returns.



=============================================================================


13) Vergil III

DMC3's grand finale, and one hell of a boss fight. In the
climactic battleagainst your evil brother, you have to face him when he has
the significantly more powerful Force Edge sword. He seems to have developed
a whole range of new abilities in this battle, making this the most difficult
encounter yet. Get ready for a whole new level of boss fighting.

Class: Medium-sized boss, some air combos will wiff.

No Elemental Affliction, though Beowulf is extremely effective here.

Stun: Major hit stun, will take successive hits for a defined number. After
the defined number hit connects, Vergil will enter a Stagger stun, from which
he can resume normal battle. Immobility after finishing Super Devil Trigger
mode.

Recovery: During the Stagger stun, Vergil's signature defensive manuever is
his ability to Auto-Parry ON COMMAND. A very advance manuever that allows
Vergil's the advantage he needs to turn the battle. Vergil also uses his
Teleportation ability for defensive manuevering and recovering. In DMD mode,
Vergil will initiate Phantom Sword formation that has an invincible summoning
shield. Vergil can Devil Trigger on command which gives him no Hit stun.
During Super Devil Trigger mode, he will recover health exponentially while
doing ultra-powerful moves to keep Dante at bay (he cannot be knocked out of
DT in this mode). 		Weakness: Much more difficult than in
previous encounters to go into a major hit stun UNLESS during the recovery of
a move. Can sometimes be tricked by delaying hit, causing his command AP to
wiff.

AI Change: Goes into Phantom Sword formation at 1/3 life, and will keep doing
this move at regular intervals. At 2/3 life gone, will start going into
slightly advance Teleportation tactics and will rely heavily on projectile
attacks. Devil Trigger ability kicks in at 1/3 life interval, and will be
used consistently throughout the battle. At 1/3 life remaining, he will
activate his Super DT ability, allowing him to regenerate life safely and
pull devastating attacks. Vergil III can effectively mix any move and ability
with any other for an insanely unique fighting experience.

*Moves*

(Force Edge moves)

Helm Breaker- Vergil Teleport over Dante's head and then he comes down
crashing with the Force Edge. Devastating attack, very quick and barely any
recovery. Be wary of this move during post-APs. He will do this move in his
Ultimate 5-hit combo attack.

Properties: Uninterruptable, Semi-omnipotent, Stagger hit, Knockdown.


Stinger- This move is what will make you scream for mercy. Anytime Dante
attempts to take this battle long range, Vergil will close the gap quickly
with a Stinger hit. Instant start up, insane range and insane power, this
move has no equal. This move is used at the end of the 5-hit combo.

Properties: Charging attack, Uninterruptable, Omnipotent, Knockback.


Roundtrip- An interesting move with the Force Edge, Vergil tosses the Force
Edge and it travels towards Dante in a boomerang fashion. Very unpredictable
and hard to avoid, but it can be deflected completely.

Properties: Deflectable, Projectile, variable hit properties, Homing, Semi-
omnipotent.


Ultimate 5-hit combo- A combination attack using both Yamato and Force Edge.
Vergil starts off with the Yamato, doing the first 2 hits and then a Hightime
slash (note that he doesn't finish with a vertical slash downwards as he does
with Yamato alone), Teleports above Dante, does Helm Breaker and then
finishes with a Stinger. This move will kick your ass, period. TAKE EXTREME
CAUTION.

*Properties: Combo attack.

*Variable properties, see individual move lists.

(Yamato moves)

4-hit Yamato Combo- The standard combo in Vergil's arsenal, its 2 close
priximity slashes ending with an uppercut and then a downwards slash (similar
to the Hightime slash move). Decent speed and power, though low coverage on
the sides.

Properties: Interruptable, Hit stun (first few hits), Knockdown (last hit),
Combo attack,
Semi-omnipotent (last 2 hits).


UpperSlash- A juggle started, ending with a violent downwards strike that
brings Dante to the ground. The 2nd hit is guaranteed after the first hit,
naturally. Also has low coverage on the sides.

Properties: Interruptable, Juggle starter-to-Knockdown, Semi-omnipotent,
Combo attack.


Rapid Slash- Vergil lunges forward with this katana to his side, dashing
with his sword waving and cutting the very air around it. This move catches
many people off guard as it has a delayed hit. A poweful strike but easily
telegraphed.

Properties: Interruptable, Knockback, Semi-omnipotent, Charge attack.


4-hit to Horizontal slash- The starting is the same as the first 2 hits of
the first combo, but the last is unique in that it mixes up with the last hit
to have a lot of coverage on the sides. This move is really used for Vergil's
mind games, though if you are safe then you don't have to worry about it. The
last his can be thrown out randomly to catch the player off guard.

Properties: Interruptable, Knockback, Semi-omnipotent (last hit).


Judgement Cut- Vergil will assume a stance slightly kneeling and start
slashing away while being immobile. The catch is that instead of normal
slashes come out, the slashes travel far by cutting through the air and
hitting Dante from afar (trust me, it's as crazy as it sounds). This move's
length can be varied according to Dante's position. Due to Vergil's
immobility, it's a great time to mount a counter-offensive.

Properties: Interruptable (by hitting Vergil, the projectiles themselves
cannot be interrupted), Knockback, Knockdown (if Dante in air), Semi-
omnipotent, Multiple Projectiles.

(Phantom Sword Formations)

Tutu of Death- During the initial formation of the swords, Vergil will summon
the Phantom swords around his waist and they will move sharp edges pointing
out. Approaching Vergil while the swords are spinning is suicide (unless
again you want to go gung-ho with JP), they will keep spinning until you
either break them with your attacks or until Vergil orders them to take
another formation.

Properties: Deflectable (breakable), Combo attack, Hit stun.


Impending Doom- The swords will materialize around Dante, revolving around
him at a good length. The swords will track Dante's movement on a vertical
plane (adjusting as Dante moves up and down). The swords will then converge
very quickly towards Dante from all sides, it's a hit or miss deal here (if
hit, you will take damage from all the swords).

Properties: Deflectable (breakable), Multiple projectiles, Hit stun,
Knockdown (if Dante in air).


Spiral Swords- The swords will take a different form around Vergil, and will
point towards Dante, tracking his every movement. One by one, Vergil will
launch them towards Dante. Avoid them at all costs.

Properties: Deflectable (breakable), Projectile, Hit stun, Knockdown (if
Dante in air).


Blistering Swords- Similar to the Lock-on move, only Vergil will send ALL the
swords towards Dante in linear fashion. Getting hit by one usually means
getting hit by the rest as well. A hit and miss situation here.

Properties: Deflectable (breakable), Multiple projectiles, Hit stun,
Knockdown (if Dante in air).

(Super Devil Trigger move)

Infinite Judgement Cut- Vergil while Super DTing completely disappears from the
screen, and then all you see is a large number of invisible slashes all over
the place, homing at your location. The screen will violently shake and you
will feel the impending doom. Keep track of the slashes and dodge them, or
else its Dante's ass on a steak.

Properties: Homing, Semi-omnipotent, Knockback, Knockdown, Uninterruptable.


Infinite Helm Breakers- Basically, a lot of really, really fast Helm Breakers
with almost 0 recovery. This is really more of a tactic used to regenerate
Vergil's health than anything else, it's fairly easy to dodge the Helm
Breakers.

Properties: Semi-omnipotent, Stagger hit, Knockdown, Uninterruptable.


Special Abilities: Teleportation- The staple ability of Vergil, you will
encounter this ability across all encounters. Vergil can Teleport to any
location in the battle arena, so you must be aware of his tactics. Some moves
are used in conjunction with his Teleportation ability for devastating
results.

Command Parry- Vergil will make an arm motion with his right arm and an
attack to connect will automatically be Auto-Parried. This command usually
occurs after Vergil's Stagger stun or after any form of recovery. In later
stages, this will occur more frequently.

Phantom Swords- DMD mode only ability, Vergil will put an invincible shield
around him while he summons his Phantom swords. A very interesting and
formidable ability, one that needs to be taken very seriously. Phantom Swords
can be broken.

Devil Trigger- Vergil will turn into an azure demon, capable of wreaking
havoc the likes of which you have never seen. All previous moves have more
power and more speed. Expect MORE of everything when dealing with Vergil's
DT. Vergil will NOT go into ANY stun when in DT mode. After 3 major hits,
Vergil will revert back to normal mode with a Stagger hit stun. During the
time that Vergil is DTed, he will automatically regenerate stamina.

Super Devil Trigger- This is the nastiest of all abilities in the game.
During this powerful, Vergil will pull one of 2 insanely powerful moves to
keep Dante at bay while he safely recovers his health. Because of this
ability, this battle will last a longer time and will be significantly
difficult when Vergil nears death. Vergil cannot be knocked out of super DT
mode, but will self-deactivate.


=============================================================================


14) Jester (SE)


-------------------------------------------------------------------------
F) Random Enemy Combat Tactics/Tips/Strategies etc.
-------------------------------------------------------------------------

This is basically going to be a recap of mechanics discussed previously
pertaining to the enemies, only highlighting the important stuff as well as
giving some extra tidbits in the process.

-----------------------------------------------------------------------------


1) Weapon clashing/Perfect Impact combat

Some enemy attacks in the games can be clashed, causing either an Auto-Parry
or a double Parry. The most common occurences include Hell Vanguard, Vergil
and Agni and Rudra.

A clash puts both characters at equal frame advantage, however since Dante is
faster than just about every enemy in the game (Vergil being fast ,but not as
fast Dante though) you can easily take advantage of this. Some of Vergil's
basic katana moves can be interrupted by an attack of your own, causing both
Vergil and Dante to go into a weapon clash, with their weapons hanging on the
side (note that with timings you can even interrupt some of this Devil
Trigger moves). The same concept applies for Hell Vanguard and A&R, though
they will immediately go into a state of Perfect Impacts.

PI tactics are simple, build up guage until you reach maximum capacity or
until the enemy gives up (in this case, A&R will go into massive crumpe
stun). Some moves are better than others for PI combat, like Revolver or
Flicker of Cerberus. Please remember that the frames start to move towards
the enemies favor, but that is hardly a problem since Dante will always be
faster than his enemies.

As far as Vergil's command AP is concerned, it's best if you don't let it
happen to you. Normally, Vergil just teleports away after a post-AP, but
sometimes he will do a quick attack that will be guaranteed and you will take
the damage (Hightime slash will be guaranteed if you don't immediately do a
Roll after the AP). There is a trick that some players use to wiff Vergil's
AP, which involves delaying the hits of Beowulf. The animation of Beowulf's
starting move is read by Vergil and he will put up his arm, but the player
can hold the input and wait until Vergil's arm is to its side again so that
he takes a free hit. On Vergil I, this is an effective tactic, but on later
encounters due to DT he will not fall for this that often.


-----------------------------------------------------------------------------


2) Interrupting/Deflection

You will have noticed by now that I put "Interruptable,
Uninterruptable,Deflectable/Breakable" next to practically every move in the
game. The reason why I do this is because DMC3 is an offensively oriented
game. The game rewards offensive tactics, though some defensive manuevers can
be done in order to gain offensive hand in battle. These properties define
how you can effectively keep the flow of combat in your favor.
An Interruptable attack can be stopped long enough for you to set up a
counter-offensive, a Deflectable/Breakable attack either completely negates
an attack or reverses the attack back at the enemy and an uninterruptable
cannot be stopped under any condition. Some interruptions have prerequisites
that are not available in normal combat, but they can still be used to your
advantage. A Deflection always yields you extra style points and so does an
Interruption.

The notable Deflections include Beowulf's Cage Throw, Doppelganger's Dark
Zodiac and Enigma's Blue/Red arrows. The last one yields a large number of
style points, and is highly recommended when dealing with Enigmas.


-----------------------------------------------------------------------------


3) Weakness exploit

Aside from elemental weaknesses, most of the advance enemies in the game have
many forms of weaknesses and weakspots. They are there for a reason, to be
exploited. The basic enemies tend to have a low amount of weaknesses, since
they are easy to kill, but higher level enemies like A&R, Geryon and Beowulf
have a lot of weaknesses that can be exploited. I have listed the so far
discovered weaknesses of every enemy in the game, but there are likely to be
more exploits. Exploiting weaknesses yields you lots of style points, using
elemental affliction yields you at an average 20% increase in power.



-----------------------------------------------------------------------------


4) Pattern recognition/Awareness

While this FAQ certainly outlines the majority of what you need to counter
the enemies in the game, you have to learn the patterns yourself. By thumb
rule, a basic enemy will have a basic pattern of attack. Be aware of these
patterns and you will succeed in battle. It is noteworthy that the higher
level bosses in DMC3 like Vergil III have a large moves list from which they
can mix up their patterns with, so knowledge of this move will suffice. It is
impossible for you to predict what combination of attack your foe will do
next, but always be prepared for the worst.

Awareness in battle is key to success in DMC3. There are going to be many
factors in the game that will not be written in this FAQ, stuff like
environment hazard, wall situations, obstacles etc. As a good player, you
have to deal with these factors and make the most out of them. You also have
to be aware of enemies that are docile and not engaged in battle, they can
converge on your at any time while you are comboing. Awareness comes from
practice and experience, it's nothing something that you can learn overnight.


-----------------------------------------------------------------------------


5) Visual/Audio Clues

It's safe to say that every enemy in the game has some sort of visual or
audio clue before attacking. If this wasn't the case, then it would be
impossible to avoid the attacks in the game when the camera becomes jittery.
This goes hand in hand with pattern recognition. Audio clues are the most
important, since visual clues can be blocked out by a sometimes bad camera
angle. If you cannot find a visual clue, then you aren't looking hard enough
(though some moves have a fast start up) and if you can't hear an audio clue,
then you aren't hearing well enough either.


-----------------------------------------------------------------------------


6) V.S. Weapon set ups

Weapon and style selection is key to survival against certain enemies. A
single set up can never see you through all the encounters in the game,
because they are so diverse. What may work for Cerberus will not work for
Agni and Rudra or Beowulf etc. Balance is the key, you have to have mastery
with every style and weapon in the game to learn v.s. set ups against certain
enemies. Theoretically speaking, any set up can beat any encounter, though
some are blatantly easiers to use than others. I have provided some set ups
that players use against certain enemies that are highly effective.

Hells (Pride, Lust, Gluttony and Sloth): MA: Reb + Nevan, FA: E&I + KA,
Style: Any
				                 MA: Any, FA: Shotgun +
Artemis, Style: GS

Hell Vanguard: MA: Cerb + Beo, FA: E&I + Spiral or KA, Style: Any
	         MA: Cerb + Beo, FA: E&I + Artemis, Style: GS

Arachne: MA: A&R + Cerb/Beo, FA: E&I + KA, Style: SM
	   MA: A&R + Reb, FA: E&I + Spiral, Style: TS
	   MA: A&R + Reb, FA: Shotgun + Artemis, Style: GS

Abyss: MA: Cerb + Beo, FA: E&I + KA, Style: Any
       MA: Any, FA: Shotgun + Artemis, Style: GS

Enigma: MA: Nevan+ Beo, FA: E&I + KA, Style: SM
               MA: Nevan+A&R, FA: E&I + Spiral, Style: TS
               Same as above, Style: QS

Bloodgoyles: MA: A&R + Nevan, FA: E&I + Spiral, Style: GS
	       MA: A&R + Beo, FA: E&I + KA, Style: SM

Damned Chess pieces: MA: Cerb + Beo, FA: E&I + KA, Style: SM/QS
                     MA: Beo + Reb, FA: E&I + Shotgun/Artemis, Style: GS

Soul Eaters: MA: Nevan + Any, FA: E&I + Spiral, Style: GS

Dullahan: MA: A&R + Any, FA: Any, Style: TS

Fallen: MA: A&R + Reb, FA: E&I + Spiral, Style: RG
        Same as above, Style: TS

Cerberus: MA: A&R + Nevan, FA: E&I + Spiral/KA, Style: SM
          MA: A&R + Nevan, FA: E&I + Spiral/KA, Style: TS
	    Same as above, Style: DG

Gigapede: MA: Cerb + A&R, FA: E&I + Spiral, Style: SM
          MA: Cerb + A&R, FA: Artemis + Spiral, Style: GS
          MA: A&R + Beo, FA: E&I + Spiral, Style: RG

Agni and Rudra: MA: Cerb + Beo, FA: E&I + Spiral, Style: RG
                MA: Cerb + Beo, FA: E&I + Spiral, Style: TS
	          MA: Cerb + Beo, FA: E&I/Shotgun + Artemis, Style: GS
	          MA: Cerb + Beo, FA: E&I + Spiral, Style: DG

Vergil (all forms): MA: A&R + Beo, FA: E&I + KA, Style: TS
                    MA: Reb + Beo, FA: KA + Artemis, Style: GS
	              MA: Reb + Beo, FA: E&I + KA, Style: RG

Leviathan: MA: A&R + Nevan, FA: E&I + KA, Style: SM

Nevan: MA: Beo + Cerb, FA: E&I + Spiral, Style: SM
       MA: Beo + Cerb, FA: E&I + Spiral, Style: TS
       MA: Reb + Nevan, FA: E&I + Spiral, Style: RG

Beowulf: MA: Beo + Reb, FA: E&I + Spiral, Style: RG
         MA: A&R + Reb, FA: E&I + Spiral, Style: TS
	   MA: A&R + Reb, FA: Artemis + Spiral, Style: GS

Geryon: MA: Reb + Cerb, FA: E&I + Any, Style: QS
        MA: Nevan + Beo, FA: E&I + Any, Style: SM
        MA: A&R + Reb, FA: Artemis + Shotgun, Style: GS

Lady: MA: A&R + Reb, FA: E&I + Any, Style: QS
      MA: A&R + Reb, FA: E&I + Any, Style: TS
      MA: Beo+ Reb, FA: E&I + Any, Style: RG

Doppelganger: MA: Beo+ Cerb/, FA: E&I + Any, Style: SM
	        MA: Beo+ Cerb/, FA: E&I + Any, Style: DG
	        Same as above, Style QS

Arkham: MA: Beo + Nevan, Spiral + KA, Style: SM


-----------------------------------------------------------------------------


7) A.I. changes mid-battle

Enemies are adapting in DMC3, and this includes some noticeable changes in
A.I. duing mid-battle. Bosses go through the most drastic change in A.I.,
usually depending on their life status. The regular enemies all change A.I.
by either Devil Triggering (increase in A.I.) or being scared (Decrease in
A.I.). To master an enemy, you need to be aware of all their A.I. changes
especially when in DMD mode. Some bosses may change A.I. as much as 3 times
during a battle, so you should always be on your toes. I have already listed
all the A.I. changes in the bosses, the enemy A.I. changes will be discussed
in the DT section right below.


