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    Devil Arms FAQ by Wr4ith Bl4d3

    Version: 1.04 | Updated: 06/22/05 | Search Guide | Bookmark Guide

                  - Devil Arms: Strengths and Weakness v.1.04f -
        "It is better to conquer yourself than to win a thousand battles. 
                         Then the victory is yours. 
     It cannot be taken from you, not by angels or by demons, heaven or hell." 
                                                                -Buddha quotes
    Written by: Henry Santosa a.k.a Wr4ith_Bl4d3
    e-mail: Wr4ith_Bl4d3@yahoo.com
    -   Introduction................................0001
    -   Legend......................................0002
    -   Agni Rudra..................................0003
    -   Beowulf.....................................0004
    -   Cerberus....................................0005
    -   Rebellion (by: YuriSEAL and me).............0006
    -   Nevan.......................................0007
    -   Contact.....................................0008
    -   Special Thanks..............................0009
    -   Legal Issues................................0010
    Introduction                                                           0001
    	Devil May Cry considered one of the hardest games released on the 
    PS2, including Shinobi and others. The game is packed with some ridiculous 
    learning curves as well merciless enemies which tear at your character as 
    well as your sanity, along with its complicated weapon systems and styles 
    new players are often lost at first. And that is why I have decided to write 
    a FAQ, in order to point out the advantages of the many weapons in the game 
    as well as their weaknesses. Note that this FAQ won't tell you how to 
    complete certain parts of the game, it simply states my opinions on the 
    weapons and the potential damage it could perform.
    	Before I start I would like to send a few thank-you(s) to 
    L337 Onimusha and YuriSEAL (Feel free to complain if I spelt your name wrong) 
    for their support, because without them this FAQ would be lying in page 59 
    in the forum. So without further ado here is the Devil Arms FAQ.
    	Oh god it's been a few months since I visited GameFAQs, guess moving
    and starting uni is really taxing on your free time T_T. But here it is
    probably the last version of the FAQ, I finally spent the time to recheck
    everything and corrected (many^infinity) mistakes.
    Legend:                                                                0002
    T: Triangle (Attack button)
    mT: mash attack button
    mO: mash circle button
    O: Circle (Style attack button)
    ~: A pause to initiate another attack
    =: Switch to another weapon
    >: Towards enemy
    <: Away from enemy
    SM: Swordmaster
                                -Agni Rudra-                              0003
                   "And where two waging fires meet together 
                   They do consume the thing that feeds their fury. 
                   Though little fire grows great with little wind, 
                   Yet extreme gusts will blow out fire and all." 
                                          William Shakespeare quotes
    A very balanced weapon, it strikes fast, rapidly and does decent damage. It 
    is also one of the better weapons for crowd control because of its sweeping 
    main combo and its sword master style moves. However it's not a perfect 
    weapon, some attacks has noticeable recoil or leave Dante open to enemy 
    attacks, where the only option is to either take it like a man, or DT and
    reduce the potential damage.
    ***Move List and brief description***
    Combo I:          T,T,T,T,T,T
    Combo II:         T~T,T
    Combo III:        T~T~T
    - Million Slash:  T~T~mT
    Aerial Cross:     T (in air)
    Jet-Stream:       R1+>+T
    Whirlwind:        R1+<+T
    Combo I - will be your primary crowd control with Agni Rudra, it has a big
    range due to it's swinging motions and keeps Dante relatively thanks to
    the fact that the move keeps Dante moving.
    Combo II - is more targeted towards single opponents, it is not as strong
    as Combo III however has much faster recoil.
    Combo III - Million Slash, is the best way to eradicate a single enemy
    without the use of Sword Master, as it is both powerful and focused.
    Its wide sweeping arcs could also hit multiple enemies providing that
    they are close enough. It is a great way to get SSStylish very quickly
    using Agni Rudra.However beware of it's recoil as Dante can't dodge or
    move during the last few seconds of the move.
    Aerial Cross - a diagonal slash using both swords forming an X, it is
    a powerful aerial attack, useful for finishing off a combo or a link
    from Whirlwind.
    Jet Stream - Agni Rudra's version of Stinger (see Rebellion), it slower
    than Stinger and doesn't recover as quickly. However it is better in a 
    way because it doesn't send the enemies flying back therefore a combo 
    instantly creates a combo opportunity.
