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Other Combat Mechanics of DMC

Railazel

Well-known Member
Something that should've been asked about a long time ago. People had payed close attention to whether DmC had Jump Cancelling or not during the early parts of the game's development. During the time I wondered if it had other aspects of DMC's game mechanics but there was no confirmation that it did. So, I'm just going to make a list of all of the original DMCs' mechanics and see if they are possible for DmC.

1. Jump Cancelling- First of all, I would like to clarify that JCing is actually a pretty broad term. You can jump cancel anything by pressing the Jump button. Since doing this is confirmed possible in the reboot. There's no real need to get into it.

2. Evade Cancelling- Cancelling done via evasion. This has also been confirmed possible.

3. Dash Cancelling- This is done using the Dash maneuver in Trickster. It hasn't been confirmed yet since Dash isn't a confirmed move in DmC. However, Star Dash has been translated into Angel Dash in the reboot, so it's possible to cancel your moves via Angel Dash in the air.

4. Guard Cancelling- Guarding hasn't been confirmed yet, so it's not known whether you can cancelling your moves using Gaurd.

5. Slash Cancelling- A technique in DMC 1 where you restart your combo either by jiggling the joystick or attempting to shoot. This hasn't been done in any of the later DMCs but can be imitated through different cancelling methods. I would assume the same can be said for the reboot.

6. Enemy Rebound- also known as Enemy Stepping. Also confirmed in the game.

7. Buffering- Basically inputting a move in the middle of another move. For example, you Stinger an enemy and, in the middle of the Stinger, you hold the triangle button to charge up a Drive attack. Another good example is MultiLocking with Artemis and charging up a DT- Flux. It has been confirmed for DmC.

8. Advanced Weapon Switching- It's basically switching to a weapon in the middle of another weapon's action. I would assume DmC's new mechanic of being able to switch to another weapon's Combo 2 is an extension of this.

9. Double Cancelling- Basically doing a quick series of cancels that are fast enough that you don't see the animations in between them. A famous case is Enemy Rebounding Helm Breaker where you Rebound off the enemy so fast that you don't see Helm Breaker's "fall" animation in between. This has already been shown in some vids for DmC.

10. Just Framing- Doing an action at the most precise time to reap the most benefits. Demon Evasion in DmC is a perfect example.

11. Air Reset- A state in mid- air where you are basically motionless. It is from these positions where you can do whatever you want. Some of the attacks in DmC seem to reset you in the air, so this is definitly confirmed.

12. Release Warping- A technique where use Just Release an opponent's attack in order to "warp" to another location. Since Release isn't a confirmed move in DmC, it's not known whether this is possible.

So, in summary, DmC has to confirm whether it has the full arsenal of DMC 3 or 4's combo mechanics, but it can imitate some of their mechanics.
 
Buffering has been mentioned by Greg Moore on Capcom-Unity streams. It's usually what he's doing a lot of times when he does the Eryx combo "Showdown>Evade Cancel>Stomp" as well as some others.

You can switch between all available weapons during the game, and even mid-combo to do things like "Arbiter>Eryx" and such.

I don't think there's any Royal Gaurd-type skills outside of a larger ability to parry anything with correct timing of your own attack against an enemy's, though.
 
Buffering has been mentioned by Greg Moore on Capcom-Unity streams. It's usually what he's doing a lot of times when he does the Eryx combo "Showdown>Evade Cancel>Stomp" as well as some others.

You can switch between all available weapons during the game, and even mid-combo to do things like "Arbiter>Eryx" and such.

I don't think there's any Royal Gaurd-type skills outside of a larger ability to parry anything with correct timing of your own attack against an enemy's, though.

I edited Buffering as being confirmed. However, the mid- combo switching is only possible for Paused Combos (aka Combo 2s). The Advanced Weapon Switching I'm talking is basically "weapon cancelling" in a sense. Like coming from a Straight and cancelling it into a Stinger. So, if I wanted to AWS in DmC, I would want to cancel Osiris' Rake into Rebellion's stinger or Eryx's Showdown into Arbiter's Tremor.
 
Rake will be fun to cancel other moves into though. Like using Helm Breaker jump cancel and then Rake and then more jump canceling! :D

And you can totally do that, too. Dom from NT did it during the NYCC panel. I thought it was pretty cool.


At 2:12 we've got a Death Coil>Hightime>Helm Breaker>Jump Cancel>Rake>Helm Breaker>Jump Cancel>Helm Breaker...

As the mechanic goes, the Jump Cancel resets Dante from the move he canceled, and you can really do whatever else from there.