-----------------------------------------------------------------------------


8) Enemy Devil Triggers

Whenever an enemy witnesses the death of its fellow kin, it will explode in a
purple explosion and will be transformed into it's devil state (the DT for
all enemies is merely a purple haze over them, indicating that they have
DTed). Another condition of DTing is time-based, if you take too long to kill
the enemies, then they will DT automatically. The former DT condition is
where you need to be the most strategic, as you must systematically take out
higher level enemies first and then take on the the weaker DT enemies. All
juggleable DT enemies will be converted to half-medium sized status, at least
for every other 6-7 hits. They can be juggled under the condition of
aggressive assault (multiple successive hits on a DT enemy until it let's its
guard down going into a Stagger stun allowing you to get in one hit of
extreme property, like a juggle or a knockback). Below are few of the special
DT upgrades confirmed through testing:

Hell Vanguard: Dashing Teleport attack upgraded to more simultaneous attacks.
Enigmas: 90%+ of the Arrows thrown will be read.
Fallen: Faster movement and attack aggression.
Hell Pride: 80%+ Guard stance formation.
Bloodgoyles: More tendency to Multiply.

^^ More enhancements will come soon with more testing. Another note in DTs is
that Vergil is the only boss that DTs. This is triggered by both time-based
and hit status. After taking certain hits, Vergil will automatically DT or
will DT automatically after some time has expired. Vergil receives all
standard upgrades (speed, strength, stamina and variety in moves) plus has NO
stuns during DT so it's very difficult to combo him.


-----------------------------------------------------------------------------


9) DT Enemy Rising Mechanics


For a time there has been some debate as to how exactly DTed enemies are
juggledin DMC3. In DMC1, it was a lot simpler where you just DTed to match
the enemies DT and the properties would for the most part return to normal.
In DMC3, it's a lot different. DTing has no extra effect on property against
DTed enemies. Enemies after they have DTed generally don't get phased by
attacks or follow any of the properties discussed before (knock back,
launched, knock down, or even minor stuns).

This resulted in general frustration and confusion when enemies that were
"punching bags" before just walked through most of the attacks that the player
threw at it. This proved to be a problem against the regular enemies that you
would disable just by juggling them in the air for absurd combos, and since
this is not an option now you have to rely more on endurance than actual skill.

This was the thought at first HOWEVER there was actually a mechanic
implemented for players that actually used some critical analysis.

Fact is that enemies CAN be juggled/knocked back while they are DTed, but
the method to go about it is a bit awkward at first. Most players knew this but
were unfamiliar with how it exactly worked and I am here to break down the
specifics. It requires a bit of intuition and awareness to get this to work but
once you pay attention it's not that hard.


First I need to make clear a definition so that things are easier to understand:


*Stunt attacks*: I will refer to this as an attack that can knock down, stun,
knockback OR rise un DT'd enemies at any time.


Examples-


Devil Arms:

Rebellion's stunt attacks: Stinger/High Time/Drive/Helm Breaker/final hit of
Aerial Rave/Sword Pierce/Final hit of crazy dance/Prop Shredder.

Cerberus' stunt attacks: Final hit of Revolver/Final hit of combo I/Crystal/
Million carats.

A&R stunt attacks: Final hit of combo I/final hit of Million Slash/Aerial
Cross/Final hit of Jet Stream lv3/Crossed Swords/Final hit of Sky Dance.

Beowulf's stunt attacks: Final hit of combo I & II/Straight/Beast Uppercut/
Rising dragon/Final hit of Hyper Fist/Hammer/Zodiac/Volcano.

Nevan's stunt attacks: Reberb shock/Crazy roll/Distortion/Bat Rift.


Guns:

E&I: Final hit of wild stomp.

Shotgun: Normal & Charged shots/Fireworks/Gunstinger/Point blank

Artemis: Sphere

Spiral: Normal shot/Sniper.

*Kalinna Ann*: This is one of the special cases. Normal shots can knock
down DT'd enemies with less hits. This is a SPECIAL attribute of the Gun.



Rising DT'd enemies system (Hell type enemies):


This mainly consists of the number of stunt hits that you need to inflict
onto the DT'd enemies to prepare them for rising or knocking them back, each
rise-able enemy in the game has different number of stunt attacks that you
have to inflict so you can rise them with the final hit.

I'll explain the rise-able Hell type enemies.

Note that if you knock down the DT'd enemy, its stunt cycle will reset. Also
some enemies like Abyss reset their stunt cicle when they teleport to attack.
(this is a special property of Abyss).


Hell Pride: Standing: 1 Stunt attack, Rise.
Knocked down on the floor: 1 Stunt attack, Rise.

Hell Lust: Standing: 2 Stunt attacks, Rise.
Knocked down on the floor: 2 Stunt attacks, Rise.

Hell Gluttony: Standing: 3 Stunt attacks, Rise.
Knocked down on the floor: 2 Stunt attacks, Rise.

Hell Sloth: 4 Stunt attacks, Rise.
Knocked down on the floor: 2 Stunt attacks, Rise.

Abyss: Standing: 3 Stunt attacks, Rise.
Knocked down on the floor: 2 Stunt attacks, Rise.


So basically what this means is that in order to rise a Hell Sloth that is
standing, you need to first hit it with 4 stunt attacks which will temporarily
disable its defenses and the next hit (ifa stunt attack) will pull off.
Meaning if you do something like:

Rebellion: /\ x3, Pop Shredder, Hightime (short), Stinger, Hightime (any)

Then the last Hightime will cause the Hell Soth to rise up. Or if you replace
the last Hightime withStinger, the Hell Sloth will be knocked back normally.


NOTE: NOT ALL STUNT ATTAKS HAVE THE SAME POWER, MEANING SOME ENEMIES WITH
HIGHER DEFENSE LIKE HELL SLOTHS MAY NEED MORE THAN ONE OF THAT STUNT ATTACK

EXAMPLE: Stinger works for lesser hell type enemies, but it isn't as effective
as Straight for Hell Sloths.

Knowledge of these mechanics is crucial for stylish SS rank play. If you plan
to combo DTed enemies, then you need to know this like the back of your hand.
There is a lot more to cover on this but this is the basics of it and should
get you going.

I plan to release one for the other enemies as well, but outside of Arachnes
there really is no need. Arachnes follow a similar mechanic even when they
are unDTed.


------------------------------------------------------------------------------



******************************************************************************


==========================
4) GETTING TO KNOW DANTE
==========================


Dante has received a major overhaul in moves and abilities, and a proper
discussion of all these attributes are required for a better understanding of
the type of hell he can raise. A skilled player can make use out of EVERY
single move and style in the game, because the moves list is very balanced
(though naturally, some attacks will be more effective than others in certain
situations).

---------------------------------------------------
A) The "Arsenal" and "Bag O'Tricks"
---------------------------------------------------

Dante has 5 Devil Arms (aka Melee Arms or MA), 5 Fire arms (FA) and 6 Styles,
all uniquely different. Combining all of this yields a move list of easily
90+ moves, all moves with varying special properties and abilities etc. Make
no mistake, a DMC game has no need for a large moves list because of it's
complete reliance on free-form combos (stretching a few moves into infinite
possibilities) but due to the "My Dante" system, you are allowed to carry 2
Devil Arms, 2 Fire arms and 1 Style at one time, therefore limiting your
movelist somewhat (it's actually much better than most other action games
that give you 1 main weapons, 1 sub weapon and 1 magic attack). All of these
abilities are accessible on the fly completely real-time, even switching
between the pairs of DA and FA, equalling upto 720 different set ups of
weapon/style combinations.

To start off, a discussion of moves properties will be made to get a better
understanding of the difference in the 90+ moves. Then the Styles will be
discussed moderately, the extremely intricate stuff saved for the Expert
section (though you will find a fair share of in-depth analysis here). After
that, all the weapons and their move lists will be analyzed combined with the
2 styles Swordmaster and Gunslinger, finishing off the section with the Devil
Trigger guide (a mechanic that is a universal part of Dante's arsenal).

---------------------------
B) Move Properties
---------------------------

An analysis of the move engine found in the game, differentiating the
different types of moves in the game into specific properties. This will help
the player mount a proper offense using all the available combination of
moves possible.


-----------------------------------------------------------------------------

1) Single Hitting- Any move that after complete input hits the opponent only
1 time. Pretty self-explanatory, these are mostly used as combo finishers and
are usually powerful hits.

Ex: Straight, Volcano, Sky Cross.


-----------------------------------------------------------------------------

2) Multiple Hitting- A move that upon 1 input hits multiple times with
varieting speed or intensity. Most of the Crazy Combos in the game are
multiple hitting moves, as are the Nevan's moves.

Ex: Reverb Shock, Jam Session, Pop Shredder.


-----------------------------------------------------------------------------

3) Knockback effect- Any move that upon connection will launch a juggleable
enemy direction back, and causing a wall stun if applicable. Some knockbacks
are used as combo finishers or as wall combos.

Ex: Stinger, Revolver (last hit), Satellite.


-----------------------------------------------------------------------------

4) Launcher-  A move that automatically launches a juggleable enemy in the
air for additional combos either ground or aerial. Uses a lot in this game if
you want to be stylish.

Ex: Bat Rift, Crystal, Beo. Combo I (last hit)


-----------------------------------------------------------------------------

5) Rising Launcher- A launcher that can be converted into a rising animation
to assist Dante in pulling off stylish air combos.

Ex: Rising Dragon, Hightime, Whirlwind.


-----------------------------------------------------------------------------

6) Knockdown- A move either aerial or ground that causes an air borne or
grounded enemy to fall flat on it's face for free OTG combos. There are
varying forms of knockdown that are similar to knockback properties, so a
comparison will be made for clarification.

Ex: Beo. Combo II (last hit), Hammer, Helm Breaker (1st hit).


-----------------------------------------------------------------------------

7) Median- Any move that can be cancelled into a Crazy Combo, or in other
words a move that acts as a "median" for another move.

Ex: Stinger, Cerb. Combo II, Tempest.


-----------------------------------------------------------------------------

8) Crazy Combo: A special move that is activated only by inputting rapidly
during a Median move. All Crazy Combos are visually signalled by a Gold
flash, some of them can be increased in intensity with additional inputs.
Crazy Combos are great style builders.

Ex: Million Stab, Tornado, Point Blank.


-----------------------------------------------------------------------------

9) Buffer-able: Any move that can be inputted during the course of another
move by usually a hold input.  This is used to cancel the charge animation of
some moves to keep the flow of combat going. Some forms of buffering are
required for Crazy Combos for better inputs (usually with hard to pull moves
like Wild Stomp, Point Blank and Ricochet).

Ex: Charged Shots, Multilock, Drive.


-----------------------------------------------------------------------------

10) Delayable: A hit that can be delayed by an additional input, sometimes
through a hold input. 2 weapons in particular Beowulf and Nevan specialize in
delay hits. Delay hits usually increase the potency of a move or give
additional properties to a move.

Ex: Straight, Air Play, Nevan Combo I-III.


-----------------------------------------------------------------------------

11) Stun: A potent move that daze stuns a slightly larger sized enemies.
Stuns are hard to detect when fooling around with easy juggleable enemies, so
the best enemy to test stun moves are on an enemy like Arachne. Some
conditions apply.

Ex: Zodiac, Crossed Swords, Million Carats (when not knocking back)


-----------------------------------------------------------------------------

12) Crowd Control: Any move that hits more than one enemy with one input
simultaneously. Crowd controlling is very important in DMC3, you WILL be
surrounded by a lot of enemies at once.

Ex: Twister, Volcano, Acid Rain.


-----------------------------------------------------------------------------

13) Just Frame Input: A move that requires a Justly timed input to execute.
Royal Guard is the master of Just Frame inputs, though some other moves do
require Just Frame input as well.

Ex: Just Parry, Rising Dragon,


-----------------------------------------------------------------------------

14) Reboundable: A property of a move that allows it to be effectively
cancelled into an Enemy Rebound technique. Used for expert air combos, this
is a very valuable asset of a move. Most air attacks are Reboundable.

Ex: Revolver, Killer Bee, Helm Breaker.


-----------------------------------------------------------------------------

15) Deflecter: A move designed specifically as a Deflector against certain
projectile attacks in the game done by certain enemies. Used in gaining a
serious advantage in battle over your enemy by completely negating their
attacks or better yet turning their moves against them!

Ex: Windmill, Vortex, Air Play.


-----------------------------------------------------------------------------

16) Projectile: A special move that is travels in a projectile to damage an
enemy outside of close proximity. The brunt of Dante's projectile moves will
come from the firearms (actually, all the FA moves are understood to be
Projectiles) though there are quite a few moves from the MAs that are
projectiles also.

Ex: Air Raid, Zodiac, Drive.


-----------------------------------------------------------------------------

17) Distance Decay/Growth: A moves tendency to either decrease or increase in
power depending on the distance of attack. Some moves will gain momentum from
higher height attacks, others will decrease in power the further the enemy
is.

Ex: Helm Breaker (G), Distortion (D), Crawler (D)


-----------------------------------------------------------------------------

18) Linear: A projectile move travelling in a perfectly linear path,
sometimes going through an enemy and hitting someone behind it. Most linear
attacks will decrease in power with increased distance.

Ex: Crystal, Crawler, Sword Pierce.


-----------------------------------------------------------------------------

19) Invincibility: Any move that will make you completely invincible against
virtually any attack in the game. These moves will give you supreme tactical
advantage in battle, there is nothing sweeter than coming out from an all-
powerful move unscathed and then continuing your attack.

Ex: Ice Age, Gold Just Parry, Air Trick (while Teleporting).


-----------------------------------------------------------------------------

20) Time Flip: A rare property of a move that upon activation causes time to
stop temporarily. A time flip comes with an automatic invulnerability frame,
lasting as long as the time flip.

Ex: Time Lag, Real Impact.


-----------------------------------------------------------------------------

21) Lunge/Dash: A move that upon activation causes Dante to dash or lunge
forward. Use as a way to close in on enemies that are knocked very far back
and come in with extra combo oppurtunities.

Ex: Jet Stream, Dash/Star Dash, Reverb Shock.


-----------------------------------------------------------------------------


----------------------
C) Style Move Analysis
----------------------

This section will cover style specific moves for the 4 special styles:
Trickster, Royal Guard, Quicksilver and Doppelganger.

-------------
1) Trickster
-------------

Trickster is considered to be the most defensive style in the game, because
it allows the player to manuever more quickly for safety purposes. However,
TS is used to its maximum potential when used in an offensive manner, that is
zoning in and out of combos while increasing the style meter through deft
movements. Expert TS play relies heavily on Just Evasion and skillful zoning
and movement in combat. Note that TS is made exponentially more useful with
Air Hike, due to TSs
reliance on aerial manueverability.

a) Dash/Double Dash/Triple Dash
Input: O [O x2-3] + Any direction
Description: With a direction input, Dante will Dash in any direction in an
invincible charge. Used as a spiffy alternative to Roll, this Dash gives
Dante some frames of invincibility. You can use this move upto 3 times in a
row for maximum coverage. Prosuse this move as a "zoner" to get around the
enemy with safety, however most top-tier players just prefer to use
the "bunny hop" technique with Star Dash over regular Dashes.
Properties: Invincibility (on first dash), Dash, Multiple inputs.

b) Wall Run/Wall Hike (WR)
Input: Near a wall, O. (UP for VWR, Left/Right for HWR)
Description: Either air borne from the ground, pressing O near the wall
causes Dante to automatically start running up/across the wall (depending on
what direction you press, he will either run horizontally or vertically).
This move has a huge invincibility frame window, and will avoid moves almost
99% of the time. Use this inconjunction with Star Dash and Air Trick for
maximum effectivenes. Doing WR gives free Style points if done with tactical
evasion. Note that one WR can be done during an "air phase", though it can be
done infinitely using appropriate air manuevers (with the help of ER).
Properties: Invincibility.

c) Star Dash (SD)
Input: In the air, O.
Description: A much quicker form of Dash with more frames of invincibility,
this is the defensive manuever that most players prefer to use. Gives great
aerial manueverability and is as defensive as it is offensive. Most players
prefer to do X ~ O so that it appears that Dante is Star Dashing over level
ground, which is very effective since as soon as the SDis over you can
continue your offense on the ground. This limits the end lag of the ground
dashes
Properties: Invincibility, Dash (air).

d) Air Trick
Input: R1+F+O [in the air]
Description: Dante will disappear and reappear slightly above the enemy in
mid-air. A basic form of Teleportation that is very useful for offensive
combat. The Teleport animation makesDante invincible and untouchable, until
he reappears again. The range of the Teleport is limited, so combining it
with Star Dash for maximum coverage is the best approach.
Properties: Invincibility, *Special manuever.

*Automatically moves Dante to the locked-on enemy.

e) Just Evasion (JE) (Tactic)
Description: An expert tactic used by expert TS player where the moves of
TS's are used with "Just Frame" inputs. That means that they will Star
Dash/Dash ONLY when they are are 1 frame away from being killed, using the
same timing as Just Parry from Royal Guard. The tactical advantage for this
is that a JE will give the player extra DT symbols AND an increase in style
guage. An effective TS player can keep the raise the Style Guage to SSStylish
WITHOUT even landing a blow on an attacking enemy. This is what makes TS
extremely useful in Vergil boss fights.