    Whirlwind - Agni Rudra's version of High Time, basically an uppercut that
    sends the enemy flying upwards. Dante will follow the enemy if the T 
    button is held
    ***Description of SM moves***
    *Crossed Swords (O)*
    A powerful upward diagonal slash by both swords forming an X, it is a 
    powerful move both for ending combos or as a semi powerful attack/ 
    However it leaves Dante open afterwards when he re-sheaths the blades. 
    I often use it to end a combo since it is more powerful than most of the 
    other moves and it can hit multiple opponents sending them flying away.
    *Sky Dance (O whilst in air)*
    An aerial combo, best linked from Whirlwind (R1+<+T). It is a multi hit 
    aerial combo that ends with a spinning downward slash that could hit 
    nearby enemies that are waiting on the ground. Again it leaves Dante 
    open after he lands, so for certain situations it might simply be better 
    to end the combo with Aerial Cross (T in air) and jump again using air 
    hike and landing in a safer location.
    *Crawler (R1+>+O)*
    Dante strikes the ground with both swords, creating a wave of fire and 
    wind that strikes any enemies across its path. It is a long range attack 
    that could be useful after a move that launches the enemy far away, like 
    Crossed Swords. However as with many long range moves, it is slow in
    recoil, but makes it up with its range. 
    *Twister (R1+<+O) > Tempest (mO)*
    My favorite Agni Rudra move, Dante connects the blades and spins them 
    above his head creating a tornado of fire and wind. All nearby enemies are
    hurt including those which are in midair. But that's not the end of the 
    move, mash the O button and Dante will launch into the air and create an 
    even larger tornado (Tempest <OmO). And no it doesn't end there, after the 
    move end you can cancel right away into Sky Dance or switch to another 
    weapon like Beowulf and end the combo with Volcano. 
    ***Strategies and other tidbits***
    Agni Rudra is great for crowd control, its primary combo T,T,T,T,T ends 
    with a spinning slash with both weapons combined. Essentially protecting 
    Dante from all directions, and Twister can also cause great damage to all 
    nearby enemies. it is also a great weapon for comboing since its moves 
    comes out fast and doesn't send the enemies flying. So you can switch 
    weapons at almost anytime during many of its moves. 
    Did you know Agni Rudra also has three standard combos, yup T,T,T,T,T 
    ; T~TT ; T~T~TmT. So there you go 3 combos for a single weapon, it's a 
    great weapon that is very versatile. You can mix it with any other weapon 
    and achieve long and powerful combos, since it has moves for all 
    situations, ranging from powerful aerial combos, to long range attacks. 
    In terms of risk, this weapon is slightly higher than Rebellion. Its range 
    is shorter and its recoil is slower, however it makes up for it with 
    increased attack power and versatility. It has a decent long range move, 
    and an attack that hits from all sides which ends with Dante in the air 
    easily escaping most enemies. Its combos might not bite as badly as Beowulf,
    but it does attack much more quick and rapidly with less recoil, and often 
    hitting more than one opponent with its wide sweeping motions.
    Agni Rudra's dashing attack (>T sorry the name escapes me) is slightly 
    riskier as a lunging move, unlike Stinger which comes out immediately 
    and ends almost instantly as well. However unlike Stinger, it doesn't 
    send the enemy flying away giving you a window of opportunity to combo him. 
    So it might not be as safe, however its long term benefits overcomes this
    I find Agni Rudra's air damage to be the highest. Against a boss which 
    cannot escape, you can combo Aerial Cross with the Sky Dance 
    (in air T,O,O,O,T) Which I believe does more damage than simply completing 
    the Sky Dance combo. You can extend this combo further, by simply changing
    to Rebellion and perform aerial rave with that or do it the other way around
    starting with Rebellion and finishing the combo with Agni Rudra. Either way
    probably one of the safer methods of developing style as well as doing tons
    of damage.
    There are other neat combos with Rebellion and Agni Rudra like a simple 
    Stinger followed by a Crawler (>T,=,>O). I believe you can further improve 
    this combo, by using sword pierce before crawler. However I haven't tested 
    that, but I will point out (once again) that Agni Rudra is quite capable 
    in long range combat as it is in close range combat.
    Against a single opponent, I would prefer to either launch it into the air 
    and Sky Dance/Aerial Cross him or perhaps Sky Dance and Helm Splitter. 
