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ChaserTech

Combo Structuring Guide

Mar 26th, 2019
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  1. In this video, we will go over structuring combos in DMC5, simplifying the general process for creating a combo and how to experiment with them.
  2. We will NOT go over character specifics yet, but we'll go over general ideas that can be applied for each character. But for some cases, it will only be applicable to Dante and Nero due to the lack of JC usages for V.
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  4. When structuring combos in DMC5, a player can get overwhelmed by the sheer amount of tools at their disposal. Especially with Dante. And even if they do understand what these moves do at a basic level, putting them together in a combo sequence may leave the player lost on how to approach creating combos.
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  6. One of the first things you should (which I stated before) do is to figure out what your moves are capable of and to find out if there is a way to link them together. I've gone over instances where I've shown a simple combo, but never explained how I am able to link these moves together.
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  8. Relatively speaking, there are specific combos that you can do with melee weapons. Combos that are already built in for that specific weapon (or Summons in V's case). A lot of beginners will start off using them in gameplay. But what about using parts of a combo chain to link together with seperate moves?
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  10. To show you what this means we will go over all 3 characters, let's first examine Nero's Red Queen Combo A. It's a regular 4 hit combo that knocks the enemy away from the character while on the ground. How can we use this to link into other moves? Well, let's try experimenting with his mechanics to see what he can do.
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  12. With his exceed mechanic, the properties of his attacks become changed. Combined with Red Queen combo A, you notice that he attacks faster, and his hits are stronger. But we are still using his Combo A. What if we mixed in different moves instead? Let's try experimenting with Shuffle during the combo and see what happens.
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  14. Ok, we are getting somewhere. I can use shuffle to knock the enemy away, way before the built in combo actually finishes. But happens if I use exceed with shuffle? Using exceed with shuffle gives the move multihit properties. Which also gives me time to execute break away or use DT to cancel the move.
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  16. But what if I dont want shuffle to hit at all?
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  18. Shuffle's attack can be canceled completely if you roll or jump after the backdash portion of the move. After the backdash, you could follow up with a JC'd calibur or roll into a charged shot setup.
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