---------------
2) Royal Guard
---------------

A misconception among DMC players is that Royal Guard is a defensive style,
when in actuality it's the most offensive style in the game, which is what
makes it the "best" possible style to use in the game. Virtually everything
in RG requires "Just" timings, and is oriented towards an offensive
advantage. Most RG techniques reward a player with free DT guage replenishes,
style boost and an increase in Rage meter, all of which are geared towards
full-blown offense. Somes moves in RG have multiple levels in themselves for
varying intensities depending on the accuracy of the timings.

a) Block and Charge
Input: Hold O.
Description: For a lack of a better word, this is a newbie tactic. The first
thing you learn in RG 101 is that holding O is the worst thing you can do in
the game. This is a game where you can block attacks using your bare flesh,
you will take block damage, or your guard will be crushed putting you at
insane frame disadvantage or it will be completel yshattered by a very
powerful move and you will take full damage. No seriously RG player will use
this move, it's just here for reference for Semi-omnipotent and Omnipotent
enemy attacks.
Properties: Hold input, Reduces damage.

b) Just Parry/Silver Parry/Gold Parry
Input: :O:
Description: NOW we begin to get into why RG is the best style in the game.
Using precise input, you can completely Parry an enemy attack with absurd
frame advantage. A Just Parry(JP) is always signified with a blue flash,
style raise raise and DT guage increase. This very quick little manuever
gives a player all the advantage he/she needs to turn the tide. JP comes in
two levels, Silver(S) and Gold(G). Silver Parry(SP) is signified by a
faintish blueflash, and decent style/DT increase. A Gold Parry(GP) is
signified by a much larger blue flash and with a great style/DT increase. A
GP's just input requirements are much more strict than a SP, for obvious
reasons. A successful JP always increases your Rage meter (top left-hand
corner, 3 orb guages), which is used to output damage using the Releases. GP
increases Rage more than SP.
Properties: Just input, Invincibility, Deflector.

c) Release and "Perfect" Release (Tactic)
Input: R1+F+O
Description: Using this move, you can unleash the Rage build up from Parrying
enemy attacks. Once you connect with a Release, all the stored energy is
converted into attack energy and the enemy receives damage depending on how
much energy you have stored up. A Release WILL NOT be wasted if you do
Release with no connection, but it will be wasted if you hit something else
that is not your target (i.e. Beowulf's Cage throw). A Perfect Release (PR)
is when you do Release when the enemy is attacking, although not with Just
Frame input. Sometimes it interrupts the enemy's attack and stops it
completely (best if used on Vergil or on most lower level enemies). A PR is
just a manuever that top-tier players use they have no Rage build up, though
for tactical purposes a JP almost always suffices.
Properties: Dash (short).

d) Just Release/Silver/Gold
Input: :R1+F+O:
Description: The offensive powerhouse move of RG. Instead of doing the skimpy
Release animation with a standard Release, Dante rips through the enemy in an
invincible dash and damaging the enemy with at least 1.5x the damage of a
standard Release. This is a Just Input, and you have to perfectly time it
with an enemy's attack, with the same accuracy of a Parry. Just Release is
also separated into 2 levels (S & G). A SR does 1.5x the damage of a Release,
and does a medium length Dash. A GR does 3x the damage of a Release, and does
a long length Dash. Style and DT increases in both levels (varying increase),
and all your Rage meter will be depleted.
Properties: Just Input, Invincibility, Dash(medium to long).

e) Air Parry (A.Parry)
Input: :O: [O]
Description: Dante's ability to JP in the air, however with a significant
advantage over the ground based JP. A. Parry is DEPENDENT on Dante's motion
in the air, depending on his frame advantage in the air, the A. Parry will be
as effective as Dante's motion. You still need to make a Just Input, though
the requirement is so lax due to a big frame window in Dante's falling
animation. This results in a 95% rate of Just Inputs, something that is quite
astonishing. It is very easy to get spoiled by A. Parry's leniency. The
percentage is further increased by Dante's built in jump invicibility frame,
which combined with the invincibility of the Air Parry results in some really
peculiar battle conditions (i.e. Mulitiple A. Parries with only 1 input).
Hold O results in the same situation as B&C, though almost all attacks will
shatter Dante's guard in the air.
Properties: Just Input [Hold Input], Invincibility, Deflecter

f) Air Release
Input: R1+F+O
Description: Almost identical in property with the ground Release, only this
one is doable in the air. It should be noted that Dante (unlike A. Parry)
will stay suspended in mid-air for the duration of this move, so it can be
used as a "ghetto" Gliding technique.
Properties: Dash (short).

g) Air Just Release
Input: :R1+F+O:
Description: Just as potent as the JR, only since this is in the air more
leniency is given for the Just timings. Not as lenient as an A. Parry, but
you will get in Just Inputs more frequently. The same G/S levels apply here
as well.
Properties: Just Input, Invincibility, Dash(medium to long)

h) Ultimate
Input: R1+B+(O)
Description: This move is usually completely ignored in RG's arsenal and is
considered the least useful. A shield is created in front of Dante that
deflects weak moves and converts them into HP. Dante is completely stationary
during this move, and it only deflects weak attacks and projectiles. Most
semi-O and O moves will rip right through it, putting you at serious
disadvangage. Besides, any more from the side or back will be unblockable
anyway. This guide will not cover this move extensively.
Properties: Deflecter, Hold input.

--------------
3) Quicksilver
--------------

Quicksilver comes with a very powerful ability (it's only ability) to slow
down time in relation to your DT symbols. It's simple, upon activation time
will stop until a silverish tint spreads over the screen and then QS slows
down everything EXCEPT Dante. This leads to a plethera of combos never before
possible in DMC3, including follow ups to knockbacks, ground/juggle combos
etc. QS also has other unique properties, like the ability to completely
negate Geryon's very own QS burst. QS is still in the experimental phases,
though the usefulness of this move emerges every day.

a) Time Lag
Input: R1+O
Description: As mentioned above, Dante slows down time momentarily until his
DT runs out. This opens up a world of new possibilities as far as stylish
combos are concerned. Time Lag can alsobe used in a tactical manner,
exploiting enemy weakness even further and prolonging the pain. This is
indeed a powerful manuever, but it comes at the cost of not being able to use
DTE when using Time Lag, at full DT Quicksilver lasts for 10 seconds.
Properties: Time flip.

---------------
4) Doppelganger
---------------

A giant leap in action gaming, Doppelganger allows a second player to enter
the world of DMC3'sinsane combat system! Normally, DG has set commands for a
time release Shadow image of Dante to appear and do moves that mimics Dante's
actions. The Shadow will mimic either instantly, 1 second later, or 2 seconds
later (rough esimate). These time releases are controlled by pressing DT
during Shadow mode (1 sec delay = 1 orb flashing, 2 sec delay = 2 orbs
flashing, no delay = no orbs flashing). However, all of this can be ignored
if a 2nd player puts in his/her controller and presses "Start" on it. The 2nd
player will take full control of the 2nd Shadow images and can play until
Dante's DT runs out. This also opens up a world of tactical battle never
truly tapped in a stand alone action game like this.

a) After-Image/Shadow
Input: R1+O
Description: Dante DTs and splits into 2 forms (1 is a Shadow replica of his
self). The Shadow replica CANNOT weapon switch, but the original form CAN
weapon switch freely. Like previously mentioned, the Shadow is controlled by
time releases based on the orbs flashing. Normally, the Shadow will copy
exactly what player 1 presses on the controller. This lets you do some wicked
combos or just essentially double your power output.
Properties: Double damage, multiple stuns

b) Dual Play (Tactic)
Desription: A 2nd player can press Start on their controller and take control
of the newly formed Shadow image. The Shadow will have the weapons that Dante
had right when he pressed R1+O and none else. This opens up a large variety
of combos never before possible in DMC3. It is noteworthy that the Shadow's
attacks DO NOT raise style, but do damage so player 1 still needs to be very
creative in his/her tactics. Super Dante costume makes this style a 2 player
Co-op mode.


-----------------------------------------------------------------------------


--------------------
D) Weapon Attributes
--------------------


This section will cover the attributes of weapons that help distinguish their
status among other weapons in the game. These are basically outlines on how a
weapon performs THEORETICALLY when compared with others. Since there is no
obvious superior weapon, these comparisons should be taken lightly, since the
best weapon is what the player uses the most effectively.

(All of these attributes take into consideration SM and GS style upgrades)


1) Combo Ability: The ability of a weapon to combine together different moves
into superlative combos with least effort and highest effectiveness.
10 - Best possible combo ability. 1 - Worst possible combo ability.

2) Reach/Range: The reach of a move, how far it hits from a standpoint. Reach
applies to MAs, range applies to FAs. Distancing is a big factor when it
comes to mounting an offense.
10 - Longest reach/range. 1 - Shortest reach/range.

3) Crowd Control: The ability of a weapon to hit multiple enemies with one
hit. Integral part of getting high stylish points and a necessity for
defeating large number of enemies at once.
10 - Best crowd control (lots of enemies hit). 1 - Worst crowd control (hits
one enemy)

4) Speed/Lag: A weapon's overall speed in battle, whether it's high or low.
Speed is a crucial part of DMC3, since the game is extremely fast paced.
Unnecessary lags gets you killed, ridiculously high speed makes you God-like.
10 - Highest possible speed or rate of fire. 1 - Gamebreaking lag.

5) Strength/Power: The raw power output of a weapon, another very important
factor in judging a weapon. Strength is measured in per hit attacks, not time-
based strength.
10 - Maximum power. 1 - Minimum power.

6) Ground manueverability: How a weapon performs WHILE attacking as related
to Dante's manueverability with the weapon itself. This is really more
important for the FAs than the MAs, though it's still a crucial element for
both weapon categories.
10 - Best manueverability. 1 - No manueverability.

7) Swordmaster/Gunslinger upgrades: As compared to the other weapons, how
effective a weapon becomes when attached with SM/GS style as compared to
playing the weapon without the style.
10 - Best possible upgrade. 1 - Hardly any upgrade.

8) Special Abilities: The variety in a weapon's abilities(aside from a
weapon's move list) as far as both offense and defense is concerned.
10 - Lots of special abilities. 1 - No special ability.

9) Devil Trigger enhancements (not applicable to firearms): How much more
effective a MA becomes when enhanced with DT.
10 - Vast enhancement with DT. 1 - Barely noticable enhancement.

10) Aerial offense: The effectiveness of a weapon when airborned, how great
it's offense is when pulling off air combos.
10 - Excellent offense in the air. 1 - Ineffective in the air.


-----------------------------------------------------------------------------


--------------------------------------
E) Weapon Special Moves List Analysis
--------------------------------------

(includes analysis of Swordmaster and Gunslinger moves)
This section will analyze every weapon in the game along with their moves
list. Due to time constraints, I am not going to give point value to attack
power of moves. The weapons will be analyzed through the 10 attribute system
and the moves will be discussed in relationship to their properties.


===============================================================================


1) Rebellion (Reb)

A balanced and most simple to use Devil Arm in the game,
one that is highlighted by versatility and great options. A staple MA among
many players.

Combo Ability: 9
Reach: 9
Crowd Control: 4
Speed/Lag: 8
Strength/Power: 7
Ground manueverability: 10 (best of the MAs due to Stinger and Dance Macabre)
Swordmaster upgrades: 6
Special Abilities: 6 (Drive is a low tier move, though the ability to cancel
Stinger is great)
Devil Trigger enhancements: 3 (only a useless Air Glide feature)
Aerial offense: 8

a) Stinger
Input: R1+F+/\
Description: Dante lunges forward with his Rebellion sword, connecting with a
powerful stab attack and effectively knocking back the enemy in a single
powerful hit. This move can be cancelled into Million Stab CC. Used primarily
as a means to close the gap between an enemy and Dante. Great b&b move that
is truly the signature attack of Reb.
Properties: Single hitting, Lung/Dash, Median, Knockback effect.

b) Hightime
Input: R1+B+/\
Description: A standard juggle starter that can be held for a free rising
animation. Excellent for combos in general, quick and precise. Best air combo
starter in Reb's aresnal.
Properties: Single hitting, Launcher.

c) Rising Hightime
Input: R1+B+{/\)
Description: Dante rises after doing Hightime for instant air combo
opportunities. Fairly fast and decent vertical coverage.
Properties: Single hitting, Rising launcher.

d) Million Stab
Input#1: R1+F+/\ ~> /\...
Input#2: /\, P1 ~> /\...
Description: Either after a Combo String II or after a Stinger hit, doing a
C3 (crazy combo cancel) allows Dante to pull off lots of instantaneous stabs
at once. Great reach though low coverage on the sides and variable hit rate.
Initial stabs will deplete until 1 pixel of life then a solid hit has to
connect to finish off the enemy. Last hit has a special property.
Properties: Multi hitting, Crazy combo, Knockback (last hit).

e) Helm Breaker
Input: In the air, /\
Description: Dante comes down to the earth with a powerful vertical slashing.
Great combo finisher and also a good anti-ground move. Does extra damage with
more height up to a certain limit. This move is reboundable.
Properties: Single hitting, Knockdown, Distance growth, Reboundable.

f) Combo String I
Input: /\ x3
Description: A simple 3 hit slash ending with a nice knockback slash. The
recovery after the first 2 slashes has great frame advantage and most players
prefer to cancel after it for most effective flow in combos.
Properties: Multi hitting, Knockback (last hit), Delayable (time release not
hold).

g) Combo String II
Input: /\, P1, /\,/\
Description: A variation of the previous string that pauses after the first
slash and ends with two great coverage horizontal slashes. This move is Reb's
top crowd clearing move, yields great style and serves as a median for
Million Stab. Great frames after the 2nd slash.
Properties: Multi hitting, Knockback (last hit), Delayable (time release not
hold), Median.

h) Drive
Input: {/\}, }/\{
Description: A bufferable technique that allows Dante to charge up his sword
and release a fairly powerful linear blast. This move is extremely underused
due to it's ridiculous charge up time and the lack of decent reward from
execution. Also, the attack path is very linear and Dante is stationary for
the continuation of the move (but can jump out after release). This move has
lots of properties that make it some what useful, along with the fact that it
does good damage, hits multiple enemies and raises style enormously.
Properties: Singe hitting, Launcher, Linear, Bufferable, Distance Decay,
Crowd control (linear).

i) Air Hike
Input: In the air, X.
Description: A move available for Reb, Beo and A&R that allows Dante to jump
in mid-air. This move is probably the most versatile move in the game,
allowing Dante the flexibility he needs to manuever properly in the air.
Properties: Invincibility (only with Just timings)

j) Swordmaster - Reb receives a decent upgrade on SM style, though nothing it
receives is too powerful that it makes Reb's basic strategy flourish (unlike
with other MAs)

I) Pop Shredder (both versions)
Input: O [O...]
Description: Dante spins Reb vertically and launches the enemy in the air,
and then with additional O inputs, Dante can continue to spin the sword to
keep the enemy suspended in front of him. A move used a lot against both
medium-sized and juggleable enemies due to its simplicity yet great
flexibility. Great transitional move since it can cancel easily to and from
moves.
Properties: Single hitting (first hit), Multi hitting (2nd phase), Launcher
(first hit)


II) Aerial Rave
Input: In the air, O x 4
Description: While in the air, Dante swings his sword horizontal for a great
air combo. Used a lot for it's simple air attacks, though it can be cancelled
at anytime for some really unique air combos. The sky is the limit with this
move when equipped with other similar SM or aerial moves.
Properties: Multi hitting, Reboundable, Knockback (last hit).

III) Sword Pierce (SP)
Input: R1+F+O
Description: Dante tosses Reb like a projectile and effectively impaling it
in the enemy for free drain damage. The enemy will continue to lose life when
being impaled by the sword. A great long ranged move, but used as a support
move for other MAs. If weapon isn't switched, then Dante will pull off moves
with his legs.
Properties: Single hitting, Projectile, Knockback, *Special drain damage

IV) Thrust Kick/Flying Kick
Input: During SP, /\ [in the air [/\]
Description: Dante will do a forward thrust kick when on ground and a flying
kick when in the air when pressing /\ after he tosses his sword. These moves
are generally very weak and do not amount to anything other than serving as
an offensive mechanism for Dante when he unarmed.
Properties: Singe hitting, Knockback (Thrust Kick), Reboundable (Flying
Kick), Knockdown
(Flying Kick), Distance Growth (Flying Kick).

V)  Dance Macabre
Input: R1+B+Ox7
Description: Dante will Dash towards the enemy and deliver some 0 lag slashes
in rapid successions. Keep pressing the O, and Dante will go into Million
Stab without any need to cancel (completely automatic). All the hits have the
same properties, they keep the enemy in a regular hit stun. Enormous style
increase per hit.
Properties: Multi hitting, Dash, Median.

VI) Crazy Dance
Input: R1+B+Ox7 ~> O...
Description: Dante will impale Reb into the ground and use the hilt is a
pivoting point from where he continues to violently spin around on, using his
legs to kick the enemy. A stylish looking move that hits enemies in a 360
degree arc and raises style exponentially. Last hit delivers decent damage.
This and the previous move have to be used very sparingly since there is very
low room to cancel into other moves with, and Dante is stationary in relative
movement when in this move.
Properties: Multi hitting, Median, Knockback, Crowd Control, Knockback (last
hit).



==========================================================================



2) Cerberus

A weapon that is designed for fast, close ranged combat and
used to string together a lot of hits in successions. Multi-hitting is the
theme of this triple nunchuks, 90% of its movelist is used to continue an
onslaught of combo strings.