    Which is good since it ends the combo on the ground with Rebellion, a 
    perfect chance to use Dance Maccabre. So as you can see Agni Rudra can fit 
    into many situations, not only to keep opponents back but to also go into 
    the offensive making it an excellent weapon.
                                   -Beowulf-                               0004
       "Though my soul may set in darkness, It will rise in perfect light"
                                - Sarrah Williams
    A great weapon that is capable of producing the largest amount of damage in 
    the shortest period of time. However it does have its weaknesses, first of 
    all it's a gauntlet therefore it lacks the range and crowd control of 
    larger weapons. In a nutshell a weapon which directs large amounts of 
    damage to quickly kill one opponent at a time. However with the Swordmaster 
    style it has extra moves to remedy this weakness.
    ***Move List and brief description***
    Combo I:          T,T,T
    Combo II:         T,T~T,T
    - Hyper Fist:     T,T~mT
    Killer Bee:       T (in air)
    Straight:         R1+>+T
    Beast Uppercut:   R1+<+T
    Rising Dragon:    R1+<+T,T
    Combo I - A standard punch, punch, kick combo, where the kick launches the
    opponent and has a noticeable recoil. However it is safe most of the time
    and delivers quite a lot of damage, for its lack of crowdcontrol.
    Combo II - A more powerful combo, that does potentially more damage, for
    more risk
    Combo III - An even more powerful combo, that comes at the risk of its
    recoil after the ender. Unlike other crazy mashing moves, it is very 
    difficult to hit more than one opponent with this move. However luckily 
    Dante can jump or roll midcombo to cancel it.
    Killer Bee - A great aerial attack as it sends Dante at a diagonal angle
    towards his opponent. It deals quite a large damage, however as with
    other Beowulf move it has some recoil. 
    Straight - Beowulf's version of Stinger, fast, sends enemy flying and does
    decent damage. However it is slightly slower than Rebellion's stinger.
    Incorporated with Rebellion you can do a double lunging move which is
    great for moving rapidly and quickly towards an opponent.
    Beast Uppercut - Rising Dragon : Beowulf's version of High Time, more
    damaging that High Time, however is slower at start up. And compared with
    other uppercut moves it is slightly different because you can charge it
    to make it more deadly. And to launch with the opponent you need to press
    T and quickly press it again in rapid succession, sending both Dante and
    the opponent in the air for combo opportunities. 
    ***Description of Swordmaster style moves:***
    *Zodiac (O)*
    A long range elemental attack, similar to meteor from DMC.  Dante rears 
    back crouching slightly and placing his right arm in an uppercut position 
    and his other arm pointing forwards, once released Dante launches a 
    ray of light from his arm towards the targeted enemy. Zodiac could be 
    delayed/charged, which causes an increase of damage and range.
    *The Hammer (O Button in Air)*
    A double handed strike downwards in midair, send enemies directly 
    plummeting from the air, and it does not send Dante to the ground like 
    Killer Bee or Helm Splitter. It is quite powerful and is a good followup 
    from a Beast Uppercut.And could then be followed by a Helm Splitter 
    (Rebellion) or Volcano.
    *Volcano (R1+>+O Button)*
    Dante punches the earth and a great pillar of light emerges from the 
    ground hurting nearby enemies. It can hurt enemies that are jumping towards
    Dante. It is powerful and the startup time is not bad, however if whiffed 
    the recoil from the move would probably allow enemies to get hits in. It is
    a great crowd control move as most enemies will be thrown backwards when 
    they're hit.
    *Real Impact (R1+<+O) > Tornado (mO)*
    It is a rising uppercut with a very long starting time, Dante rears back 
    putting his right arm in an uppercut position, once the startup is finished 
    Dante punches the enemy with incredible speed launching himself and the 
    enemy into the air, and he could then follow up with Tornado which is a 
    Street Fighter style whirlwind kick damaging any enemies that are in the 
    air or is originally launched with Real Impact.  After Tornado, Dante can 
    then Killer Bee towards the ground, or simply land and continue fighting. 
    However Real Impact has one of the longest starting time other than Drive, 
    so the move is not to be used thoughtlessly (< is that a real word?)
    ***Strategy and other tidbits***
    Beowulf is different from other weapons, because of its short range and 
    chargeable moves. Nearly all of Beowulf's moves can be charged in order to 
    increase its damage. However that's not the extent of its usefulness. The 
    charge can be used as a defensive maneuver instead of charging head on 
    towards an enemy group sometimes, it is wise to stay back and charge and 
    when the enemy approaches you can feed them with a charged straight or 
    other attack.
