DMC5 Vergil - MOVESET

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--- mISCELANEOUS --- --- YAMATO --- [1] --- beowulf --- [2] --- FORCE EDGE ---

--- YAMATO --- [1] --- beowulf --- [2] --- FORCE EDGE --- [3] --- SUMMONED SWORDS --- --- DEVIL TRIGGER ---
Sword Master Standing L - Yamato Standing L - Beowulf Standing L - Force Edge Mirage Blades (in air OK) [4] Double Jump (air only)

Vergil has 3 weapons: Beowulf, Yamato, and Force Edge. Beowulf and + + + (Costs 1/6th Hyper Meter) or or
Force Edge attacks can only chain into Attacks, Special Attacks, and
Hyper Attacks that use that same weapon. Standing M - Yamato ↳ Standing M - Force Edge ↳ Mirage Blades [5] Air Dash (air only)
Charge
- Beowulf normals are used by pressing or holding back, and it's Hold + + ... (Each blade costs 1/6th Hyper Meter) or + / or +
specials are mapped to the L button.
- Force Edge normals are used by pressing or holding forward, and
it's specials are mapped to the H button. Standing H - Yamato [6] Standing M - Beowulf [7] ↳ Yamato Followup [8] ↳ Interrupt [9]
+ (On Hit or Block) + + Starrise
Concentration Crouching L - Yamato [10] ↳ Charge Yamato Followup (Low) [11] Blistering Swords (in air OK) [12] + After "Starfall" (On Hit)
Standing still or walking forward for some time will passivelly earn + Hold (On Hit or Block) + + + (Costs 1 Hyper Meter) Sin Yamato Combo A [13]
you a small amount of Hyper Meter each second.
Crouching M - Yamato [14] Standing H - Beowulf Standing H - Force Edge ↳ Release [15] + After "Yamato Combo A" (On Hit)
Trick Dash [16] + + + +
(On hitting any Yamato attack) + Crouching H - Yamato [17] ↳ Charge ↳ Million Stab [18] ↳ Rapid Release [19] Sin Helm Breaker (air only) [20]

Wall Jump + Hold + ... + ... Replaces Helm Breaker


While touching a wall during a normal jump. Launcher - Yamato [21] Beowulf Combo B ↳ Standing S - Force Edge [22] Sin Rising Sun [23]
Taunt + + Spiral Swords Replaces Rising Sun
TAUNT ↳ Upper Slash [24] ↳ Charge Force Edge Combo B [25] + (Costs 1 Hyper Meter) Sin Lunar Phase (in air OK) [26]

Requires Force Edge Hold + ↳ Sword Storm Replaces Lunar Phase


SSS Taunt [27] Yamato Combo A [28] ↳ Straight ↳ Flurry [29] + (Costs 1 Hyper Meter) Sin Kick 13 [30]
+ TAUNT (Must have 3 Hyper Meter) (After ) + + + ... Replaces Kick 13
Trick (in air OK) [31] Yamato Combo B [32] ↳ Charge Standing S - Force Edge [33] Sin Stinger (in air OK) [34]

+ Hold Hold + Replaces Stinger


Bolder Move (air only) [35] Yamato Combo C [36] Beast Uppercut [37] ↳ High Time [38] Sin Straight [39]
(On hitting any air special) + (During ) + ... + Hold After Straight +
Jumping L - Yamato (air only) [40] ↳ Rising Dragon [41] ↳ Air Stinger [42] ↳ Charge [43]
Devil Trigger (in air OK) [44] Air Hold + Hold
+ (Costs 3 Hyper Meter) Jumping M - Yamato (air only) [45] Starfall (air only) [46] ↳ Round Trip [47] Sin Rapid Slash [48]
Air Air + Replaces Rapid Slash. Consumes 0.2 meter.
categories Jumping H - Yamato (air only) [49] Helm Breaker [50] ↳ Sin Rapid Slash [51]
Passive Air Kick 13 + + ... (Costs 0.2 Hyper Meter)
Basic Action Aerial Rave B (air only) [52] + ↳ Trick ↳ Rising Star [53]
Normal Attack + ) ↳ Rising Sun [54] After Landing + Hold
Special Attack ↳ Aerial Rave B Finisher [55] + Dragon Breaker [56]
EX Special Attack [57] + Lunar Phase (in air OK) Drive Replaces Rising Dragon
Hyper Attack [58] Judgement Cut (in air OK) [59] + +
Replacement Attack [60] Hold then, after a while, release ↳ Rising Sun [61] ↳ Overdrive Dimension Slash (air only) [62]

↳ Followup ↳ Judgement Cut [63] + + + (Costs 1 Hyper Meter)


+ Rising Sun [64] ↳ Trick Dash
↳ Judgement Cut [65] + (On Hit) +
+ ↳ Trick Stinger (in air OK)

Perfect Judgement Cut (in air OK) [66] + +


During a combo, release Judgement Cut during specific parts of ↳ Million Stab (ground only) [67]
Yamato Heavy attacks and Special Moves. (A timer above the Hyper
Meter will show you when you can release.) Hell on Earth [68] + ...
Void Slash [69] + (Costs 1 Hyper Meter) Round Trip (in air OK) [70]

+ +
↳ Trick Dash ↳ Trick
(On Hit) + +
Rapid Slash [71]
+ Deep Stinger [72]
↳ Rising Star [73] + (Costs 1 Hyper Meter)
Hold
Void Stinger [74]
+
Aerial Cleave (air only) [75]

+
↳ Trick
After Landing +

Judgement Cut End [76]


+ (Costs 1 Hyper Meter)
↳ Unblockable [77]
Hold . Releases automatically in 5 seconds.
[1] - Yamato attacks destroy projectiles on hit, but cannot cancel into specials on whiff.