Combo Ability: 9
Reach: 6
Crowd Control: 8
Speed/Lag: 9
Strength/Power: 7
Ground manueverability: 7
Swordmaster upgrades: 9
Special Abilities: 2 (Windmill is decent)
Devil Trigger enhancements: 7
Aerial offense: 6

a)Revolver Lv.1/2
Input: R1+F+/\
Description: Dante jumps forward in a rolling form swinging Cerberus by it's
middle hoop, it hits several times before finishing with a final blow that
knocks back the enemy. One of the most tactical moves in the game as you can
enemy rebound out of the attack, allowing devastating combos to be produced.
Level 2 increases Revolutions. The rebound feature on this move allows great
combo oppurtunities.
Properties: Multi-hitting, Knockback effect(last hit only), Reboundable

b)Windmill
Input: R1+B+/\
Description: Dante spins the Nunchuks around his wrist deflecting & defending
him from most frontal attacks, though useful, this move is extremely weak. It
can be increased with CC input & an extremely defensive move. Also used to
extend combos with lengthy hits.
Properties: Mult-hitting, Deflector.

c) Satellite
Input: /\, /\, P1, /\~> /\...
Description: After Cerberus Combo 2, the windmill cancels & Dante Spins the
Chuks around his body hitting in all directions & causing a lot of damage,
further damage can be caused by trapping an enemy against a wall, that way
they will take every spin that hits them.
Properties: Multi-hitting, Knockback, Crowd Control, Crazy Combo

d) Swing
Input: /\ (in air)
Description: probably the quickest air attack in the game, Dante jumps up &
spins revolver style in the air, effectively whipping the enemy, easily
cancelable & very powerful for a move that just stuns the enemy. Can be used
multiple times in a row through ER cancelling and double cancelling.
Properties: Single hit, stun, rebound-able.

e) Combo String I
Input: /\x5
Description: Dante spins the Chuks around hid body, specifically aiming in
front & behind him, the last few strikes of the combo strongly stun the enemy
pushing them back, then the final blow totally knocks back the enemy, A very
good basic combo but slightly difficult to cancel in to other attacks
fluently.
Properties: Multi-hitting, Crowd Control, Knock-back.

f) Combo String II
Input: /\, /\, P1, /\, /\
Description: After the first 2 initial hit, Dante spins the chuks while
spinning around giving 360 Crowd Control, then finishes with a Windmill, the
windmill can not be increase but it can be cancelled in to the move below.
Properties: Stun, Multi hitting, Crowd Control, Median, Deflecter (last hit
only).


g) Swordmaster- The MA that receives the most crucial upgrade from SM, Cerb
truly becomes a weapon of mass destruction with SM. Gaining enormous crowd
clearing potential and some really devastating attacks, the strategy for
Cerb's simple stringing of moves get upgraded to total
annhialator.

I) Flicker
Input: O
Description: Dante spins the Cerberus around his entire body in true nunchuka
fashion. This has enormous crowd control as well as being a crazy combo, it
can be used (cancelable) in the air. Though it is very weak, it's excellent
crowd control should not be neglected
Properties: Multi-hitting, Reboundable, Crowd Control

II) Air Flicker

III) Crystal
Input: R1+F+O
Description: an extremely useful move for damaging all enemies in front of
you while knocking them in the air, this move is the median to an extremely
powerful move. It has medium crowd control & good distance to all enemies in
front of Dante, one of the most useful moves in the game
Properties: Multi-hitting, Launcher, Linear, Median

IV) Million Carats
Input: R1+F+O~>O... (CC during Crystal)
Description: Dante Slams the chuks in to the groundencasing him in ice shards
& severely damaging all enemies around you, this move has enormous crowd
control & damage, while keeping Dante moderately safe from most attacks due
to it's knockback effect
Properties: Single hitting, Crowd Control, Knockback effect

V) Ice Age
Input: R1+B+O
Description: Another extremely useful move in Dantes arsenal, this move makes
Dante totally invulnerable to nearly every attack. It causes moderate to
minimal damage & the enemy must be launched or on the floor for all hits to
connect, extremely useful for avoiding that "powerful" attack that is
difficult to dodge. It's only minor is the lag before & after the attack
Properties: Multi-hitting, Stun, Invincibility, Crowd Control



===============================================================================



3) Agni and Rudra

A fairly balanced weapon on all fronts, A&R is a good
weapon. Usually underused due to its lag on certain combo strings, but thanks
to its balanced stats it works out well for A&R. Great when used with both RG
and SM, A&R specializes in crowd clearing techniques with some exquisite
combos.

Combo Ability: 8
Reach: 7
Crowd Control: 9
Speed/Lag: 4 (very laggy weapon)
Strength/Power: 7
Ground manueverability: 7
Swordmaster upgrades: 9
Special Abilities: 8 (Jet Stream is unique, Air Hike, 3 strings)
Devil Trigger enhancements: 8 (power and defense increase, as well as
elemental upgrade)
Aerial offense: 9

a) Jet Stream Lv. 1-3
Input R1+F+/\ [(/\)]
Desription: Dante lunges forward towards the enemy with blinding speed then
unleashes a barrage of predetermined attacks to slaughter the enemy in front
of him, this can cause enormous damage, comes out very quickly & one of the
best moves to get up close to an enemy at long distance. If the enemy gets
hit by the first attack it will get hit by all following attacks, that said,
if the first strike misses, all other strikes will miss most of the time.
Properties: Multi-hitting, Stun (first few hits), Knockback (last hit only),
Lunge.

b) Whirlwind
Input: R1+B+/\
Description: Dante connects both swords while spinning them, vertically up.
It actually has reasonable Crowd Control for a basic launcher move, if
raising with the attack Dante will finish the move off with a final attack in
the air.
Properties: Single-hitting, Launcher.

c) Rising Whirlwind
Input: R1+B+(/\)
Description: Dante connects both swords while spinning them, vertically up
and then rises up while spinning the swing a quick rising animation.
Excellent for combo set ups in the air, on the same tier as Hightime as far
as Rising Launchers are concerned.
Properties: Single-hitting, Rising.

d) Million Slash
Input: /\, P1, /\, P1 /\ ~> /\...
Description: This has got to be the best Crazy Combo you can do, hits in all
directions traps enemies, causes huge damage & lacerates everything it
touches. This move can destroy enormous crowds of hells, while keeping you
safe from attacks in all direction, its only flaw is its lagtime of coming
out due to the 2 pauses
Properties: Multi hitting, Knockdown/Stun, Crowd Control, Crazy Combo.

e) Air Cross
Input: /\ (in air)
Description: this move destroys enemies, in air or on ground, it has
excellent range for an air attack & is great for quickly clearing a crowd of
enemies in no time. It knock enemies back, sending them miles away if done in
the air.
Properties: Knock-back, single hit, Rebound-able

f) Air Hike
Input: In the air, X.
Description: A move available for Reb, Beo and A&R that allows Dante to jump
in mid-air. This move is probably the most versatile move in the game,
allowing Dante the flexibility he needs to manuever properly in the air.
Properties: Invincibility (only with Just timings)

g) Combo I
Input: /\x5
Description: A superb move for new players, Dante swings both swords per
input that hits in nearly all directions. The best move for new players due
to the lack of skill required & power & Crowd Control dealt out, the downside
is that it is reasonably hard to cancel out of. Semi- pro players will find
it awkward, slow & sluggish.
Properties: Multi-hitting, Crowd Control, Knockback.

h) Combo II
Input: /\, P1, /\ /\
Description: A very good combo for canceling, it has no knock-back, just
hefty damage to the enemy in front of you, great for combining with Jet
Stream, & comes out very fast. A move worthy for Agni & Rudra, semi-pros will
find it more useful than the Combo 1 as it is fluent & not sluggish. This
move is used most for its one on one combat affinity.
Properties: Multi-hit, stun

i) Combo III
Input: /\, P1, /\, P1, /\
Description: Whilst not particularly the most powerful or useful move in the
game, it does look extremely cool. Dante does 4 swings with A & R before
shoving his foot down in the enemies throat. This move is also a median to a
combo of greater value. Due to the 2 pauses it takes a while for the full
combo to come out.
Properties: Multi-hitting, stun (slashing hits only), Knock-back (last hit
only), Median.

j) Swordmaster- A hefty upgrade, A&R receives a much needed aerial attack and
a fast hitting ground attack. Along with that, A&R further enhances its crowd
clearing ability with moves like Twister/Tempest for some really nasty spread
damage. Overall, A&R is at its finest when used on SM.

I) Cross Swords
Input: O
Description: Dante pulls both scimitars from his back & creates a huge cross
of fire & wind. This move is extremely powerful, has enormous crowd control &
can be perfect as a combo finisher, though it has a small amount of lag so
you must be careful when utilizing it.
Properties: Single hit, Crowd Control, Knockback

II) Sky Dance
Input: In the air Ox3
Description: Dante Slices with both Sword for each of the first two inputs,
on the final O Dante Salms the enemy down to the floor then trails them in s
fire wheel fashion hitting them on the floor, this is another tactical move
for infinite air combos, stylish "fire wheel" rebound cancels & also does
exceptional damage to any juggle-able enemy.
Properties: Multi-hitting, Stun, Rebound-able, Knockdown, Knockback

III) Crawler
Input: R1+F+O
Description: Dante slams the swords in to the ground, trailing a streak of
fire in a straight forward motion. Not particularly useful as it does very
little damage unless the enemy is caught & carried in the flame though it
rarely happens, none the less an ok move to hit enemies at a distance.
Properties: Single/Multi-hitting, Projectile, Linear, Stun, Distance Decay

IV) Twister
Input: R1+B+O
Description: One of the best moves in the game, high damage, knocks enemies
in to the air regardless as to whether they are on the ground or not, hits in
all directions & cancelable in to a more devastating attack. The exceptional
quality to this move is it's ability to knock enemies that are already in the
air, further & further. Twister reaches as high as the enemy can go & you can
kill them with this move alone quickly, it's only downside is it's lack of
range.....the enemies must be very close to you
Properties: Single hitting, Launcher, Crowd Control, Median

V) Tempest
Input: R1+B+O~>O... (CC during Twister)
Description: this move is a follow up to the launch effect of Twister. Dante
jumps in to the air Twirling his swords like propellers lacerating any enemy
it hits. The range isn't as large as the animation would have you believe,
enemy falling towards Dante will take enormous damage & any enemy below Dante
will take high damage, the advantage with this move is, during the final
stages you are in the air keeping you safe from any imminent attack below
you. Properties: Single hitting, Rising, Crowd Control, Crazy Combo, Distance
Decay(?).



===========================================================================


4) Nevan

The weapon deemed for the "professionals" due to its eccentric way
of play. Nevan is arguable the "best" weapon in the game, though it's also
the most difficult to manipulate. Is equipped with many options and is the
best crowd clearer in the game.

Combo Ability: 9
Reach: 10 (a MA with built in projectiles)
Crowd Control: 10 (best CC in the game. Period)
Speed/Lag: 10 (insanely fast per hit)
Strength/Power: 1 (very weak per hit)
Ground manouverability: 6 (only because of Reverb Shock)
Swordmaster upgrades: 7
Special Abilities: 10 (most multi-faceted weapon in the game)
Devil Trigger enhancements: 7 (health regeneration and Air Raid)
Aerial offense: 7 (slow in the air but still decent)

a) Reverb Shock
Input: R1+F+/\
Description: A gliding lunch with Nevan, that upon contact launches an enemy
up and instantly summons bats WHILE gliding. A great overall move, and the
summoned bats offer a protective layering for incoming attacks, perfect for
Deflection. Unlike most launchers, this one launches a lot of enemies at
once, and is an excellent crowd controller.
Properties: Single hitting (first hit), Multi hitting (every other successive
hit), Lunge, Launcher, Projectiles (after first hit), Crowd Control,
Deflecter.

b) Bat Rift
Input: R1+B+/\ ([/\])
Description: The standard juggle starter with Nevan, not that much more
effective than Hightime but has a nifty ability to summon bats after the
launcher to further suspend the enemy in mid-air. The bats form a semi-shield
around Dante when summoned, and the intensity can be manually controlled.
Properties: Single hitting (first hit), Multi hitting (every other successive
hit), Delayable, Launcher, Projectiles (after first hit), Deflecter.

c) Jam Session
Input: U/F+/\ ~> /\...
Description: The b&b move of Nevan that is the ultimate crowd clearer. Dante
summons a large number of bats that damage anything within a certain radial
distance around Dante. Absurd style increase and decent power, with quick
cancelling ability makes this move very deadly. The last hit clears the crowd
for extra damage and style spike. Further enhanced by G-cancelling.
Properties: Multi hitting, Crazy combo, Knockback (last hit), Projectile,
Crowd Control(heavy), Deflecter

d) Air Raid(AR)/Thunderbolt
Input: In the air, R1+X. []... *MUST BE IN DT MODE*
Description: When in DT mode, the player can start to fly in the air and pull
off a few decent moves. This is called "Air Raid", and after it the player
can press [] to shoot out bolts of electricity. Weaker than its DMC1
counterpart, but keeps Dante safe at a distance for free damage. Decent range
and follows the properties of most standard projectiles.
Properties: Multi hitting, Projectile, Distance Decay(?), Stun.

e) Vortex
Input: During AR, /\... *MUST BE IN DT MODE*
Description: Dante charges towards the enemy while spinning in a vortex of
electricity. Again, not as powerful as its DMC1 counterpart, but it is a
great move to deflect attacks with. It DOES not afford Dante any window of
invincibility, contrary to popular belief. The spins come out in short bursts.
Properties: Multi hitting, Dash, Crowd Control, Stun, Deflecter.

f) Tune Up/ Combo I/Volume Up (passive ability)
Input: /\... [(/\)]
Description: The standard attack of Nevan when Dante summons a group of bats
and launches at the enemy quickly. This move can be held down for extra bats
and extra potency. Before using the Nevan combo strings, the player must go
into Tune Up mode, which is easily accessed by pressing /\ in any way
possible. When doing a standard Tune Up transition, Dante will move the
guitar in front of him, the transition actual does slight damage to an enemy
in its path (good for getting off weaker enemies away from you for a second).
Volume Up is a passive upgrade applying to all Nevan attacks, making them
come out faster and stronger. Pretty self-explanatory.
Properties: Multi/single hitting (depends upon input), Projectile, Delayable,
Crowd Control.

g) Combo II
Input: U/F+/\ [(/\)]
Description: Dante rears his head back and summons bats at a very rapid rate,
and sends them out. The command can be held for the summoning of a large
group of bats. This move is really used for its median affinity into Jam
Session.
Properties: Multi hitting, Projectile, Delayable, Median, Crowd Control.


h) Combo III
Input: B+/\ [(/\)]
Description: Dante strikes a powerful chord on Nevan and causes a massive
shockwave to come out which covers Dante in a 360 degree arc. Very powerful
crowd clearing move, and can be delayed for an even more powerful outburst.
The knockback effect is substantial as well.
Properties: Single hitting, Crowd Control (heavy), Projectile, Delayable,
Knockback.


i) Air Play/Bat Summoning
Input: In the air, /\ [(/\)]
Description: An aerial technique that allows Dante to summon in the air and
even glide in the air. The player when slowly fall when holding down /\, but
once released gives lots of air time. The bats summoned are numerous, and
create a near perfect shield in front of Dante from incoming projectiles
(most importantly, Enigma arrows). Also does decent damage as an air attack,
and has ok range.
Properties: Multi hitting, Reboundable, Projectiles, Delayable, Crowd
Control, Deflecter.

j) Swordmaster- Nevan becomes a close encounter beast with its SM upgrades.
The moves it receives are all extremely powerful, as opposed to its universal
attack, which although fast, are fairly weak by themselves. Great overall
upgrade.

I) Scythe Slash
Input: O x2
Description: A two hit slash with the Scythe part of Nevan that does adequate
damage to the enemy. The attack is slow, due to the weight of the Scythe, but
the lag can be diverted through AWS (advanced weapon swapping). Not much to
discuss, fairly standard hit properties.
Properties: Multi hitting (2 hits), Partial Stun.

II) Air Slash
Input: In the air, O x2
Description: The b&b aerial attack move of Nevan, this one is a a lot
stronger that its land version. Both attacks will knockback an enemy and will
do massive damage to any enemy powerful enough to withstand the first attack.
A great move and when coupled with other aerial attacks makes a deadly force.
Beowulf's eye ball will never be the same!
Properties: Multi hitting (2 hits), Reboundable, Knockback.

III) Feedback
Input: R1+F+O
Description: A 360 degree spin with the scythe with adequate crowd control
and decent speed and power. Good move, quick and easy to use. By wary that
Dante is stationary during this move.
Properties: Multi hitting, Crowd Control, Median, Partial Stun(last hit).

IV) Crazy Roll
Input: R1+F+O ~> O...
Description: A much more powerful version of the Feedback, this C3 covers
Dante in a wider arc, spins faster, does much more damage, raises style even
further and knockback all the enemies with the final hit. Easily one of the
best moves in the game, and also one of the most abused. Great overall move
for pros and newcomers alike. Very powerful crowd controlling move.
Properties: Multi hitting, Crowd Control (heavy), Crazy Combo, Knockback.

V) Distortion
Input: R1+B+O [(O)]
Description: A very technical move that requires precision and timing to pull
off correctly (not Just timing, reasoned battle positioning and awareness).
This move can be delayed for a much more devastating blast, but in any case
this move has severe lag on it. At close range, it is one of the most
powerful moves in the game but the further away the enemy, the less damage it
does. Still a good move that has to be used sparingly.
Properties: Multi hitting, Delayable, Projectile, Linear, Distance Decay,
Partial Stun.



========================================================================


5) Beowulf

The most powerful single hitting weapon in the game, but also the
one with the worst speed and crowd control. Even so, Beo has more than enough
options to put a group of demons at rest. Beowulf shines at RG, taking
advantage of G-cancelling to get around its lag
and in SM it gets one of the most powerful moves in the game.