    You will almost always start a Beowulf attack with T,T because other moves 
    such as straight or Volcano will ruin your combo opportunities by sending 
    them flying. Why T,T? you ask, why not T,T,T? Because T,T opens up more 
    opportunities than T,T,T in fact instead of dialing T,T,T it is often 
    better to simply go T,T and consider your next action from there. Also 
    T,T,T leads to a the kick ender, which is quick to start however during 
    the jumping kick Dante could not roll or cancel into another move or even
    block with Royal Guard. That's why I often opt for T,T rather than T,T,T.
    T,T can lead to almost any Beowulf move, from the Beast uppercut which can
    lead to many awesome combos, or even Volcano to keep enemies at bay and 
    prevent further attacks. Or in a hypothetical situation where the opponent
    dies from T,T you can immediately target a new opponent and perform Straight
    (>T). Now if you were performing T,T,T this option won't be available until 
    Dante lands his high kick.
    It's basic T,T,T attack is a powerful punch, punch kick combo, in which the
    kick launches the enemy up. Allowing you either jump up and use Killer Bee
    (T, in air) or The Hammer (O in air with SM) to send the opponent plummeting
    to the ground. That or you can charge a dragon uppercut and launch it when 
    they land launching them up again. Or my personal favorite follow up is to use
    The Real Impact (<C) followed by Tornado to cause large amounts of damage, 
    however the problem with this combo is to make sure that you will hit the 
    launched enemy, because a whiffed Real Impact is a tragedy.
    Did you know that the Beowulf can charge one of those wheel thingies in one 
    combo. T,T~mT this combo is the most damaging combo that does not involve
    any other moves, however it has a very short range and is risky as there is 
    not much movement in the combo and you're a very easy target whilst using it. 
    However you can cancel out of the move anytime during the rapid punches which 
    makes it safe enough to be used against a small group of enemies.
    One of the key to using Beowulf and not getting hit is to put an enemy group
    in disarray and kill the opponent one at a time, and then delivering 
    multiple combos and making an escape when the recovered enemies attempt to
    attack you. How is this accomplished? well a preferred method I use is to 
    simply use Kalina Ann to send enemies flying. However there is also another
    method which is Volcano the move hits multiple opponents, and could be 
    cancelled from a T,T; so when pummeling on a single opponent with enemies
    approaching launch a Volcano and see those enemies flying backwards. Though 
    of course a whiffed Volcano is dangerous, sometimes the risk should be 
    taken depending on the situation.
                                  -Cerberus-                               0005
            "Line in nature is not found; Unit and universe are round; 
      In vain produced, all rays return; Evil will bless, and ice will burn" 
                                - Ralph Waldo 
    A weapon that's probably not as familiar or famous, first of all it's not
    as powerful and as appealing (you know how people react to weapons 
    without an edge). However its power comes in crowd control, speed and 
    its ability to work with other weapons. Its properties also make it
    great against bosses like Agni Rudra. 
    ***Move List***
    Combo I:          T,T,T,T,T
    Combo II:         T,T~T,T
    - Satellite:      T,T~mT
    Swing:            T (in air)
    Revolver:         R1+>+T
    Windmill:         R1+<+T
    Combo I - rapid powerful swings of the Cerberus, able to hit multiple
    nearby opponents. Making it a great weapon for close combat with many
    Combo II - similar combo to I, however it has a slightly further range
    in its 5th and 6th strike and ends in a windmill. Can be cancelled into
    satellite for striking enemies around Dante.
    Swing - a great aerial move that has decent range and does decent damage.
    Basically a large swing of the Cerberus.
    Revolver - a spinning forward strike that hits multiple times, Dante
    leaps forwards and spinning rapidly in midair. Good damage, strikes enemy
    to the front and rear. However Dante is susceptible to damage during the
    attack, and the attack can't be cancelled.
    Windmill - a defensive move great for cancelling enemy moves, however has
    slight recoil.
    ***Description of SM moves:***
    *Flicker (O)*
    Dante swings Cerberus around him, hitting enemies that are close to him. 
    Effective as a combo ender or to interrupt attacking enemies, it does 
    decent damage, but nothing phenomenal.
