Introduction
This part of the guide will focus on how Auto Spectral Formations affect your Melee combos.
For example, Stinger and forward attacking moves usually summon Million Stingers.
These extend the range and allow for faster juggles.
Attacks that go round in motion summon Spiral Roundtrips.
Unfortunately, these Round Trips only Circle Dante extending his range rather than a home in on the enemy.
Rising moves such as Hightime, Highside, and even Real Impact give Dante High Times.
While most of Auto High times sends the enemy higher, some High Times such as Updraft (2nd Image) actually have High times that juggle
The others follow the motion of the attacks, such as Aerial Rave or Firestorm. The direction of the attack can intuitively guess the majority of spectral swords.
In the next section, you can see the full table of Dante’s Spectral attacks side by side with the normal attacks.
Spectral Swords Combat Table
Auto Formation
The DSD swords react depending on your currently selected style. The most varied being the Sword Master style due to how the Spectral Blades react depending on each attack. Most of these Spectral Autos are actually Four Hands but in different shapes. The formation of the Spectrals can be intuitively guessed by what kind of action Dante is doing. For example, if Dante is attacking forwards, the Spectrals spam mini-stingers; if Dante is doing a circular or charge attack, the Spectrals spin in circles around him.
Memorizing these Auto Spectral Formations is integral to maximizing Dante’s combat potential in 5 as it adds an extra dimension of depth to every Melee based attack.
Furthermore, DSD formations can be activated anytime during animations and even when Auto Spectrals are happening.
Spectral Swords Attack Table
All Attacks that are influenced by Spectrals Swords can be referenced herein. They’re normal vs. Auto Spectral Formations.
Rebellion/Sparda
Rebellion Combo A | ||
Rebellion Combo B | ||
Helm Breaker | ||
High Time | ||
Stinger | ||
Million Stab | ||
Prop | ||
Shredder | ||
Aerial Rave | ||
Round Trip | ||
Dance Macabre |
Devil Sword Dante
While the Spectral Formations are mapped to the Swordmaster style, the DSD Movelist is the same as Sparda and Rebellion Melee strings except for the following.
DSD Combo B | ||
Overdrive |
Spectral Swords Combat Table 2
Balrog
Light Blow | ||
Heavy Jolt & FlyDragon | ||
Welter Move & Battam’s Revenge | ||
Feather Combo | ||
Balrog Combo A | ||
Balrog Combo B | ||
Mode Switch | ||
Friction | ||
Updraft | ||
Heat Up | ||
Middle Break | ||
Cruiser Dive | ||
Minimum Dragon | ||
Rising Dragon | ||
Divine Dragon | ||
Real Impact | ||
Break Spiral | ||
Firestorm | ||
Flint Wheel | ||
PyroMania |
Spectral Swords Combat Table 3
Cavaliere/R
Cavaliere Combo A | ||
Air Cavaliere Combo A | ||
Idling | ||
Crossline | ||
Slipstream | ||
Highside | ||
Braking | ||
Cavaliere Combo B | ||
Air Cavaliere Combo B | ||
Full Throttle | ||
Wheelie Jump | ||
Redline |
King Cerberus
Cerberus Combo A | ||
Cerberus Combo B | ||
Swing | ||
Crystal | ||
Revolver | ||
Ice Age | ||
Long Barrel | ||
Long Barrel Air | ||
Thunder Clap | ||
Long Revolver | ||
Cerberus Combo C | ||
Cerberus Combo D | ||
Pole Play | ||
Rock Back | ||
Hot Stuff | ||
Revolution | ||
Turbulence | ||
King Slayer | ||
Percussion |
DSD Desync in-depth & Notes
DSD Desync:
Referring back to the main guide, DSD Desync happens when the Spectral swords spawn where Dante was previously located before an Air Trick, Ground Trick, current X, Y, Z value charge attacks (Stinger, Friction/Divekick, Roleplay, etc.).
As you can see in the clip above, Dante relaunches the Caina with a rose then Ground Tricks. While he was Tricking down, a Stingers on DSD was inputted before his position value was updated. This allows the enemy to be hit by Stingers while you’re already on the ground, ready for a setup or finisher. In this scenario, going Twin Cascade, Overdrive, Cut-In Front on Shotgun are excellent follow ups.
For the Hightime rose set up, you can even substitute Four-Handed and then do the Ground Trick > Stingers set up. It is highly recommended you practice these setups to get a feel for the DSD Desync.
* It’s important to note that you have to wait and delay the Ground Trick after the 2nd Rose comes out for this particular setup to work. It would be best if you got used to inputting Stingers/Four Handed immediately after Ground Trick with DSD equipped.
Floating Round Trips in-depth & Tech notes
Found by combo players on Twitter, especially on the Japanese side. Floating Round Trips refers to the DSD formation not homing in on the enemy and sending itself as a projectile you can use as a trap instead. Huge thanks to Whitelion on Twitter for in-clarification and testing and tekitô: https://www.nicovideo.jp/watch/sm35803991
Round Trips Type | Reference |
Normal Round Trips | |
Floating Round Trips | |
Split Floating Round Trips |
The first thing to realize is that there are 3 types of Round Trips for DSD.
- 1. Normal (Homing on Locked-on or last enemy arggoed).
- 2. Floating Round Trips (Goes past the last enemy hit and is sent forward to where Dante is facing).
- 3. Split Floating Round Trips(Some will home in on targets, and some Round Trips will float away).
This entire Floating, DSD Round Trips system depends on 4 systems, which are:
Aggravation (Aggro), Input Timings, Round Trips Homing Memory (Each DSD Spectral Sword has its own tracking), and very occasionally Camera Angles (only applicable in scenarios relating to Aggravation).