Combo Ability: 7
Reach: 3
Crowd Control: 6
Speed/Lag: 4
Strength/Power: 10
Ground manueverability: 8
Swordmaster upgrades: 9 (Real Impact)
Special Abilities: 8 (Delayable hits, Killer Bee, Air hike)
Devil Trigger enhancements: 7 (Defense upgrade is large)
Aerial offense: 8 (Killer Bee and Hammer)

a) Straight Lv. 1/2
Input: R1+F+/\ [(/\)]
Description: Dante reels his arm back & prepares for a lunge forward smashing
in to the enemy, this move causes heavy damage & while considerable speed for
a Beowulf attack, it can be delayed to make the damage more intense. Level 2
increases Speed & power making this move extremely versatile
Properties: Single hitting, delay-able, Lunge, Knockback

b) Beast Uppercut
Input: R1+B+/\ [(/\)]
Description: Dante again reels back preparing for the uppercut, it has heavy
damage but delaying the attack will not increase the damage of this attack
only the damage of the move that follows
Properties: Single hitting, Delay-able, Launcher

c) Rising Dragon
Rising Dragon (aka Rising uppercut or "shoryuken")
Input: R1 + B + /\, /\ [(/\)]
Descrition: This cancels the final animation allowing you to raise with the
enemy, depending on how long you delayed "Beast Uppercut" depends on the
damage of this move. It has 3 levels of power, though every strike of this
attack is a launcher. (including the strikes in the air)

Level 1- Next to no extra damage, you will merely raise with the enemy
Level 2- Good extra damage, you will raise with the enemy spinning, hitting
them multiple times & knocking them further in to the air. (Half way charge)
Level 3- A fully charged "Rising Dragon" is one of the most powerful moves in
the game & worthy of it's title, you will knock the enemy in the air &
continue to deal heavy damage to them while raising them to an extreme height

Properties: Single/Multi-hitting, Rising Launcher, Delay-able.

d) Hyper Fist
Input: /\, /\, P1, /\~> /\...
Description: Dante drops his leg & comes out flying with an enormous barrage
of punches, it's downside is its lack of Crowd Control. Its upsides are
brilliant, the strongest of all Combo canceled Crazy Combos, great for
destroying a single enemy as well.
Properties: Stun, Multi-hit, knockback, Crazy Combo

e) Killer Bee
Input: /\ (in air)
Description: Dante pauses for a brief moment in the air then comes crashing
down on top of the targeted enemy, another highly tactical move that can be
easily rebounded & very very powerful. Great for closing the distance on an
enemy while taking a hefty chunk of there health away.
Properties: Single-hit, Stun, Reboundable.

f) Tame (passive ability)
Input: (/\)
Description:
Properties: Delay-able

g) Air Hike
Input: In the air, X.
Description: A move available for Reb, Beo and A&R that allows Dante to jump
in mid-air. This move is probably the most versatile move in the game,
allowing Dante the flexibility he needs to manuever properly in the air.
Properties: Invincibility (only with Just timings)

h) Combo I
Input: /\x3 [(/\)]
Description: Though it isn't anything to cool to look ay, it certainly gets
the job done when it comes to annihilation, the first 2 hits stun the enemy &
the final hit launches it in the air, giving enormous potential for further
combos.
Properties: Multi-hitting, Launcher(last hit), Delay-able.

i) Combo II
Input: /\, /\, P1, /\, /\ [(/\)]
Descrition: After the 2 initial strikes Dante cocks his leg up preparing a
barrage of kicks followed by a heel drop slamming the enemy face first in to
the ground. Great for keeping a single enemy firmly near you whilst battering
them.
Properties: Multi-hitting, Delay-able, Knockdown, Median

j) Swordmaster- An adequate upgrade, though most players will concentrate
almost only on Hammer and Real Impact. These two moves are some of the best
moves in the game, though the rest of Beo's SM skills need work (they are
good for light crowd clearing but are near useless against the more powerful
enemies in the game). A worthy upgrade that highlights Beo's reliance on
powerful one hitters (though Tornado in itself is the most powerful CC in the
game).

I) Zodiac
Input: O
Description: As Dante pulls his fist back light starts to emanate from it,
once released A ball of light is released to about the range of a level 2
straight. It doesn't cause to much damage even when charged, has a lot of lag
& has a small distance covered considering it is a projectile, not a
particularly useful move.
Properties: Single hitting, Projectile, Knockback, Delay-able, Distance Decay

II) Hammer
Input: O (in air)
Description: Dante clasps both hands together & smashes whatever you hit to
the floor. It's range is terrible admittedly but what this move lacks in
range it makes up for in speed & power. In fact this is the single most
powerful air attack throughout all the weapons in DMC3 if comparing through
single hits.
Properties: Single hit, Knock-down, Reboundable

III)Volcano
Input: R1+F+O [in the air R1+F+O]
Description: This is truly Beowulf's crowd control problems eliminated. Can
be used in air (No lag) or on ground (charge-able) clears a good distance in
all directions & causes a lot of damage. The damage increases greatly when it
charged.......In fact on a full charge this will kill Hell prides in one hit,
an astronomically powerful move that should never be neglected.
Properties: Single hitting, Crowd Control, Delay-able, Knockback

IV) Real Impact
Input: R1+B+O
Description: Dante pulls back as if to go for an uppercut & slams in to the
enemy it hits with tremendous force. One of the strongest moves in the game
but also has a hefty lag, if it misses there is also lag after the attack. If
it hits.....Well, that enemy won't be bothering you anymore. Also a median to
another severely powerful move. Whether or not the enemy is DT'd this move
will always lift a juggle-able enemy.
Properties: Rising Launcher, Multi-hitting, Time Flip, Median, Reboundable

V) Tornado
Input: R1+B+O~>O..
Description: After the initial launch & damage of Real Impact, if the enemy
survived he will then have to go through onslaught of spinning kicks, in
total causing the same amount of (if not more) damage as the initial R-
Impact, this move can quickly clear off DT'd enemies with ease.
Properties: Multi-hitting, Rebound-able, Crowd Control, Crazy Combo



========================================================================


6) Ebony and Ivory

Dante's everlasting dual companions, E&I. A pair of
handguns that are the most versatile firearms in the game. This can be
deduced from the number of 10's that are in its attributes! E&I will stay
with the DMC series forever, as it will always be a necessary part of Dante's
arsenal.

Combo Ability: 10 (best for a firearm)
Range: 7
Crowd Control: 1 (hits 1 person)
Speed/Lag: 10 (fastest FA)
Strength/Power: 2 (weak)
Ground manueverability: 10 (most manueverable FA)
Gunslinger upgrades: 7
Special Abilities: 10 (the gun that can do it all)
Aerial offense: 10 (gun with the most aerial potency)

*Note: All Firearm moves are understood to have Projectile property unless
otherwise stated.

a) [RS]Rapid Shot(GS, Passive ability)
Input: After 6th shot, []... rapidly.
Description: A passive ability gained in GS style that allows the player to
fire the E&I in a semi-automatic manner (as in just tapping [] normally
equates to a surprisingly rapid rate of fire) and do extra damage on the
bullets. The RS have an additional stun to weak enemies, due to the extra
power output, and RS always fire at a constant rate.
Properties: Multi-hitting, Stun, *Semi-automatic

b) [CS]Charged Shot(GS)
Input: ([]), []... [{[]},}[]{]
Description: Another ability of GS that allows the player to charge the E&I
bullets in advance for some really powerful discharges, signified by a red
energy. CS can always be buffered into any other command, and that is the
most effecient manner to use this ability. CS can be powered up additionally
by RS for additional damage and semi-automatic rate of fire. Great move to
bring out time to time, it's one of the best way to utilize E&I in higher
level play.
Properties: Multi-hitting, Bufferable, Stun.

c) [FR]Free Ride
Input: Downed opponent, X, Direction+[]...
Description: Dante hops on a Downed opponent, and then slides on them while
shooting in all directions. Most used for to raise some eyebrows from a
spectator, this move has limited strategic value. It raises style by 1 whole
bar, though the damage on other enemies is weak and the enemy that is being
slide upon will take minimal damage. This technique however serves as a great
buffering median, since it lasts for quite some time and the player's move
list is very restricted. During the sliding animation, an enemy will be
pushed aside and will not stop Dante's momentum.
Properties: *Will not work on non-juggleable enemy. Crowd control, Stun,
Multi-hitting.

d) [WS]Wild Stomp(GS)
Input: Downed opponent, ~>[]...
Description: A CC that requires no median to travel through, just approach a
Downed opponent and start hammering away at the [] button. Some viable
strategies have been built around this move, though it is still limited due
to the fact that it will not work on non-juggleable enemies. The most used
tactic with WS is as a buffering median, though a bit tricky since you need
to keep pressing [] to continue the attack. Another tactic is when landing
from an air attack right above the enemy, the player can press [] in the air
a few frames before landing and do what is deemed as a "Just Wild Stomp". As
soon as the player lands, the WS move is initiated without delay, making it a
great follow up after Rainstorm. Due to this moves limited effect on various
enemies, "Just Wild Stomp" will not be discussed any further unless I get
requests for it.
Properties: *Will not work on non-juggleable enemy. Multi-hitting, Crazy
combo, Knockback
(last hit only).

e) Rainstorm(GS)
Input: In the air, O
Description: The b&b style raiser for E&I, Rainstorm allows the player to
safely gain style points as well as do chip damage without much effort. A
good move to throw out in between air combos or during gliding, this move is
fairly versatile and simple to use. It does do a bit of crowd controlling, so
style raise can be further enhanced. Another great median for CS.
Properties: Multi-hitting, Stun, Crowd control, Reboundable, *Semi-automatic.

f) Two-Some Time(GS)
Input: O + Any direction
Description: Another stylish move with E&I, this one allows Dante to shoot in
multiple directions without the aid of any form of lock-on and puts the
player in a stationary position. This move is a great alternative for regular
shooting, and serves a lot of purpose in light combat. It serves as yet
another great median for CS, it can be used alternatively with RS to fire
rapidly towards the front of Dante and with precision it can keep a large
group of normal Hell enemies at bay. The move raises style at an adequate
rate, and with it comes decent chip damage. There is some skill required in
using this move correctly.
Properties: Single-hitting, Stun(heavy), Crowd control (limited = 2)

g) Air shooting
Input: In the air, []
Description: A basic manuever with E&I that allows the player to shoot in the
air. One of the most comboable air techniques in the game, this move allows
Dante to suspend himself AND the enemy in the air for a short time. Excellent
for gliding and using in between air combos for mix up.
Properties: Single-hitting, Reboundable.



========================================================================


7) Shotgun

A fairly useful FA at close range, near useless far away. Only in
GS style does Shotgun really shine, though the might of Artemis completely
overshadows the Shottie. Still, it's a good FA with some decent combo ability
and some really spiffy moves.

Combo Ability: 7
Range: 3
Crowd Control: 7
Speed/Lag: 5
Strength/Power: 9 (Gunstinger)
Ground manueverability: 8 (Gunstinger)
Gunslinger upgrades: 9 (Gunstinger)
Special Abilities: 6
Aerial offense: 7 (decent)

a) Fireworks/Rapid Fireworks(GS)
Input: O...
Description: Dante defies the rules of firearm manipulation and twirls the
Shotgun as if it were a nunchuk. The result is that due to the recoiling
animation of the move, the Shotgun fires almost instantaneous shots without
the need to auto-reload. This also results in a great inaccuracy on the
Shotgun, since it is no longer assised by any form of lock-on. Dante fires a
blast forward, back, left and then right and continues in the same pattern
from there. Good crowd clearer, decent damage but like most of Shotgun's
attacks lacks in range.
Properties: Multi-hitting, Crowd control, Knockback, *Semi-automatic.

b) Air Fireworks(GS)
Input: In the air, O
Description: The air version of Fireworks, this one is used mostly for
gliding purposes than a way to combo the enemy in the air. It is very
inaccurate and should be used very sparingly.
Properties: Multi-hitting, Crowd control, Knockback, Reboundable, *Semi-
automatic.

c) Charged Shots(GS)
Input: ([]), []... [{[]},}[]{]
Description: In essence, similar to CS of E&I but only fires off at most 3
CSs. More power and more coverage, a move to be buffered in with Shotgun's
other GS exclusive moves. Utililize this move with the "Rapid Shotgun fire"
technique (it's basically where you shoot once on the groundthen hop up and
shoot, then Air Hike and shoot and then shoot while falling down for 4 quick
shots without delay) for maximum effectiveness.
Properties: Single-hitting, Bufferable, Crowd control, Knockback.

d) Gunstinger(GS)
Input: R1+F+O
Description: Now we get down to why Shotgun kicks ass in GS style. This move
is THE b&b move of not only Shotgun, but the entire style. At a quick glance,
it just appears to be a Stinger rip-off move with a Shotgun Charged Shot
attached at the end. The lunge is shorter however the power output is
ridiculously high (a bit too much actually, more than a Straight hit) and has
decent crowd controlling ability. It serves as a median for the next move.
Quick and powerful, use it and abuse it, especially against bosses.
Properties: Single-hitting, Lunge, Median, Crowd control, Knockback.

e) Point Blank(GS)
Input: R1+F+O~>Ox3 (Maximum 5 extra shots depending on style) Description:
Another good move, however not really as good as Gunstinger. Dante stops
during the blast of Gunstinger, and follows it up with up to 5 NO DELAY
charge shot blasts with the Shotgun. The rate of fire as well as the added
power equals more overall damage on the attack For additional pain, buffer in
an actual CS input with the Point Blank and then proceed to do "Rapid Shotgun
fire" for a flury of red energy!
Properties: Knockback effect, Multi-hitting, Stun, Crowd control, Crazy Combo.

f) Air shooting
Input: In the air, []
Description: A simple shot in the air that gives decent gliding advantage and
knockback effect.
Good air combo finisher, but there are better. Good to throw in between
combos once in a while
for added variety, though the range it still poor and for some reason
grounded opponents even
at close range are sometimes unaffected by the knockback.
Properties: Single-hitting, Knockback, Crowd control.



========================================================================


8) Artemis

At first glance, most players deem this weapon useless, and they
are partly correct. Artemis is USELESS without its GS upgrades, there is no
denying this. However, that fact is excused because Artemis on GS is one of
the best weapons in the game (rivaling that of even the more powerful MAs).
Artemis on GS is a killing machine, thanks to Multilock.

Combo Ability: 10 (Multilock + Sphere)
Range: 8
Crowd Control: 8 (good)
Speed/Lag: 8
Strength/Power: 9 (Mulilock)
Ground manueverability: 7
Gunslinger upgrades: 10 (perfect upgrade)
Special Abilities: 10 (Mulilock, Dispersion shot, Sphere)
Aerial offense: 9 (Multilock in air)

a) Dispersion Shot
Input: (R1+[]), release [] [{R1+[]}, }[]{]
Description: An underrated move that when used properly could give some
tactical advantage. This move is universal for Artemis, allowing it to attack
multiple enemies at once depending on how long the charge is held. Problem is
that the enemies will receive a very minor hit, but it keeps them back long
enough for a second wave. Mostly used for crowd clearing lighter enemies like
Bloodgoyles and Arkham's Legions. Great when used in conjunction with other
crowd clearing style moves like with SM and Nevan. Not even near the level of
use of Mulilock. Can be used in the air.
Properties: Single/Multi-hitting, Stun, Crowd control, Bufferable, Homing.

b) Multilock(GS)
Input: (R1+O), release O [{R1+O}, }O{]
Description: The b&b move of not only Artemis but of GS in general. No high-
level GS player should go on without at least giving this move a twirl. This
move allows the player to charge up a large group of lasers and release it on
the enemy. Normally this takes some time, but this move is bufferable with
all techniques in the game so charging it is no sweat. The lasers do great
damage, they Home-in perfectly and raise style greatly without decay. Truly
an exceptional move, one that warrants a complete change in the control
layout just so you can easily hold both R1 and the style button at the same
time. Proved to be even more effective when used in air combos, since this
move is easily accessed in the air as well for additional versatility.
Properties: Multi-hitting, Stun, Bufferable, Homing.

c) Sphere(GS)
Input: R1+F+O
Description: A quick burst of energy in front of Dante in sphere-like
projection. Just by one input, lots of hits are discharged. Very quick, and
due to its multi-hitting property it hits a DTed enemy out of an attack 9/10
times. Great for comboing at close ranged, even better when used after
Multilock. Another great style raiser as well and a very good cancelling
tool.
Properties: Multi-hitting, Median, Crowd control(?), Stun.

d) Acid Rain(GS)
Input: R1+F+O~>O...
Description: Another underrated move, one that is used sparingly since Dante
is very vulnerable during this move. After cancelling Sphere, Dante shoots
bolts of energy straight to the sky and lets them fall to the ground in rapid
succession as rather small bits of energy. The damage on these small bits as
VERY high, and when a lot of them hit a target at once they do tons of
damage. Problem is that the pattern on this move is hard to discern, so most
of the time you will have to rely on Lady Luck. To maximize this move, use it
against large sized bosses so that most of the laser beams actually hit for
stacked damage. Takes out a crowd of enemies very easily if the success rate
is high, if not then you might be up for a wake up call!
Properties: Multi-hitting, Crowd control, Crazy Combo.

e) Free Ride
Input: Downed opponent, X, ([]) or (O), then release
Description: Similar to the E&I version, only Dante will use the sliding
animation to charge up the beams for either a Dispersion Shot or a Multilock
(9/10, players prefer Mulitilock since the shots will be fired on the fallen
enemy and will result in additional combo oppurtunities). Great for most
stylish combos, extensively used when dealing with juggleable enemies.
Properties: *Will not work on non-juggleable enemy. Homing, Stun, Multi-
hitting.

f) Air shooting
Input: In the air, [] or O
Description: Used extensively when dealing with Multilock, this allows the
player maximum safetly and more air combo oppurtunities. When used on a
grounded opponent, most player prefer to follow up with a move like Killer
Bee/Helm Breaker to continue the onslaught while the enemy is being assailed
by an endless number of purple lasers. Multilock also does a great job of
suspending an enemy in mid-air.
Properties: Single/Multi-hitting, Stun, Homing (if using Multilock or
Dispersion Shot).