    *Crystal (R1+>+O)*
    Dante thrusts Cerberus into the ground and a wave of ice appears from the
    ground hitting any opponent in front of him. This is one of the move that
    makes Cerberus versatile as an alternate weapon, you can stinger (straight
    or any other move that send the opponent flying forward) and switch to 
    Cerberus to use Crystal punishing the opponent even further.
    *Million Carats (>OmO)*
    A follow up to Crystal, Dante hits the ground hard with the hilts of 
    Cerberus causing ice to split from the ground all around him. Useful 
    since Crystal is a move that leaves Dante open and if an opponent is 
    somewhere near him a followup to Million Carats is a good idea. The 
    problem with the move is there is a slight start up time, however you 
    can immediately jump right after the move is finished.
    *Ice Age (R1+<+O)*
    Dante swings Cerberus quickly around him covering him in a sheet of ice. 
    This move despite looking useless at first, is actually pretty useful. 
    Especially against multiple opponents, basically when Dante is covered in 
    ice enemies trying to attack will only get hurt trying to get close. And 
    it also eliminates some long range attacks, such as the ones used by the 
    Abyss. So in a situation where you're fighting multiple Abysses, you simply
    hone in on one and start wailing on it, when you spot another Abyss 
    preparing to launch a projectile start Ice Age. You will not only hurt 
    the opponent you're wailing on, but you'll also protect yourself from the
    projectile. However there is a start up and recoil after the move, and 
    as usual the enemies can hurt you.
    *** Strategy and other tidbits ***
    Cerberus is a fine choice for aerial battles, it's revolver move mixed 
    with it's T attack in air does fine damage. However Agni Rudra is still 
    better, because first of all it can Air Hike (which I believe Cerberus 
    should have) and it could air combo with it's Sword Master style.
    In risk, I would rank Cerberus next to or under Rebellion, because its 
    attacks are so fast that it can usually stun most enemies before they
    even attack. And with combos like satelite and Ice Age, which are
    more defensive than they are offensive, often times enemies will have
    trouble reaching you.
    Cerberus also have the shortest list of shop items, it only has two moves
    which is revolver (>T and in air) and Windmill (<T) which ironically can
    also be accessed through a combo TT~TTmT. 
    Revolver is a very interesting move, because it hits enemies to the front
    and back. So like other Cerberus moves, has some defensive application.
    So in a situation where enemies are advancing from the front and back,
    revolver would be a fine choice indeed. Although the situation doesn't 
    come all that often :S
    However despite all these limitations Cerberus is still a fine alternate 
    weapon. It will work well with Rebellion or Beowulf because it can 
    instantly be switched and it's fast and sweeping moves will help Dante 
    protect against multiple opponents. Plus it has Ice Age which will protect 
    Dante from most enemy attacks. Though I hate mixing Agni Rudra with 
    Cerberus because they don't have any fast moves that puts you in the 
    enemies' face e.g. stinger or straight, however it does offer great 
    offence against multiple opponents close and far (e.g Crawler, Tempest, 
    Ice Age, Million Carrats and their wonderful sweeping combos). 
    I also find that Royal Guard works quite well with Cerberus, because you can
    cancel to Guard most of the time during its main combo. So you can really set
    up an offensive defense by whipping enemies about, and when an enemy is
    about to attack you can quickly use Just Guard and continue wailing on muliple
                                -Rebellion-                                0006
            "Disobedience, in the eyes of anyone who has read history, 
                           is man's original virtue. 
              It is through disobedience that progress has been made,
                   through disobedience and through rebellion." 
                             -Oscar Wilde quotes
    ***Move List***
    Combo I:          T,T,T
    Combo II:         T~T,T
    - Million Stab:   T~mT
    Helm Breaker:     T (in air)
    Stinger:          R1+>+T
    High Time:        R1+<+T
    Drive:            T(hold and release)
    Combo I - a standard three sword slash, that is actually quite powerful
    for a starter weapon
    Combo II - a great move for defense and offense. Basically a standard strike
    followed by a spinning slash that hits and stuns nearby opponent. Allowing
    for almost any follow up, including the million stab.
    Helm Breaker - a powerful vertical strike from the air. It is powerful,
    however it could be dangerous if done to attack a group of enemies.
    Stinger - a powerful strike sending Dante dashing forward stabing at an
    opponent. It is powerful, and sends the opponent flying, however has a 
    noticeable recoil.
    High Time - an uppercut done with the Rebellion that sends the enemy flying
    enabling a follow up, to numerous possibilities.