[2] - Beowulf's charged attacks have varying degrees of Armor while you charge them.

[3] - Force Edge can only be used if the sword is not currently being thrown in "Round Trip"

[4] - Low hitstun scaling


- The blades can be destroyed by melee attacks.

[5] Different buttons shoot in different directions.

[6] - Only the second hit is cancelable.


- First hit has fixed scaling.

[7] - Soft Knockdowns

[8] - See the entry "Standing L - Yamato"

[9] - The sword will hover for about 2 seconds and then release forward. You can act while the sword is hovering.
- The sword is not destroyed when you block an attack, but it is destroyed if you take a hit.

[10] - Low

[11] - See the entry "Crouching L - Yamato"

[12] - Can cancel special moves.


- The swords are not destroyed when you block an attack, but they are destroyed if you take a hit.

[13] - First hit Soft Knockdowns.


- Last hit Hard Knockdowns.
- Last hit is Unblockable.

[14] - Low

[15] - Different buttons shoot in different directions.

[16] - Inefective for Plinking


- Accelerates over time
- Jump cancelable
[17] - Low

[18] - Fixed Hitstun Duration


- Mashing increases duration.

[19] - Different buttons shoot in different directions.


- Must be pressed very quickly (8 frames) in between swords.

[20] - Staggers on Counterhit

[21] - Air Combo Launcher

[22] - Air Combo Launcher

[23] - Bigger hitbox

[24] - Overhead
- Groundbounce

[25] - Low
- 2 Hits on the same attack

[26] - Bigger hitbox


- Higher Groundbounce
- Air version lasts longer

[27] - Deals damage.


- No Hitstun Scaling.

[28] - Soft Knockdown

[29] - Fixed Hitstun Duration


- Ground Bounce at the last attack
- Overhead on the last attack
- Corrects facing on the last attack

[30] - Armored on the start


- More Kicks
- Second from last hit causes a groundbounce that ignores the ground bounce limit.
[31] - Invulnerable while teleporting.

[32] - Wallbounce

[33] - Air Combo Launcher

[34] - OTG

[35] - Can act almost immediatelly after using it.


- Does not count as an Aerial Special for the 3x Air Special Limit. Does however require that you did not exceed the limit for Air Specials.

[36] - Soft Knockdown

[37] - Air Combo Launcher


- More stun than a regular launcher

[38] - OTG

[39] - Soft Knockdown

[40] - Overhead

[41] - Soft Knockdowns

[42] - See "Stinger" Entry

[43] - Causes a Wallbounce that Ignores the wallbounce limit.


- Autocorrects sides on release

[44] - The hyper is fully invulnerable from start to recovery.


- Has a small staggering hitbox during the first frame of the activation.
- Reduces all damage taken.
- Increases all damage dealt.
- Increases speed.
- Regenerates red health passively while you're not taking damage.
- Improves existing special moves and adds new Moves (see the Devil Trigger section to the right.)

[45] - Overhead

[46] - Causes Flying Screen on Air Combo.


- Staggers on Counter-hit
[46] - Causes Flying Screen on Air Combo.
- Staggers on Counter-hit

[47] - See "Round Trip" Entry

[48] - Faster
- Extra Hit at the end.
- If it's not transitioned into Rising Star, it will consume meter (but not require it to be used.)

[49] - Overhead

[50] - Hard Knockdown

[51] - Can be chained for as long as you have Meter

[52] - Decreased hitstun scaling


- Overhead

[53] - Air Combo Launcher

[54] - See "Rising Sun" entry

[55] - Causes Flying Screen on Air Combo.


- Hard Knockdown
- Overhead

[56] - Additional Uppercut


- Soft Knockdowns

[57] - Spends Hyper Meter

[58] - Spends Hyper Meter

[59] - OTG
- Staggers on Hit
- Fixed Hitstun Scaling
- Tracks opponent

[60] - Replaces the properties of another move.

[61] - See "Rising Sun" entry


[62] - OTG

[63] - OTG
- Staggers on Hit
- Fixed Hitstun Scaling
- Tracks opponent

[64] - Air Combo Launcher on first hit.


- Decreased Hitstun Scaling

[65] - OTG
- Tracks opponent

[66] - OTG
- Soft Knockdown
- Tracks opponent instantly
- Can`t be used in Neutral

[67] - See the entry "Standing H - Force Edge > Million Stab"

[68] - OTG

[69] - Cinematic hit when it hits an opponent in Neutral

[70] - Decreased Hitstun Scaling

[71] - Intangible during dash

[72] - OTG
- Masheable for more damage
- Projectile Invulnerable (Start)

[73] - Air Combo Launcher

[74] - Hit Grab

[75] - OTG
- Overhead
- Groundbounce
- Hard Knockdown during dive (but does not OTG)
[76] - No Damage Scaling
- Invincible, Invisible, and Intangible while dashing around the screen.
- Hard Knockdown

[77] - No Damage Scaling


- Unblockable

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