=======================================================================


9) Spiral

Spiral is the longest ranged weapon in the game, has some good
uses not in GS but in RG as well. Does decent damage and has decent power,
but suffers in manueverability due to its heavy weight. Still an excellent
FA, with adequate GS upgrades.

Combo Ability: 4
Range: 10 (highest in the game)
Crowd Control: 8 (great with GS upgrades)
Speed/Lag: 2-9 (depends on weapon swapping/style)
Strength/Power: 9
Ground manueverability: 1 (none)
Gunslinger upgrades: 8
Special Abilities: 7 (deflecting shots, excellent with RG)
Aerial offense: 1 (N/A)

a) G-canceling Spiral (RG)
Input: [] > O > []
Description: A technique used extensively when dealing with long ranged
situations. Normally, a Spiral standard shot is very laggy and has a large
recoil. When cancelled with the animation of the Guard from RG, the recoil
animation is completely negated. Then the Guard cancel can be cancelled again
with a Spiral shot for a cancelling session that appears as if the Spiral is
shooting without delay almost instantaneously. Every shot will raise style
without decay (a bit less than 1/2 a bar), and that's why it is abused so
often, especially against bosses. A tactic worthy of making the list here.
Properties: Single-hitting, Knockback *Special technique

b) Trickshot(GS)
Input: O
Description: Dante fires a bullet with Spiral towards the sky and lets it
rebound off of a nearby wall and allows it to Home-in on a target without the
aid of any form of lock-on. The first hit is an effective juggler, the other
hits are great for chip damage. Best when used in crowds for extra style
increase. The extra bullets keeps an enemy in stun mode until the volley is
over. A decent move to throw out once in a while.
Properties: Multi-hitting, Homing (after first hit), Crowd control, Stun.

c) Sniper(GS)
Input: R1+F+O
Description: An extremely powerful linear travelling bullet that damages
anything in it's path. It has a considerable amount of starting lag (and as
of yet there is no way to circumvent it) but the reward is still good. Best
when used against a stationary enemy like Enigma and allow it get knocked
back for easy pickings. The bullet always travel through the enemy and can
hit enemies behind it as well for great linear damage.
Properties: Single-hitting, Knockback, Linear, Crowd control, Median.

d) Ricochet(GS)
Input: R1+F+O~>O...
Description: Dante purposely deflects the Sniper bullet and allows it to gain
momentum from additional hits (ignoring the laws of physics completely!).
Excellent when used in a corner against tightly grouped enemies, the damage
is quite suprising and so is the style upgrade. This move should still be
used sparingly, due to the lag that is associated with Sniper. Much more
effective than Trickshot since the bullets are more potent and more focused.
Properties: Multi-hitting, Stun, Crowd control, Crazy Combo, Homing.



===============================================================================


10) Kalina Ann


One of the best crowd clearers in the game and packs quite a
punch up close. However, KA suffers when fighting enemies from a far
(actually doing nil damage to enemies further than 10 feet from Dante!) and
has some lag in between attacks. In addition, KA's GS upgrade are poor, they
are quite disappointing. Nevertheless, it is actually a very excellent weapon
because its regular shots at close range are overwhelmingly powerful, which
assists with the MAs in SM style. The focus of KA seems to be bringing down
fodder enemies to their knees.

Combo Ability: 3
Range: 1 (crappiest in the game)
Crowd Control: 10 (perfect at close range, 1 at far)
Speed/Lag: 7 (not bad for a rocket launcher)
Strength/Power: 10 (at close range, 1 at far)
Ground manueverability: 1 (none)
Gunslinger upgrades: 2 (poor)
Special Abilities: 7 (explosion knockback is excellent)
Aerial offense: 1 (N/A)

a) Hysteric(GS)
Input: O
Description: Dante sets the bladed edge of the rocket launcher down, pinning
the opponent directly in front of the player and releases a large volley of
mini-rockets. The rockets keeps the enemies at bay, but Dante is still
stationary and very vulnerable. The style increase is adequate, and the
damage is decent (although on the low side). A decent move to throw out, but
it comes with some drawbacks.
Properties: *Semi-automatic, Homing, Projectiles, Stun.
**Special technique, instantly Downs an opponent on first hit.
***First hit only will not work on non-juggleable enemy.

Note: A quantifiable use for this otherwise low-tier move is its effeciency
in nullifying Vergil's Phantom Sword formations.

b) Grapple(GS)
Input: R1+F+O
Description: Grapple is unique in the fact that it causes a knockback effect
on a juggle-able enemy towards Dante, this means that after knocking an enemy
away from you can just shove them right back at you.
Properties: Knockback effect towards Dante
*Instantly downs an enemy on contact

c) Explosion
Input: []
Description: KAs regular shot comes with an explosive that clears the room
infront of the player and knocks back the enemies instantly. A move that is
abused a lot, and used over KAsGS moves by a significant margin. This is why
KA works well even when not in GS style. Properties: Crowd clearing,
Knockback.
*This property allows the move to get around the DTEd enemy properties by
knocking them back in less stunt hits.


=========================================================================


----------------------
F) Devil Trigger Guide
----------------------


DT is an essential part of Dante's arsenal, mostly because it's a universal
part of his abilities. You can use it at anytime, and DT enhancements depend
upon the weapon equipped. This section will cover some of the information on
DT that is not readily available


1) Hit Property

The first thing that players notice about the DT is its resilience to enemy
attack. Damage is reduced drastically during in DT mode, and enemy attacks
that cause a Regular hit stun no longer affect Dante in DT mode. Further
more, upon attack instead of receiving full style downgrade, you only get a
partial/half style downgrade. It should be noted that while in DT mode, Dante
can still be knocked back, although Dante can almost NEVER be interrupted
while in a move animation. In addition, Beowulf DT is significantly more
difficult to knockback, and will NEVER be knocked back when not standing
still.


2) Enhancements

I have already discussed how DT makes Dante more resilient to damage, in
addition it increases Dante's power by a substantial margin, increases
Dante's running speed (and in some cases, the attack rate) and allows Dante
to regenerate lost life. These enhancements vary per MA, and a weapon like
Nevan has some DT specific moves. Finally, DT enhances the power of RG by
increasing the overall potency of ANY form of Release.

3) Devil Arm specific power-ups
(due to lack of testing, specific numerical values will not be given yet)

a) Rebellion- Moderate attack/speed/regeneration/defense increase. Ability to
Glide by pressing and holding R1+X.

b) Cerberus- Moderate attack/regeneration/defense increase. Superior running
speed and attack rate.

c) Agni and Rudra- Moderate speed/regeneration increase. Additional attack
power AND defense increase as well as superior elemental affliction.

d) Nevan- Moderate attack/speed/defense increase. Superior regeneration
increase. Ability to fly by pressing R1+X. Can use attack Thunderbolt by
press [] and Vortex by press /\ when in Air Raid mode.

e) Beowulf- Moderate speed/regeneration increase. Additional attack increase
and superior defense increase


4) Sparda Devil Trigger

Sparda DT is a form that is accessed through using one of the three costumes:
LDK costume, DMC1 Dante and DMC1 Coatless Dante. Sparda DT has BALANCED DT
enhancements, meaning even though it doesn't have any superior attributes
over the regular Devil arm enhancement, it gains additional increase in every
stat.

Here's a run down as compared to other Devil Triggers:

Power: More than Reb, Nevan and Cerb. Less than Beo and A&R.
Speed: More than Beo. About the same as the other MAs. Less than Cerb.
Regeneration: More than every MA except Nevan.
Defense: More than Nevan, Cerb and Reb. Less than Beo. About the same as A&R.

Sparda DT is recommended most for players who use Reb as their primary
weapon, as it gives the stock sword slightly more enhancements. In general,
Sparda DT usually tends to be weaker since the increases aren't that much and
more players are better off with the superior increases of the regular DTs.


5) Transformation Flux Discussion

T-flux is one of the most useful abilities in the game, and makes the DT a
valuable asset to Dante's arsenal. You need MORE than 3 symbols to activate
this ability. By holding the DT button, you can "burn" the DT symbols for
stored energy so when you activate your DT, it comes at as a powerful radial
wave. The attack power increases exponentially with every DT symbol you
absorb so more symbols = more damage. The charge can be buffered into ALL
commands in Dante's list, so charging it is very simple. The time it takes to
charge is considerable, so it is recommended you charge in advance if
possible. One release of a T-Flux is substantially more powerful than a Holy
Water item useage, and will kill most normal enemies in one wave. It does
great damage on most bosses as well, and great when coupled with the massive
power of RG. One connection with T-flux yields enormous style increase,
almost instantaneously to SSS if it connects on a group of enemies.



*****************************************************************************


===============================
5) Getting to Know Vergil (SE)
===============================


----------------------------------
A) The Arsenal and "Bag O' Tricks"
----------------------------------

------------------------------
B) Style Analysis: Dark Slayer
------------------------------

------------------------------------
C) Weapon Special Move List Analysis
------------------------------------

(Look at above section for weapon attributes)


1) Yamato

a) Combo I
b) Upperslash
c) Downward Slash
d) Rapid Slash
e) Aerial Slash
f) Judgement Cut


2) Force Edge

a) Combo I
b) Stinger
c) Hightime
d) Helm Breaker
e) Round Trip


3) Beowulf

a) Combo I
b) Lunar Phase
c) Rising Sun
d) Killer Bee/StarFall


4) Phantom Swords

a) Regular Throws
b) Ring Formation
c) Spiral Swords
d) Blistering Swords


----------------------
D) Devil Trigger Guide
-----------------------

(Look at above section for similarities)

1) Nelo Angelo DT



**************************************************************************


========================
6) Expert Combat Tactics
========================

Now, we get right down to the "real" stuff. Hopefully you have learned a lot
from all the previous stuff and all the following will be easy to understand.
These combat tactics are showcased in some of the most combats in the videos
of DMC3. Most of these are essential tactics for top tier play, some are
insanely difficult manoeuvre that can only be mastered through lots of
practice. I just recently learned of 2-3 tactics so expect this section to
grow in the future.

--------------------
A) Expert Cancelling
--------------------

Before I discussed the basics of cancelling, now we will delve more into.
Just so I set the record straight, it is impossible for me to discuss the
infinitely many forms of cancelling animations in the game so I will just
discuss the most commonly used types.


1) Double cancelling
An act of cancelling blindingly twice extremely quickly, to create an
illusion that the second animation never happened. This is basically used to
effectively string 1 move in a combo without any form of delay. An example of
this multiple Sky Dance technique, where a player does Sky Dance, cancels
animation with ER (enemy rebound) and then cancels the ER animation with
another Sky Dance to create the illusion that he does 8 consecutive slashes
as opposed to the standard 4 slashes done by a standard Sky Dance (first 2
inputs, not the last one). Another useful double cancelling technique that
will be discussed later on is the Spiral G-cancelling trick, where it just
appears that you are shooting regular Spiral shots in quick successions.


2) Advanced Weapon Swapping(AWS)
Used extensively in high-end combos, AWS is a technique that has to be
learned at all levels of play. AWS brings in a whole new level of
instantaneous options for the player to use at his/her fingertips. The
advantage of AWS lies in its ability to cancel certain combos into another
very freely, and hence why it resides in the "expert cancelling" section. An
example of AWS would be alternating between E&I and Spiral to create a hail
of fast and furious bullets at long range with no delay. Another example is
used in zoning, when players use an aggressive tactic that allows them to
cancel the Straight(Beo) animation into a Stinger(Reb) animation for long
ranged and quick damage. You will see many examples of this in practically
all DMC3 combo exhibition videos


3) Jump/Roll Cancelling
A defensive cancelling tactic that allows maximum safety at once. During most
ground based moves in the game, the player can easily Jump/Roll cancel out of
the move to secure Dante's placing during an enemy attack. This is a very old
DMC tactic but still vastly effectively. Jump cancelling allows Dante to
instantly access his aerial moves, while Roll cancelling allows Dante to
safely JP an incoming attacks once he ends the Rolling animation and takes
advantage of the invincible frames it affords. Utilizing double cancelling
with Jump cancelling allows you to stay on the offensive without any delay
(i.e. jumping vertically up into Helm Breaker).


===========================================================================


----------------------------
B) Advance Combat Movements
----------------------------

Universal manoeuvrings that will help ease the flow of combat at all times.
These manoeuvres are used constantly at high level play.

1) Just Roll
Precisely Rolling during an enemy attack with Just timings. A rare manoeuvre
that only occurs when you perfectly evade an attack. A J. Roll gives the
player free Style points and DT gauge recovery, similar to J. Evasion with
TS. A very difficult input but with obvious advantages.


2) Reverse Kick
A basic attack manuever that allows Dante to attack behind and then
instantaneously start a new combo attack. The Reverse Kick I believe only
comes out with Reb. It is a defensive manuever that kicks in when an enemy is
directly behind Dante and the player presses back (towards Dante's back)+ /\.
Weak damage but great frame advantage.


3) Enemy Rebound cancelling
Goes hand in hand with double cancelling but takes lots of skill to master
perfectly. It'sbasically an ER that is very quickly cancelled into any other
aerial move with an almost inhumanly fast input. This will cause the jump
animation to be almost completely negated, allowing the player to pull off
combos with great potency. ER cancelling yields a decent style increase, so
obviously the developers wanted players to master this manuever. Used
extensively in high level combo videos and many SM sample combos.


4) Advance Command Buffering
A simple concept that when used properly is the b&b tactic for a lot of
special moves and weapons. Adv. command buffering is basically the art of
holding input(s) during standard combos and wait out for oppurtunity to
release the input. The most commonly used form of Adv. buffering is holding
R1+O for Mulilock on GS with Artemis and DT button for T-flux attack (both
can be used simultaneously with each other). Other forms of command buffering
includes buffering in command for Rising Dragon (Beo) for better accuracy in
input, buffering in a Just Parry in advance by going into B&C stance in RG
(used for "Infinity Guard") and CS with GS during style specific GS moves
(i.e. CS directly after 2 Some time or Rainstorm).


5) Counter hits/Countering Perfect Impacts
Countering enemy attack is essential for the flow of combat, and a player
needs to counter attack effectively to gain an upperhand in battle. The most
common form of counter hit is repetitive striking during PIs (i.e. A&R and
HVG). After an AP, the player should always time an attack with the enemy's
attack to start a PI state and then continue with moves with large coverage
and multihitting propety (i.e. Revolver/Windmill/Feedback). Never attempt to
counter attack with projectiles, they will never work. Another form of
counter attack occurs when yousword clash with Vergil, and it puts both
players at equal frame advantage, though the equality technically favors
Dante since he is always faster than Vergil and any other enemy in the game.
Apparently, a "Perfect" Release effectively counter attacks even a DT Vergil
attack. Other forms of counter attacks come from deflection, like with
Beowulf's Cage or Enigma's Arrows. These forms of counter attacks are used a
lot in even standard walkthroughs and they are an essential part of the
combat engine.


6) Gliding
Before the confusion sets in, I should state right now that this form of
Gliding is NOT the same as gliding with Reb when in DT. The gliding with Reb
is a bit useless and rarely used in high level play, but this technique is
different and is used a lot. Gliding is the manuevering of Dante in the air
for extended air time and air manueverability. Not a lot of action games
allow great manueverability in the air like DMC3 does. This usually comes in
the form of attacking in the air with moves that have high "float" times.
Nevan's Air Play technique has enormous air time and is the prime move used
for Gliding, as is Rainstorm, Sky Dance and various other aerial moves.
Gliding is used to the maximum effect against large sized bosses, which opens
up into very devastating combos as combining AWS, double cancelling and
Gliding yields damage equalling upto 1/3 boss life in DMD mode! An example of
this is against Leviathan when it uses Red Lasers, the player can Air Hike
near it, and start combo gliding with Nevan and A&R, but cancelling Sky Dance
animation into Air Play into Air Scythe into E&I shoot into Sky Dance into
Sky Cross etc. Gliding has been used A LOT with ARs (Air Releases) as a means
of orienting oneself in the air slightly.


7) Skillful Taunting
Hardly "skillful", more like "intelligent" taunts. There really any form of
skill required here just good judgement in battle. Taunting is a great asset
to Dante's arsenal, one that instantly raises style and DT at no effort
(aside from pressing the Taunt button and waiting for the animation to stop).
Of course, throwing out Taunts is just plain stupid as most enemies/bosses
will kill you during the animation, so you must space out your Taunts during
enemy laggings. Make sure you Taunt when the enemy is in a static position
(not in a weakened state, then you will be giving away combo time for measly
style/DT raise) or after pulling off a devastating combo. Most players use
Taunt at the end of a devastating offense, to raise the style further and get
the Style meter to max. A Taunt varies with easy style rank, though
discussing the animations is futile since they don't serve the combat engine
whatsoever, aside from "looking cool". A Taunt always raises the style bar by
1 whole rank, and if used more than once in a rowwhiLe not increase style at
all (waIt until at least 3 variations oF attack before beginning the neht
Taunt). The DT increase varies by how high your style is and How many enemies
are around, it's possible to get as high as 6-7 symbols with only 1 taunt!


8) Invincibility frames
An invicible frame is any state during a move in which Dante is graced with
complete invincibility against all forms of attacks. There are many of these
techniques in the game, and they all serve to protect Dante from all forms of
harm. The following is a list of techniques during which Dante is invincible
during some point:

Quicksilver Activation
Just Parry/Air JP(all levels)
Just Release/Air JR(all levels)
Single/*Double/*Triple Dash
Star Dash
Wall Run
Jump (In any direction)
Air Hike*/Wall Hike*
Roll/Just Roll
Ice Age
*Real Impact
Air Trick (during Teleportation animation)

*Very small invincible frame window

More invincible moves might be in the game, these are the ones that are
confirmed to be invincible.