    Drive - a dangerous attack as it has a long startup, but deals an enormous
    amount of damage almost as much as The Real Impact. However it is better in
    a way because it can very easily hit multiple enemies.
    ***The Rebellion section of the FAQ was written by YuriSEAL (well he never
    replied to whether or not he would like his work to be in a FAQ, but I 
    think he won't mind :D)***
    Probably my single favourite weapon. It's a sword - fairly good for crowd
    control due to its long range, fairly fast due to the light weight and 
    simplicity of the weapon, and fairly strong due to the fact that it's 
    six feet long and sharp. It's a magical weapon (elementally, at least.)
    ***Description of SM moves:***
    *Prop Shredder (O,O/O->mO)*
    Dante spins the sword in front of him. He'll swing it in a vaguely upwards
    motion, launching enemies, the first time. He'll then do the move again 
    with no launching properties. The second spin can be extended (seemingly, 
    at least) in the midst of combat. A fairly mediocre move, but useful for 
    boosting style. It's also good for deflecting a few attacks (V3's Round Trip,
    for example.)
    *Aerial Rave (O,O,O,O in midair)*
    Dante slashes four times in midair. The slashes aren't exactly ridiculously
    strong, but they do fairly good damage and they boost style rank fairly 
    quickly (especially when one hits multiple enemies.) Aerial Rave and Aerial
    Cross are the best continuations to a rising High Time that exist. It's 
    that simple.
    *Sword Pierce (R1+>+Circle)*
    Dante throws the sword, hopefully hitting an enemy with it. While the sword
    is off in la-la land, you can perform thrust kicks on the ground (Stinger-
    like)and dragon kicks in the air (homing downward kicks.) This move is fairly
    good for tying up enemies from a distance, it has pretty good damage for a 
    ranged attack, and it's quite good at deflecting a few attacks. Unfortunately,
    now that the hand-to-hand moveset it once unlocked has been axed, the move 
    is pretty mediocre. You can use it to get a bit of extra damage while you
    use your other weapon, to knock back a few attacks, and to stun a few 
    bosses or enemies.
    *Dance Macabre->Crazy Dance (R1+<+O->mO)*
    Dante dashes forward with an "Are you ready?" and performs a number of fast 
    sword swings, culminating in a Million Stab which ends in a normal combo 
    ender slash. If you mash Circle, then he will perform a pole dance and end 
    in a pumped-up version of the pole dance exit swing. If there isn't a 
    convenient pole, he'll spin on the sword. A very, very useful combo...When
    the time is right. However, although the Crazy Dance portion renders you 
    nearly immune to melee attacks, the Million Stab right before it is 
    extremely dangerous, and the combo is so long that it's quite easy to get 
    interrupted. When it's used, however, it can quite easily pump up one's 
    style rank and lay the hurtin' on whoever's got your number.
    ***Strategies and other tidbits:***
    It's an awesome weapon for comboing and getting Style ranks up. Million 
    Stab and Aerial Rave will make your Style Rank skyrocket when you hit 
    multiple enemies, and the Crazy Dance can get you from a Dull to a 
    SSStylish with a measly two enemies taking it. Most of its moves don't 
    have severe recovery lag and come out quickly (no delay.) It's an awesome
    Million Stab is unique in that it's the only crazy combo move that can be 
    performed in more than one way. Mashing Triangle during Combo #2(T~T), 
    mashing Triangle during Stinger, and doing the Dance Macabre.
    ***Strategies and other tidbits:*** by Wr4ith_Bl4d3
    Definitely a weapon you can have equipped at all times, though it's ranged
    attack is not as good as crawler, or crystal, it makes it up at it's close
    combat prowess. It is probably the safest weapon, because of its size, 
    fast attacks, and some crowdcontrol. It's only weakness is probably its damage
    T~T is by far the most useful combo it has, essentially it's a diagonal 
    slash followed by a spinning slash, that stuns all nearby opponent, and the
    move actually lasts pretty long and does quite some damage. However the
    real power of this combo, is that it's long and safe enough that you can
    basically do anything. You can switch weapons and continue comboing, you 
    can cancel into Dance Macabre, you can stinger, or just plain jump away
    to get to a better location or run away if you like :S 
    Dance Macabre is a great move, however I would only use it against single
    enemies, or when I'm absolutely sure I won't get hurt whilst in mid combo.
