Devil May Cry 5

File information

Last updated

Original upload

Created by

ThinRedPaste

Uploaded by

thinredpaste

Virus scan

Safe to use

Tags for this mod

About this mod

Moveset overhaul for Ebony and Ivory and Coyote-a, featuring animation edits, enhanced versatility, and new combo opportunities. Long details in description, Tl;Dr: check videos tab for demo vids.

Permissions and credits
Changelogs
This is a revision and extension of the Ebony and Ivory mechanics overhaul mod, tweaking existing features and adding more, including a major rework of the shotgun's moveset.

Out of the box, I found the move sets for Ebony and Ivory and the shotgun to be pretty lackluster.  Every move did more or less the same thing with the exception of rainstorm (which will cause enemies to crumple if you ride it down in 5), when what made gunslinger style good in the past was versatility and having moves that served a purpose other than basic weak damage.

Ebony and Ivory features rundown:

In the lore of DMC, Dante had Ebony and Ivory made because regular guns kept breaking due to how fast he would run them.  He had them customized differently from each other, with Ivory built for speed and Ebony built for accuracy.  I tried to make the shooting mechanics represent that lore better.  So now Ivory shoots bursts in all styles, and those bursts can happen more or less seamlessly.  These bursts do less damage the further you are from the enemy, to represent some shots missing.  At point blank, the 3 shot burst will do slightly more damage than Ebony's single shot in non-gunslinger styles, but Ebony does the same damage at long range as it does point blank.  In non-gunslinger styles, mashing faster will speed up Ebony's fire rate for better damage, but Ivory's fire rate maxes out at a moderate pace of button presses.  Damage was adjusted to match vanilla dps at mid-close range, and is overall slightly stronger at both point blank and long range.  In gunslinger style, Ebony single shots do extra damage and carry a lot of stun force, making even large enemies flinch when charged.  Ebony also hits twice when charged in every gunslinger move, so while Dante leaves some damage on the table by only shooting Ivory in gunslinger style's regular shooting, it's worth it because holding the Ebony charge means he can pile a bunch of extra damage on in a short time given the right situation.  

In DMC2 and 3 (and to a lesser extent, 4), Twosometime had a lot of defensive utility by being able to interrupt an incoming attack without breaking your combo, but in 5 they took that ability away. I always thought of it as Dante shooting to disable rather than kill, so I've reworked the move with that in mind.  Twosometime now does lower dps than regular shooting, but every Ivory burst/Ebony shot will cause average enemies to flinch, knocking them out of attack animations like it did in DMC3. It would be better if you could aim it in any direction immediately, but the best I could do there was speeding it up a bit to get to the point where you can aim it faster. Version 1.1 lets you aim at a second target without waiting for the animation to loop first.  Since both poses shooting forward in Twosometime were almost identical to honeycomb fire, I've made new ones.  One is the DMC1 crossed guns pose, and the other is uncrossed.  I also swapped a couple of poses from one set to the other which means Dante swaps guns sometimes and makes one set dismissively low effort while the other set is flamboyantly extra, adjusted one pose I didn't like, and created a new one inspired by the DMC2 behind-the-head shot.

Honeycomb fire has both guns shooting at full Ivory rate of fire, and can pile on a lot of damage, but only at point blank.  It's basically Dante going all in on fire rate and forgoing accuracy entirely.  It will also push enemies out of its own effective range quickly, so you need to set up the right situation to make the most of it.  If you use it like Wild Stomp, it's very effective, especially if you burn DT to boost the damage.  Also does lots of guard break, so it's effective for breaking shields, scissors, blocking cainas, etc.

Shotgun features:

Fireworks Loops!  I don't know why Capcom decided they hated this move that was so great for clearing space in DMC3.  Taking away its looping and adding a bunch of recovery frames in 4 ruined the move, and it wasn't any better in 5.  I adjusted the animation and parameters to get a smoothly looping Fireworks.  It doesn't shoot all 4 directions like it did in 3, but the side shots now angle a bit behind Dante.  The finishing flourish is still there, but you can cancel it with anything, including movement.

Gunstinger has been the shotgun's best move for a while, and the addition of cut-in provided great potential for the shotgun to do more than just knock enemies away, but that potential was squandered, until now.

Cut-in slide now shoots at the start of the roll-out instead of the end, and will pop the enemy up in the air as Dante passes underneath.  the roll will finish in time for you to juggle the enemy or jump up for an air combo.  Even if the enemy is too heavy to launch, you can still follow up with another shotgun blast or any other move immediately when Dante gets back to his feet.

Cut-in backflip is now a gainer (backflip moving forward), it'll carry momentum over an average height enemy and shoot down at them for a groundbounce, which you can use to initiate air combos.  It can also be jump-cancelled.  You can get extra height on the flip by initiating the jump immediately after the slide, before Dante actually drops down.

Check the videos section for demonstration.

I don't really like the idea of getting money for modding, but having lost my job I guess I need to be more flexible about that, so I've set up a ko-fi account.