9) Expert Phantom Sword formation tactics (SE)


10) Triple Devil Arm switch strategies (SE)


11) Wave Teleporting (SE)



========================================================================


----------------------------------
C) Advance Royal Guard strategies
----------------------------------

There is no denying that RG is an extremely complex style, and
such it requires a section of its own. RG can be summarized in three words:
Timings, Timings, Timings.

1) G-cancelling
A form of cancelling only accessible with RG, that allows a large
portion of Dante's arsenal to be cancelled on command by a simple guard. The
extent of G-cancelling still hasn't been tapped, but it is known that it
makes some universal moves in the game practically unstoppable. An example of
this is G-cancelling with Spiral. By G-cancelling a Spiral shot, the player
can effectively eliminate any form of lag associate with the recoil of the
fire. Then by double cancelling, the guard animation can be cancelled into
the fire animation, resulting in an over all 3 fold increase in fire rate.
This is merely the tip of the iceberg as far as how integral G-cancelling can
be to Dante's arsenal.


2) Just Framing/Just Parry/Just Release
If you can't Just input with RG, then you cannot play with the style on a
high level. Period. An input with RG that requires Just input, yields a great
advantage for the player. A Just Parry affords perfect invincibility,
style/DT/Rage increase as well as loads of frame advantage. A Just Release
increases the maximum potency of a Release, as well as utilizing an
invincible dash through the enemy at lightning speed. They Just moves are the
b&b techniques of RG, and no decent RG player will be found without them.


3) "Just Counters"
A technique more difficult than the Just framing with RG, this combined
counter hits with RG. I myself am not fully familiar with this, but players
have utilized this technique into some form of advantage. The most commonly
used form of "Just Counter" has risen from doing an AR against Vergil (DTed)
during one of his attacks. The AR will stop Vergil in his tracks, and will
put him at massive frame disadvantage. A J.Counter always occurs against the
A&R brothers when the player J.Parries during the PI state.


4) Aerial Royal Guard
Using the basic and advance RG techniques in the air, taking the style to a
new level. The biggest advantage of ARG is that the Just timings are much
more lenient, allowing even newcomers to become accustomed to the style with
little effort. This is especially the case with AJP, where the timings for
the Just frame is so lax that many players get spoiled by itand over use the
technique. Air Just Releases are used for taller enemies with specific high
weakspots.


5) "Ultimate Guard"
Another unfamiliar technique that has been used skillfully in the past. It is
the command buffering of a JP into an Ultimate and right back into a JP. It
allows more safety against more projectiles in the air, ones that would be
near impossible to JP all at once. I have seen this technique being used on
Phantom Swords effectively as well. As far as I can tell, this is really the
only time where the move Ultimate has been used "skillfully".


6) Levels of Just Frame (Gold and Silver)
Both Release and Parry have three levels: Stardard, Silver and Gold. The
differences between standard and gold/silver is strikingly obvious, already
detailed in the RG section and then again in the Just frame section. The
differences between gold and silver are a bit harder to discern, but when
carefully scrutinized the difference is great. In general terms, a gold input
requires more precise timings than a silver input, but a gold input will
reward with more style/DT/rage/damage. Here is a basic outline of gold v.s.
silver:


Just Parry
Silver: Moderate Style/DT/Rage increase. Standard Just timing required.
Gold: Large style/DT/Rage increase, with a bigger and brighter Parry flash.
Precise Just timing required.


Just Release
Silver: Moderate Style/DT increase, moderate dash length, 1.5x damage of a
Release. Standard Just timing required.
Gold: Large Style/DT increase, very far dash length, 3x damage of a Release.
Precise Just timing required.



===========================================================================


---------------------------------------------------------------------------
D) Advance Trickster, Doppelganger, Quicksilver and Dark Slayer (SE)
---------------------------------------------------------------------------

Not to leave out the other styles, this section will cover some strategies
with the 3 underused styles: Trickster, Doppelganger and Quicksilver. All 3
of these have been used professionally to a great extent, and they deserve
some credit.


1) Just Evasion (Trickster)
Taking a page from RG timings, J.Evasion is the core system behind playing TS
on a high level. J.Evasion applies to ALL moves of TS. Whenever a TS move is
done in accordance with an enemy attack, the player gains style points AS
WELL as DT guage replenish. By utilizing TS's moves in cleverly used strings
(Star Dash > VWR > Teleport > ER > Star Dash > Teleport etc.) allows the
player to not attack yet still not receive any major style decline (allowing
the player to keep the battle in his/her favor for a prolonged period fo
time). Teleporting allows TS players to always stay on the offensive and keep
the attacks going.


2) Time Lag Combo Physics (Quicksilver)
QSs ability to slow down time brings in a whole new depth of combo physics.
This allows the player to pull off combos that were impossible or very loose
before. The most important part of QS is that it almost nullifies the
Knockback property and allows the player to easily combo after such attacks.
For example, it is impossible to combo after a Satellite attack under normal
conditions and without a wall, but with QS a simple Stinger cancelled into
Million Stab allows the player to capture the enemy. In additiona, it only
takes one Satellite hit to knockback an enemy, but in QS ALL HITS connect
perfectly. This is merely a sample of the surprises waiting in store for
combo fanatics and QS players.


3) Quick Cancel – An astonish side effect upon activation of Quicksilver
which gives you ½ a second of invincibility after activation, causing any
attacks around you to wiff at ANY time, during anytime except Stun states,
you can activate Quicksilver(mid attack for instance). Professional players
use this a lot to negate any form of evasion that may need to be done (or
merely for getting out of dangerous situations)

--------------------------------------------------------------
D part 2 Doppelganger
--------------------------------------------------------------

Due to the significant amount of hidden techniques in Doppelganger style it
will have its own area (there is a lot to tell) due to the nature of
Doppelgangers style these tactics are for show purposes & do not fair well in
actual play


1) Dual combos with After-image (Doppelganger)
Sample dual combos will be given for DG. Basically, dual combos mean comboing
with the help of a second player. Just by experimenting with a second player,
the combo window is drastically increased, allowing truly off the wall,
absurd combos. It should be noted that the player will not receive any bonus
style from the hits of the Shadow, only from the player's own hits. While it
is possible to pull off some exquisite combos without the aid of a second
person, some combos are not doable without a second person. For best results,
it is advised that the second player be of equal skill of the first player.
It also recommended that dual combos should be practiced with Super Dante
mode and follow the timing/flow section in the Stylish combo guide before
attempting to pull off any practical combos in a combo exhibition video.


2) ½ & 1 second Delay – Pressing L1 once during activation of Doppelganger
will cause him to do his attacks ½ of a second after Dante Strikes, pressing
it twice will cause him to do his attacks 1 second after Dante, this can open
up great combos, especially while switching weapons


3) Gun Cancelling – As we know the shotgun, Artemis, K Ann or spiral has a
small lag time before you can react again, using this lag time you can
trigger attacks that the Doppelganger will not register, using this small
opening you could for instance perform a million stab & million slash at the
same time

Ex: Doppelganger has Rebellion & shotgun equipped, Dante has Agni, rudra &
E&I equipped

[], /\, P1/\, P1/\~>/\

That small combo above will trigger you to do million slash & the
Doppelganger to do million stab


4) Deactivation attack- this is a neglected gem of Doppelganger that involves
Beowulf only (or any chargeable attack), during the charging of any strike,
de-activating the AI (After Image) will cause it to complete its attack.

Ex: Beowulf- R1, B, /\, (O*) P1, Hold /\

In the doppelganger section anything in brackets should be input while
charging another attack) This will cause the AI to perform a beast uppercut
while after that has hit you will do a rising dragon. Mix it up for some
great combos


5) Silent inputs – Perhaps one of the hardest things to spot, that make a
single player perform seemingly impossible combos, these are inputs that are
created during the frames/charges of another attack, these can vary from
gunshots to extra combo attacks

Ex: AI= Rebellion & E&I Dante= Beowulf

R1 B Hold /\, ([]x infinite) Hold /\

This though simple again clearly shows a silent input, as the AI performs a
high time he is free to attack, where as while Dante is charging he cannot
perform any attacks. Silent inputs is a major part of Doppelganger & can
become seriously advance & unnoticeable, depending on the combo.


6) Auto attack – This is one of the more significant “tricks” in
Doppelganger, double tapping L1 in quick Succession mid combo will cause the
AI to perform the next following attack, leaving you free to do as you wish.
Though it sounds simple this can be used exceptionally well to do multiple
attacks using the same weapon, or extremely diverse combos using multiple
weapons.

Ex: AI= A&R Dante = A&R & Cerbe (Starts with A&R)

/\ P1, /\, (L1 +L1) (MAS- Melee Arm Switch) R1 F /\

This is once again a simplistic explanation of the auto attack, upon double
tap of L1 AI will finish of A&R Basic combo 3 (the multi slash & kick) while
you have switched to Cerberus & started a Revolver


========================================================================



---------------------------------------------
E) Miscellaneous tactics/strategies/tips etc.
---------------------------------------------


This section will cover miscellaneous tactics used by players as
random "crowd pleasers" and are good for reference here. Expect many more of
these to come up on an almost daily basis.

1) "1-hit wonders"
"1-hit wonders" are moves/techniques that destroy either 1 or many Hell
Prides in only 1 hit. Note that the Hell Prides have to be in DMD mode, but
NOT DTed. These attacks are confirmed to be crowd killers, and they deserve
such a mention. Not all "1-hit wonders" are found yet, and the term is a
misnomer since it should really mean "1-input wonder" as a move requires only
a single press but might hit multiple times.

Here are the lists of confirmed "1-hit wonders":

Volcano (Max charge)
Distortion (Max Charge at close proximity)
Real Impact
T-Flux (at least 4 symbols burnt)
Release (1 orb filled with Rage)
Feedback > Crazy Roll (Crazy Roll cannot be accessed without a C3 so Feedback
has to be listed)
Crystal > Million Carats (see above)
Twister > Tempest (Tempest must connect on a grounded Hell Pride)


2) Delaying
Delaying is an art that applies to weapons like Beo and Nevan which can delay
their inputs for a much more potent strike. This brings in great depth in to
theirattacks as  you can strategically make strikes depending upon the
conditions. Delaying was discussed before, but here some more advanced form of
delays will be discussed.

One such technique is against Vergil, where the player using Beo can cause
Vergil to wiff when he uses his Auto Parry. When Vergil is in his stagger stun,
delay hit a Straight. Vergil will put up his arm as if to AP but your arm will
be retracted and then you can release it to hit Vergil when his arm is fully
retracted. You can continue this for some time but be warned that Vergil on
later encounters catches on will respond with a devastating ability
(Phantom Swords or DT). To put him in this flinching state, delay the hits
Straight and just the regular /\ jab.

Another form of delay is used with Nevan in conjunction with other weapons.
For example, while charge up some Nevan bats you can attack the enemy further.
A better idea  would be to change to  a weapon with better attack cycles. So what
happens is that during the move of the 2nd weapon, the enemy is still being hit by
the summoned bats. This is a way to add extra damage to some  potent SM moves
(i.e. Combo II bat summon delay, switch to A&R and input T~>T).


3) Transformation Flux/Devil Trigger Explosion
No level headed DMC3 player should be seen without using this technique. This
move was discussed before but it deserves another reiteration. A T-flux or
DTE can be used AT ANY TIME, with any weapon/style set up and under pretty
much any condition. It is bufferable WITH ALL techniques in the game. It does
more damage than a Holy Water at full charge. The explosion is instantaneous,
and so is the damage as well as the style increase. It does absurd damage to
bosses and enemies a like. Use it a lot if you are attempting to SS
rank a DMD mission. Always use T-Flux when a boss is in a weakened state for
extra damage. Taunting after a T-flux is effective as well. Usually on US
Normal/Easy modes it's a very devastating mode, but as you go up the difficulty
levels it becomes less and less abusive, especially against bosses. Rule of
thumb, only a great player will be able to use DTE frequently.


4) Style ranking/Crazy combo cancels
Crazy combos in this game require fast and rapid input. This DOES NOT promote
button mashing whatsoever. What happens is that the C3s are tied directly to
the style ranking system, which is why I stress on the importance of good
style increase (it's not just for show, it serves as a great tactical
advantage at all times). With every additional style rank, the input for a C3
is made more lenient so you need to do less and less inputs. If you are near
the maximum limit, then all a player would have to do is make upto 2 simple
taps and pull off a devastating CC! Style ranking does not just affect C3s,
it also increases the damage done by Dante on ALL attacks AS WELL as yield
more red orbs from kills and more DT replenish So let's see: More Style
points = More damage = Enemies killed faster= More Red orbs = More DT =
Better overall rank at mission's end.  However, it takes only 1 hit to ruin a
good style build up, so avoid being hit at ALL times. As a matter of fact, it
is impossible to SS rank missions on DMD mode even when getting hit only
once. And finally, here is the list of the style ranks:

D: Dull
C: Crazy
B: Blast
A: Alright
S: Sweet
SS: Showtime
SSS: Stylish


5) "Orb Warping"
Orb Warping is a technique used with RG that allows a player to do pseudo-
teleports toward the enemies. The best example of this is with Vergil, where
the technique was first discovered (Orb warping referring to Vergil's
Inivisible Orb Slash) and dubbed. When Vergil does his IOS, it is possible to
do a Just Release off of it (since you can do JR off of every attack in the
game). Vergil will track your movement and will do another IOS that lands
where you stopped after the JR. Another JR off of the 2nd IOS will bring you
closer to Vergil and he will still continue until you appear directly infront
of Vergil for GUARANTEED combos. Basically, this is like a few seconds long
manuever where the player JRs off of the bosses projectiles and come closer
and closer after every success JR on the incoming projectiles. Another
example of this was show cased against Nevan, where the player warped across
the floor using Nevan's electrical currents and then came near enough to
remove Nevan's bat and freely combo her.


6) "The Running Man"/"Super Man"
This technique is used with RG on a blank Rage meter. What happens is that
usually a player is in a peculiar position and needs some breathing space.
Using an enemy's attack as a median, the player can use a blank JR to zone
around the battlefield and pick a better spot to attack from. Running man is
JR on the ground, and Super Man is AJR. These basically serve as
evasivemanuevers that serve to replace Dash/Star Dash of TS style.


7) "Quick Cancel"
Quick Cancel is the Invincibility frames at the very beginning of the
activation of Quicksilver, Activation Quicksilver in a similair fashion to RG
(with easier time constraints) any folloeing flurry of moves will NOT
connect. The advantages (Over RG Parrying) are severely easier time
constraints, can be used mid attack or at any time (except during any type of
Stun) This tactic is most commonly used against Hell Wraths, However no one
tested this on Geryon. Apparently, using Time Lag during the time Geryon uses
his QS abilities allows the player to COMPLETELY negate Geryon's QS without
ANY cost of DT. Obviously, this is a supreme tactic to use against the above
mentioned boss as it completely nullifies Geryon's QS abilities. There is a
possibility that more of these defensive tactics might be discovered with QS
in the near future.


8) "Bunny Dash"
An effective dodging technique used with Star Dash, which
allows the player the large invincibility window without being vulnerable in
the air afterwards. The player can use this input: X ~ O to quickly cancel a
jump animation into a Star Dash (notice that although this is a cancel, I
notated it with ~ to indicate a very fast input). By using a wave like
motion, it is possible to cover a large distance using these "bunny dashes"
and have a great invincible advantage. It is easier to pull off J.Evasion
with "bunny dashes", and it almostnegates the use of regular Dashes if a
player has completely mastered it.



***************************************************************************



===================================
7) The Ultimate Stylish Combo Guide
===================================

This section right here is the pride and joy of DMC3. Free-form stylish combos
is what makes DMC3 such a great action game. You have an infinite number of
variations when it comes to free-form combos, so this section does not even
begin to come close to the level of depth the combos can get into. I will
just say that this is merely a guide to help you to make your own free-form
combos.


--------------------------------------------------
A) Definition of "Combo",  Restrictions and Rules
--------------------------------------------------

It's better that I give some solid definitions concerning free-form combos and
what seperates a "good" or effective combo from a "bad" or ineffective combo.
These guidelines will allow you to think more critically when coming up with
combos on the fly.


1) Timings

Timings basically means that you can't waste time in between moves nor can you
input moves too early. Every frame counts, and some moves you need to be more
careful when to cancel and when not to cancel. There is also that added layer
of awareness that you need when dealing with heights in combos, and timing
your height with your enemy so that you arrive at the same height for air combos.

Ex: When rebounding from an enemy and doing an aerial combo after it, make sure
you  time your next hit and cancel so that the enemy doesn't drop to the floor
before you do.


2) Flow

Flow is the second element of timings. This has to do with what's happening
on screen rather than what you are inputting. Flow is very important for combos
that require lots of weapon switches. When transitioning from 2 moves you need
to make sure that the moves flow correctly into one another. A good flow will
provide solid style increase and a bad flow will provide style decay.

Ex: DO NOT follow up Rising Dragon after a Combo II of Cerberus. This will mess
up the flow and will cause the enemy to recover in time. A better idea is to
cancel the last two hits of Combo II into a Hightime with Rebellion for better
flow. Rising Dragon is used when an enemy is more or less incapacitated due to
the lag.


3) Restrictions

You need to be aware of when you can do certain things and when you can't. The
best example I can give is cancelling. There are certain frames within a move
where you CANNOT cancel. Be aware of this when coming up with combos, you
cannot always cancel a move into any other move.

Ex: You CANNOT cancel out of Satellite when initiated, meaning that unless you
are doing free-form combos for QS or a wall combo, you are restricted to its
properties of knockback/non-cancelling.