    Like Yuri mentioned it takes a while to finish the million stab, which
    is the point where you're most vulnerable. So use the move with care,
    because it has great potential if used right.
    I often use Rebellion with Agni Rudra or Beowulf. Because I believe these
    weapons compliment Rebellion's fighting style. Agni Rudra because it is
    good allround, has great long range move, and can really aid in Rebellion's
    air game, with it's Aerial Rave and Dance combo. Beowful simply because
    Rebellion covers Beowulf's weakness, it can aid in crowd control and has
    the stunning powers to open them up to Beowulf's extreme damage.
    Rebellion also works exceptionaly well with Royal Guard, because like
    Cerberus there are many times where you can cancel into Guard such as T~T.
    And with Rebellions added range it might very well be the best weapon
    to be paired with Royal Guard.
                                  -Nevan-                                  0007
                   "Yes, death is strong, but look you, 
                      the strongest, Stronger is music than death" 
                                              -Franz Werfel quotes
    Right okay, Nevan this time around. I'll start by saying Nevan is not my 
    favorite weapon. Why? Well it is by no means a bad weapon, it's fighting 
    style is just so different from the other weapons primarily because it is 
    a long range weapon as well as a short range one. And I feel that I'm not 
    as mobile whilst using the weapon, which is very dangerous in this game. 
    ***Description of all moves***
    *Tune Up*
    Okay this is the first move you'll probably use when you grab Nevan. 
    Basically Dante does a short swipe with Nevan and remains in a guitar 
    playing stance, this stance will lead to other moves. Listed Below:
     - Combo 1 (T while in Tune up): 
       Basically Dante will start strumming on his guitar causing an 
       electric bat to spawn and attack the enemy. And if the attack button
       is held, more and more bats will spawn around him, effectively creating
       a shield and offering more damage when the bats are released.
     - Combo 2 (Press right and T while in Tune up):
       Very similar to Combo one except Dante will play the guitar a little 
       differently. And basically you can cover yourself with bats by switching 
       from Combo 1 to 2, which is good if you're surrounded. 
       - Jamming Session: 
       Is a follow up from Combo 2, simply start mashing and Dante will slide on
       to his knees, creating more bats which will spiral around him damaging 
       nearby enemies, the move ends with a large explosion and Dante yelling 
       "Yeah". The downside to this move is that the recoil time is a real pain,
       Dante will remain in his knees shouting "YEAH" and whilst he's doing 
       this you can't do anything except pray that all the enemies are stunned 
       by the move. However on a brighter note if you stop mashing early, before
       Dante goes "Yeah" you can jump and prevent the lag, but of course the
       most damage comes from the last shock of the move. So it's a double edged
     - Combo 3 (Press left and T while in Tune-up):
       Dante will strum the guitar and a shockwave of lighting will encompass 
       Dante sending all nearby enemies back. A good defensive move, especially 
       against incoming enemies. It comes out very quickly and is very useful 
       because of Nevan's more defensive attacking style. However with all fast 
       moves there will be a slight pause, which will leave you open.
    *Reverb Shock (R1+>+T):*
    Nevan's version of Stinger, Dante rushes forward putting the end of the 
    guitar in front of him launching any enemies in front of him whilst 
    summoning bats that will attack any more enemies in front of him.
    *Bat Rift (R1+<+T): *
    Nevan's uppercut which launches enemies and if held Dante will place the 
    guitar over his shoulders and start strumming creating bats that will attack
    nearby enemies.
    ***Description of SM Moves***
    *Slash and Air-Slash (O or O in air): *
    Nevan transform into a scythe and Dante performs a downwards slash. This is 
    quite effective as a finisher, however it is less defensive than all other 
    Nevan move and it has some recoil so I don't really know why you should use 
    this move.
    *Feedback (R1+Hold left+O) : *
    Dante spins Nevan around him rapidly and then leaps forward and strums the 
    guitar creating a tiny shockwave. This is actually a pretty good move if 
    you're surrounded by enemies. Or after launching an opponent since it juggles
    quite well.
    *Crazy Roll (mash O whilst doing Feedback) : *
    A follow up to Feedback, if you keep mashing T Dante will spin Nevan wildly
    spinning in the air and finishing the combo by a diagonal swing of Nevan. 