The 1st type of Round Trip is straightforward to do, you hold style after doing any of the manual Sword Formations on SwordMaster, and the Spectral Blades will spin behind Dante and will start Homing in your Locked on Target.
Floating Round Trips:
For the 2nd kind to activate the Floating Round Trips to go past the enemy, you need to have Dante in Neutral Aggro and then switch style (safest to switch to is Trickster) to shoot Round Trips in front of where Dante is facing to have them “Float.”
You can do this with DSD Combo B (Prop Shredder), Do Aerial Rave away from the enemy without Lock on at any point of the string, after Rose or taunt. As long as you can let go of the Lock on (the conditions for Floating DSD will clear and allow you to use it).
This works because of the enemy aggravation system linked to the Spectral Sword’s Homing Memory. Locking On also generates this Aggro. Therefore by doing setups such as:
Melee x1 with Dante facing away from the enemy, you’ll find it much easier to be successful to send out Floating DSD. Taunting, even though Dante is facing the enemy, also makes the enemy aggro neutral to Dante (even with air taunt), which gives taunting mid-combo/combat great utility.
Example of Floating Round Trips Setups:
Combo String | Reference |
DSD Combo B > Four-Handed (Charge Round Trips) > Lock-on Off & Switch to Trickster > Shotgun (have enemy fall on Floating DSD) > Twin Cascade |
|
DSD Combo B > Four-Handed (Charge Round Trips) > High Time > Let go of Lock-On & Air Hike (Backwards) > Rose > Switch to Trickster (Release Floating DSD RTs) > Shotgun > Taunt > Man in Red > OverDrive (Charge) > Man in Red (Release) > OverDrive (Release) |
These setups can really open up your combo paths and help you do more creative set ups in the air. Moves that plant you and require the enemy to stay still, like Kalina Ann’s Hysteric, become very useful in this scenario.
These are not the only ways, but some of the easier and more useful set ups I’ve found. Don’t be scared to pop in the void and try whatever set up you think works.
Split Floating Round Trips:
The 3rd kind, which is split Round Trips, requires you to understand the differences between Hard Enemy Arggo, Neutral Enemy Aggro, and No Enemy Aggro. The easiest but not completely accurate way of understanding this is that:
Aggro [ON] = Normal Round Trips
Aggro [Neutral] = Split Floating Round Trips
Aggro [OFF] = Floating Round Trips
By going into Neutral Aggro, you can do set ups with Floating DSDs and have a bit of tracking on one/more enemies. For example:
Normally Twin Howitzer won’t connect in the air due to the distance and projectile speed. However, thanks to the 1 Split Round Trip, we can shoot into the Floating Round Trips and set up a nice Hysteric for a finisher.
Furthermore, you can also use these Split Round Trips between the original homing type and Floating Round Trips across different enemies.
This can be extremely useful for specific combo setups and freestyle DSD combat. Managing multiple enemies at once and creating space for yourself to even Round Trip with more Rebellion and the Sparda gives you an insane amount of control in the arenas.
Making use of DSD in Combat
Now that we’ve covered all the Auto Spectral Swords let’s try out some combos!
Weapon Set [Melee: DSD | Guns: E&I]
DSD Combo A > Four Handed > Drive > Stingers
Weapon Set [Melee: Cavaliere/R, DSD, Balrog | Guns: E&I, Shotgun]
Wheelie > Stingers > E&I > Friction > Flint Wheel > Hightimes > Shotgun Stinger > Interceptor > Overdrive
Now that you’ve got a feel for chaining Spectral Formations in the middle of combos with Interceptor, it’s time to mess around a little with the additional tech!
Weapon Set [Melee: DSD, Balrog | Guns: E&I, Shotgun, Double Kalina Ann, Faust Hat]
DSD Combo B > High Time > Air Hike (Backwards) > Rose (Taunt) > Ground Trick – (Immediately After) Stingers > Twin Cascade
We get perfect spacing here because the last hitbox of Stingers actually hits forwards and increases in hitbox size, which allows it to get hit. If you time it earlier, it’s possible to connect it still much more safely.
Weapon Set [Melee: DSD, Balrog | Guns: E&I, Shotgun, Double Kalina Ann, Faust Hat]
DSD Combo A x2 > High Time (Rise) > Rose (Taunt) > Sky Star (Away) > E&I Shot > Rose (Taunt) > Trick – Stingers > Air Hike (Backwards) > E&I Shot > Friction *Swordmaster Switch > Firestorm > Enemy Step > E&I Shot > Rose (Taunt) > Ground Trick – Stingers > Twin Cascade
Weapon Set [Melee: Rebellion, DSD, Balrog | Guns: Double Kalina Ann, Faust Hat]
Balrog Combo A x1 > Heat Up > Prop > Roundtrip > Stingers > Taunt (Start Charging Round Trips) > Switch to Trickster (Floating Round Trips will go past enemy) > Twin Howitzer > Man In Red > Set Hat > Hat Trick > Pyromania (Accumulate/Charge SDT)> Stingers (2nd last hit of Pyromania > Man In Red (Finish/Projectiles) > SDT (Sin Devil Trigger) > Demolition
Now that you have some examples head to the void and figure out some ideas for yourself. Don’t be afraid to change and customize weapon load-outs and spend as much time in the void as you want. Experimentation is key!
Thank you & Extra
Now that you understand the full depth of how DSD, Auto Spectral Swords, and how to use them in your combos, kick some a*s!
I hope you enjoy the Guide we share about Devil May Cry 5 – DMC5 The Legendary DSD Guide; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!
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