4) Options

This is really more of a suggestion. Try to link moves that puts you in the best
place to link into other moves or gives you more options. There are certain
manuevers that do this better than others, whether you are in the air or on the
ground the concept is the same.

Ex: An enemy rebound will give you more options than an Air Hike simply because
it resets your actions in the air. It's a very commonly used manuever.



5) Vulnerability

There will be times when you are comboing an enemy with other enemies around.
This is practically unavoidable so it's best to minimize your risk when coming
up with combos. Generally speaking, air combos are safer than ground combos.
Most ground combos can be made safer with using moves that are more suited for
crowd control.

Ex: Minimize the use of Real Impact in combos, it leaves you open without any
room to fully cancel out of the starting animation.



6) Repetition

This should be common sense, especially in DMC3. Do not repeat moves in combos
especially in a row. Not only is it boring to watch, it causes your style meter
to decay rapidly. It does not give you any advantage in battle or combos. Now
there are a few exceptions to the rule, like cancelling moves into another for
a cycle like multiple Sky Dances in a row (in this case, the style meter stays
about the same for some time).

Ex: Combo I, Hightime, Combo I Hightime, etc. = NO!



7) Difficulty

Rule of thumb: The more difficult a combo is to pull off, the better you look
when you pull it off and the more you are rewarded by the style meters. There
are exceptions to this rule, however difficulty plays an important part in
coming up with combos. A difficult combos generally tends to rise in style
faster than an easy combo. More inputs leads to more difficulties, so make
use of all the buttons on the controller.

Ex: Artemis buffer, Rebellion Combo II, Reverb Shock, Hightime (rise), release,
enemy rebound, Air Hike, Rainstorm, buffer Charged shots, shoot, connect with
a Just Wild Stomp.

Generally speaking, a difficult combo to do but its not without its rewards.



8) Practicality

This is the flipside of difficulty. You don't want to do a combo that is so
absurdly difficult that it's virtually impractical in actual combat. Try to
balance out these two elements to make great combos. Learn ways around the
style system to create combos that are both high in flash yet consistent.

Ex: Most combos that were used in DMC1 are very practical. Usually throw in
some aerial combos and you have a good base to pull off practical combos.

Something like: Combo I, Pop Shredder, Hightime(rise), Air Hike, Aerial Rave,
Helm Breaker, Stinger.



9) Stylishness

This is a very subjective element. Pull off combos that are "stylish" to look
at. It's not surprising that the highest style ranking is named "Stylish" as
is the THEME of the entire Devil May Cry series "stylish, hardcore gothic
action". Live up to the DMC name, and play stylishly all the time. Be
creative and think outside the box, don't just rely on a few moves or just
the effective ones. Don't be afraid to throw out a low tier move for variety.

Ex: Free Ride is a stylish move that is generally a low tier move, but that
shouldn't stop you from using it. Free Ride is a great median to buffer
moves in with, most importantly Charged Shots, Drive, Multilock and a few
others. It also sets up well for almost all combo finishers.


10) Overall effectiveness

The end result of the free-form combo should be satisfying/stylish as well as
effective. There should be an accomplishment when finishing a combo, whether it
be a large style boost, decrease in enemy health or setting up the battle area
to your favor. Cut the fat of combos, always streamline for maximum
effectiveness. There is a fine line between a "stylish" combo and a "useless"
combo.


Ex: Don't needlessly cancel in and out of moves just because it looks cool.


******************************************************************************


This section is still under construction. The number by a specific section
indicates how many free-form combos are planned for it. I have most of the combos
in my video database but I have not gotten around to typing them up here. I did
however give a couple of examples of what some combos will look like.

Please note that all combos are performed on a Hell Sloth on DMD mode (unDTed)
unless otherwise stated.


-----------------------------------------------
B) Weapon Specific Swordmaster Free-from Combos
-----------------------------------------------


1) Rebellion + Cerberus (5)
2) Rebllion + Agni and Rudra (5)
3) Cerberus + Agni and Rudra (5)
4) Agni and Rudra + Nevan (5)

A&R + Nevan, any firearm

Start out with A&R: /\, P1, /\, /\, R1+B+(/\), O, O, R2, (/\), Land, UF+(/\},
O~R2 > R1+F+O, R1+B+/\, R1+B+O, R2, R1+B+(O).

5) Nevan + Rebellion (5)
6) Beowulf + Rebellion (5)
7) Agni and Rudra + Beowulf (5)
8) Cerberus + Nevan (5)
9) Cerberus + Beowulf (5)

Cerb + Beo, any firearm
Start out with Cerb: /\, /\, P1, /\,/\ > R1+F+/\ > X, R2 ~ O > /\, Land,
/\, /\ ,/\, R2, R1+F+O, R2, R1+Back+(/\):/\:, R2, O, O, R2, O > /\ ~ X ~ R1+F+O.

10) Nevan + Cerberus (5)

------------------------------
C) Free-form Gunslinger Combos
------------------------------

1) Ebony and Ivory + Shotgun (5)
2) Ebony and Ivory + Artemis (5)
3) Artemis + Shotgun (5)
4) Artemis + Spiral (5)
5) Shotgun + Spiral (5)
6) Shotgun + Kalina Ann (4)
7) Spiral + Kalina Ann (4)
8) Spiral + Ebony and Ivory (5)
9) Kalina Ann + Artemis (5)
10) Kalina Ann + Spiral (4)

------------------------
D) Style specific combos
------------------------

a) Trickster (20)
b) Royal Guard (20)
c) Quicksilver (25)

1) Cerberus + Rebellion, E&I + Spiral

Input: Start out with Reb: /\,/\ {R1+O}> R1+B+(/\), []..., R2,
/\~X~/\, Land, /\,/\, R1+F+/\ > X ~ /\, Land, /\,/\, P1, /\x3 ~> /\...,
R2, R1+F+/\ ~> /\..., /\, L2, R1+[].

Description: That's a decent combo to work with, you will know that I put
Satellite in there and cancelled into Stinger > Million Stab. It's possible
in Quicksilver due to difference in physics. This combo is doable on any
enemy, you just need to orient yourself for medium sized enemies. Best if
used on juggleable enemies, as always.

d) Doppelganger (25)


---------------------------------
E) Vergil's Free-Form Combos (SE)
---------------------------------

1) Yamato (25)
2) Force Edge (25)
3) Beowulf (25)
4) Spanning all weapons (25)


--------------------------------------
F) Nelo Angelo's Free-Form Combos (SE)
--------------------------------------


-------------------------------------------------------
G) Sample Expert Video Combos spanning ALL OF THE ABOVE
-------------------------------------------------------


http://babildo.brinkster.net/videos/ComboVid.wmv


=============
7) Conclusion
=============

Finally, it is done. It's about time I give credit where it's due. I will
also use this section to answer some question and write the Disclaimer for
this FAQ. This FAQ took about 1 and 1/2 month to complete, so yeah it took
quite awhile to make it. I have left some room for additional information as
I know there will be plenty.

----------
A) Credits
----------

Capcom (Production Studios#1): For making the single greatest action game of
the last decade. I especially want to thank the DMC2 team for proving
everyone that they are competent game developers (since DMC3 team consists of
mostly the DMC2 team). Capcom has proven themselves as one of the best game
developers on the planet. Myself: For writing this FAQ, and putting up with
the questions of so many people and still answering in a polite manner. Most
of the Gunslinger tactics have come through me as I am one of the few players
around who uses GS on a professional level. My Official DMC3 Sticky FAQ for
IGN can be found here (56K warning):

http://boards.ign.com/Devil_May_Cry/b5258/78079609/?4

Pokey86: For helping me write this FAQ. He did parts of the Devil arm
section, came up with many Expert manuevers, came up with many Stylish combos
and made lots of videos at HVE. GreatDMC3 player right here. Pretty much 99%
of the Quicksilver tactics you see in this FAQ are from him, I salute him
from using the style most professionally.

Gemasis: For making the greatest DMC3 website on the planet, HVE. Featuring
over 3 gigabytes worth of DMC3 footage and growing every day. one of the
true pioneers of the game. His website can be found here:

http://www.thehandvseye.com/dmc3.htm

Venom: A worker at the HVE who has become quite excellent in DMC3 and
produces DMC3 videos at an enormous rate. Keep up the good work. Also came up
with some nice DMC3 expert tactics.

Tatsumarublack: A great RG player that frequents the RG board. He has been
with DMC3 for a long time now, truly a veteran at the game. His latest RG
video was exceptional and showcased quite a few techniques.

Dantelink: Aggressive DMC3 player to the max. Dantelink really knows how to
take offense to a whole new level and watching his pitbull style of fighting
is usually very refreshing in the midst of some practical combat and some
more strategic combat. An excellent all round player.

Kazak: What can I say. The RG legend. Everyone knows him, no one has seen him
or heard his opinions about the game. All I know is that he is has made some
ground breaking RG boss battles that will probably be never forgotten. No
doubt an exceptional player and inventor of many b&b RG tactics. Kazak's
videos can be found here:

http://ayayanoya.myweb.hinet.net/mov05.htm

Saurian Dash/Lionheart: The creators of the best RG and SM FAQ out there,
they get a big mention from me. Most of their discovered mechanics are listed
in this FAQ and they deserve credit for writing it down. Their website can be
found here:

http://www.ntsc-uk.com/feature.php?fea=TechniqueDMC3

Yuriseal: A frequent at the DMC3 Gamefaqs boards, another pioneer in the
game. He is the go-to player as far as anything about Swordmaster is
concerned. He also has his own DMC3 video website:

http://babildo.brinkster.net/videos/

Hwaorang: No, not the Tekken fighter, but another skilled RG player. Has
posted on both the Gamefaqs and IGN boards before, for a time he was
considered the "Kazak" killer since he showcased some really superb RG
tactics. He came out with something fresh everytime, but I haven't seen much
of him lately.

"Prince of Devil": Another unknown legend, he/she is known as the "everything
killer". Showcasing what is deemed as the best DMC3 combo exhibition video
ever, Propsychokiller is an expert in Swordmaster, Gunslinger and
Doppelganger combos and has some good RG skills. His video was the basis of
my Stylish combo guide, most of the combos listed were performed by this
person. His fabled combo video can be found here:

http://babildo.brinkster.net/videos/ComboVid.wmv

LHK: Like myself, he did everything within his power to make DMC3's combat
system heard. He was basically DMC3's public relations guy and he deserves a
mention for his work. I look forward to hyping up DMC4 with him!

ALL people at the DMC3 Gamefaqs and IGN board: Thanks for being gracious
hosts to me, it was an honor to talk to like-minded fans!


==========================================================================


-----------------------------
B) Frequently Asked Questions
-----------------------------

This is where I will answer some frequently asked questions about the FAQ
itself or any other question that might pertain to DMC3 in general.

1) Why did you make this FAQ?

A) For many reasons actually. A FAQ like this needed to be constructed to
answer the many questions people have about the combat system and a guide to
help them better understand the intricacies of the combat/combo in the game.
Also, the DMC universe always lacked a universal notation system, and a way
to express combos freely without taking 1/2 a page!


2) How were you able to come up with so many mechanics discussed in the FAQ
in such a short time?

A) Simple, I didn't do most of the work in discovering these tactics, other
much more skilled players did. 90% of these mechanics are taken from tactics
player use on a daily basis in numerous skill/combo videos posted at an
astounding rates on various message boards. It also helps that I have 90+
hours of game play logged on my DMC3 saved file and with the combine
knowledge of my co-writer Pokey, I was able to make this FAQ.


3) DMC3 is a hack n' slash game with button mashing moves and very few
combos. How does it warrant such a FAQ?

A) Your first sentence is completely incorrect, and borderlining ignorant.
DMC3 is far, far from being a "hack n' slash" game, and it definitely does
not qualify as a "button masher" either. Hack n' slash games provide the
player with limited close range combat manuevers and mechanics, with usually
a very small move list and legions of copy/pasted enemies that you need to
kill extremely repetitively. As proven by this FAQ, DMC3 does not include any
of these features, it has a robust combo engine, lots of combat mechanics and
a fairly large move list for a manual based game of this caliber.

I can see however where people can be confused on the button mashing mechanics
in DMC3. There are moves in the game called "Crazy Combos", where the player
has  to rapidly press a button in succession to pull off a move. However, it
does not qualify as a button masher because A) The number of inputs you press
is dependent on your style gauge. If you are already playing with a button
mashing mentality, then the game will punish you by making the inputs harder
to make and thus reducing your game to a button mashing fest. B) If you are
skilled enough to not button mash, then the game will reward you by upping
the style meter you would only have to make at most a couple of inputs to get
the moves off. C) The crazy combos are almost all cancellable and
controllable by your inputs, so most of the time you are not committed to
a "Crazy Combo" and you can always branch off. As far as gun spamming is
concerned (just sitting there pounding away at the [] button), the game
handles itself quite well and does not tolerate such cheese tactics. Your
style will drop and the enemies/bosses will slaughter you. Guns are support
weapons at best.

Your last statement is a result of your lack of understanding between
automatic and manual combo systems. DMC3 has an INFINITE number of free-form
combos in the game, and highlighted by a large move list and 4 swappable
weapon (with 1 style) at one time. The game however, has very few
predetermined combo strings that are only there to serve as medians for more
powerful "Crazy Combos". The predetermined strings are there just for variety
sake, they rarely differ in hit properties like most other fighting/action
games with combo "strings". Also, a string can rarely be comboed into and out
of other moves without some form of cancelling, most moves in this
game can easily be cancelled into another move for a world of combo
possibilities. Since I have addressed your sentence, you can tell by now why
the game warrants such a FAQ ; in order to stop the foolishness that some
people have when discussing game mechanics.


4) This FAQ doesn't answer my specific question about combat in the game.
Where can I find better help?

A) My advice is to either A) Look in the other FAQs on Gamefaqs or B) Visit
the Gamefaqs DMC3 message board or the IGN DMC board to ask for the question.
I visit these 2 boards occasionally (I visit the IGN board very often) so you
can ask a direct question to me there.


5) Why is there no such FAQ for the original Devil May Cry? Surely a classic
action game like DMC1 deserves such a vast FAQ? Do you think it's "unworthy"?

A) No indeed (to last statement) , DMC1 is a classic action game that
redefined the genre. It does deserve such a FAQ, though not as in-depth as
this. Unfortunately, this FAQ has taken a toll on me, and that was only in
the summer. Making FAQs is hard, and DMC1 is now very old and most people
don't really bother with it since DMC3's combat and controls are vastly
superior. If I could go back in time to when DMC1 was all the rage, then yes
I would've developed
something similar. Back then, I was also not much of a DMC fan as I am right
now.


6) What are your opinions on other similar action series, most particularly
Ninja Gaiden and God of War?

A) Ninja Gaiden on the Xbox is an excellent, excellent action game. I would
actually put it on the same level as the original DMC as far as evolving the
genre is concerned. The game is truly the first game where there is actually
depth in an automatic combat system. The game features a great balance
between offensive and defensive manuevering, thanks to Ryu's devastating
moves off the walls and an easy to use Block system. The game features a
state of the art combat engine, very similar to some basic 3D fighters (as
opposed to DMC3, which borrows heavily from 2D action games and translates
them onto the 3D plane) and has many statures and hit states. However, NG
lacks in free-form combos, the restriction from it being too similar to a
fighting game takes a toll on it sometimes. It's Karma system isn't really
just either, it rewards kills with large number of hits rather than the moves
employed for the kill (meaning you can use the same move over and over but
the system will not care as long as you get the decaps, get the #of hits and
use UTs). DMC3 excells in some places, while NG excells in others, so they
are both games that every action connoisseur must experience. You can tell
from my writing in this FAQ which game I prefer.

Now we move on to God of War. First of all I have to commend David Jaffe, I
know he had to take a lot of crap from DMC fans because of GoW's status as an
action/adventure game of epic proportions. Most of these fans are a bit
ticked off that a game like GoW got more media attention and better review
scores than DMC3/DMC1. Now that that's out of the way, I will get to the
point. GoW as a stand alone game, is great. It has great variety in adventure
game play, stunning graphics, epic feel, cinematic approach and an
outstanding music score. The game play is simple to get into and easy to be
stylish. However, a FAQ like this cannot be made for GoW (as opposed to NG,
which already has a FAQ) of this caliber in place simply because it's too
simple and doesn't feature much complexity. Also, it's a bit unbalanced and
the hit system is off too. Mastery of this game comes from simply beating the
game a few times, not months of intensive research and game time. It's still
a great game, but when compared solely on its action merits, it really can't
hold a candle to NG/DMC3.


7) Does this FAQ cover the newly released Devil May Cry 3: Special Edition as
well?

A) Yes of course, however it will take time to learn of all the new game play
elements in DMC3SE. I have started to analyze trailers and game play clips
for some new mechanics and so far it has been worth my time. There should be
quite a few new additions to the FAQ and those that are DMC3SE exclusive will
have a little "SE" tag by it to indicate a difference. I promise that on day 1
the expansion will be put under a critical eye (more critical than DMC3) by the
top players and videos will be released instantly. Stay tuned for more info.


More questions will be answered soon...


============================================================================


-------------
C) Disclaimer
-------------


This FAQ is copyright (C) August 2005, Dahbomb.

Devil May Cry 3: Dante's Awakening is copyright (C) Capcom and so is the
entire Devil May Cry franchise.

This guide is for viewing only from www.gamefaqs.com or www.ign.com.

I do not write FAQ/Guides for monetary gain or profit, nor do I specifically
work for Capcom in any department.

E-mail: Pokey's- thenameiskeithhotmail.comBoth of my emails are not working
at the current moment, but I visit the IGN boards frequently and the Gamefaqs
boards from time to time.

I am willing to share my FAQ with other sites on the condition that I am
first notified and if the site doesn't do any form of illegal activities.

www.thehandvseye.com is copyright(C) Gemasis/Vosor.