    Basically a better version of feedback, once again good against lots of 
    *Distortion (R1+<+O) :*
    Dante strums Nevan rapidly covering himself in a purplish glow.And when he 
    stops strumming, waves of bats stream forward to attack the enemies. If held 
    more bats will spawn and attack the enemies. I guess it's a decent move 
    albeit slow to start up and it is not bad in terms of increasing stylish
    ***Strategies and other tid bits***
    Okay you can read that I'm not too enthusiastic about Nevan, because I can
    barely use the weapon. Unlike Agni Rudra or Rebellion which I enjoy using. 
    The way I use Nevan is simply performing combo 1, 2, 3 and that way nothing 
    will get close to me and if something does I will do an extended combo 2 or 
    combo 3 and then I'll flee like a little girl. I don't know why but I just
    don't like Nevan. However I can say that it is effective in remaining 
    defensive and attacking multiple opponents from afar. 
    One way I like to use Nevan is to use it for its Reverb slash, which is 
    actually one of its more useful move in my opinion, I can simply Reverb
    Slash, and change weapon to do deliver more damage. So in a way, you can
    stay afar and use the combos, and then when the enemies are close you can
    Reverb Slash and then continue on from there using a more close-range 
    oriented weapon, such as Rebellion or Beowulf.
    After some more testing I feel that I've judged the weapon too early, it is
    not as damaging as the other weapon, nor do I feel comfortable with it.
    But it is a very interesting weapon, and it's very unique, though I might
    not use it ever again, I have to say it is rather fun using it at times.
    *Another update OMG WTF*
    Okay after my few months break, I decided to replay DMC, and this time
    using Nevan. Once again the weapon reveals that it's secret. So long
    as you know what you're doing, the weapon is safe enough and probably
    has the best crowd control. By grouping enemies together and using
    Jam session allowing with Reverb Shock, you can really mess a group
    of enemies up. And this is a good thing especially in DMD, where you
    don't want to kill enemies one by one, because that'll just cause other
    enemies to DT and put you in a precarious position.
    Using it against DTed enemies is probably not a good idea, because it
    can't really stun the enemy. Leave that to the power hitters such as
    Beowulf, so once again don't underestimate this weapon. It is great
    in capable hands.
    ***Nevan strategy by Derakon***
    "I use Nevan primarily as a style booster. It's great for crowd
    control, primarily because of two moves: Jam Session and Feedback. Jam
    Session is like a Million Stab or Million Slash move, except that it
    has an insanely huge area of effect. If you catch two enemies with it,
    you'll be up in the S ranks from nothing; three gets you SSStylish
    easily. Feedback is a shorter, closer-range version of Jam Session,
    essentially. It has very little startup time, though, which makes it
    useful when you're in a hurry (or if you can't pull off Jam Session
    reliably). Both are well-suited to racking up the style after you've
    knocked the enemies down with another weapon.
    In general, Nevan is a crowd-control weapon. Its attacks that hit a
    single enemy are not terribly useful in my experience, but its
    multitarget attacks hit many times. Wading into a group of enemies and
    doing Feedback, or using Jam Session on some stunned enemies, is a
    great way to safely gain style (and inflict some respectable damage in
    the process)."
    Contact Details                                                        0008
    Right first of all this is my first FAQ, why do I put this last, well 
    because I don't want people to stop reading at the top of the page thinking
    "ooo this FAQ is made by a n00b"
    But anyway if you have anything to ask or add to the FAQ feel free to 
    e-mail me at:
    I would appreciate it if you don't e-mail me for malicious reasons 
    e.g. viruses, hate mails, etc.
    I've learned a lot from writting my first FAQ and it has inspired me to
    write some other FAQ, if I have time that is -_-. Anyway I hope to see you
    guys when DMC4 comes out, so peace and let me rest till then :D
    Special Thanks                                                         0009  
    -	GameFAQs, esp to CJayC
    -	L337Onimusha starting the Weapon: Strength and Weakness FAQ which 
    	started all this
    -	Other Forum users who offered advice and strategies
    -     	http://en.thinkexist.com for the quotes
    -     	People who mailed me, asking me questions as wells as complimenting
          	my first FAQ, I thank you once again :D
    Legal Issues or Bruhaha as I like to call it                           0010
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    publicly WITHOUT ADVANCE WRITTEN PERMISSION. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright. And I will take legal rights, (and use my gun model 
    which does not shoot but will hurt you because it's heavy.)
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    Copyright 2005 Henry Santosa a.k.a Wr4ith_Bl4d3 and more recently D3.

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