Also, at 9:58 of this video, Greg shows off some good ol' Shot Cancels with jumps and evades

 
Something that should've been asked about a long time ago. People had payed close attention to whether DmC had Jump Cancelling or not during the early parts of the game's development. During the time I wondered if it had other aspects of DMC's game mechanics but there was no confirmation that it did. So, I'm just going to make a list of all of the original DMCs' mechanics and see if they are possible for DmC.

1. Jump Cancelling- First of all, I would like to clarify that JCing is actually a pretty broad term. You can jump cancel anything by pressing the Jump button. Since doing this is confirmed possible in the reboot. There's no real need to get into it.

2. Evade Cancelling- Cancelling done via evasion. This has also been confirmed possible.

3. Dash Cancelling- This is done using the Dash maneuver in Trickster. It hasn't been confirmed yet since Dash isn't a confirmed move in DmC. However, Star Dash has been translated into Angel Dash in the reboot, so it's possible to cancel your moves via Angel Dash in the air.

4. Guard Cancelling- Guarding hasn't been confirmed yet, so it's not known whether you can cancelling your moves using Gaurd.

5. Slash Cancelling- A technique in DMC 1 where you restart your combo either by jiggling the joystick or attempting to shoot. This hasn't been done in any of the later DMCs but can be imitated through different cancelling methods. I would assume the same can be said for the reboot.

6. Enemy Rebound- also known as Enemy Stepping. Also confirmed in the game.

7. Buffering- Basically inputting a move in the middle of another move. For example, you Stinger an enemy and, in the middle of the Stinger, you hold the triangle button to charge up a Drive attack. Another good example is MultiLocking with Artemis and charging up a DT- Flux. It has been confirmed for DmC.

8. Advanced Weapon Switching- It's basically switching to a weapon in the middle of another weapon's action. I would assume DmC's new mechanic of being able to switch to another weapon's Combo 2 is an extension of this.

9. Double Cancelling- Basically doing a quick series of cancels that are fast enough that you don't see the animations in between them. A famous case is Enemy Rebounding Helm Breaker where you Rebound off the enemy so fast that you don't see Helm Breaker's "fall" animation in between. This has already been shown in some vids for DmC.

10. Just Framing- Doing an action at the most precise time to reap the most benefits. Demon Evasion in DmC is a perfect example.

11. Air Reset- A state in mid- air where you are basically motionless. It is from these positions where you can do whatever you want. Some of the attacks in DmC seem to reset you in the air, so this is definitly confirmed.

12. Release Warping- A technique where use Just Release an opponent's attack in order to "warp" to another location. Since Release isn't a confirmed move in DmC, it's not known whether this is possible.

So, in summary, DmC has to confirm whether it has the full arsenal of DMC 3 or 4's combo mechanics, but it can imitate some of their mechanics.


You forgot 'switch canceling': Canceling a weapons' (usually a powerful firearm) long lag, cock or latent animations by switching to another weapon and quickly back again to cancel out those animations after the attack to attack or fire again in quick succession. In DMC 3 you can turn spiral into a quick fire weapon by firing, switching to another firearm and back quickly, then firing again.
 
You forgot 'switch canceling': Canceling a weapons' (usually a powerful firearm) long lag, cock or latent animations by switching to another weapon and quickly back again to cancel out those animations after the attack to attack or fire again in quick succession. In DMC 3 you can turn spiral into a quick fire weapon by firing, switching to another firearm and back quickly, then firing again.

That's what I mean by "Advanced Weapon Switching." Switch Cancelling doesn't really work as a good title since, most of the time, all it does is just cut an animation short instead of interrupting the whole move. (Note: I often use the word "cancel" for any form of interruption of anything. So if you see me say something like "cancelling Straight," just keep in mind that Straight isn't cancellable and I'm just referring to shortening of it's ending "punch" animation).
Damn, dude. You know your DMC.

Yeah, but actually pulling this stuff off is another matter.

I'm not sure how you'd cancel a Rake into Stinger, what with Rake being an air move :x

That's my bad. I can't remember the name of Osiris' "Stinger" move.

And you can totally do that, too. Dom from NT did it during the NYCC panel. I thought it was pretty cool.


At 2:12 we've got a Death Coil>Hightime>Helm Breaker>Jump Cancel>Rake>Helm Breaker>Jump Cancel>Helm Breaker...

As the mechanic goes, the Jump Cancel resets Dante from the move he canceled, and you can really do whatever else from there.

Also, at 9:58 of this video, Greg shows off some good ol' Shot Cancels with jumps and evades


You can hate me for saying this, but I think there will be too many contestants for the TSTs.
 
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