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The best way to learn Devil May Cry 5 is to make one short attack sequence reliable, then add one new move at a time. There is no universal beginner combo: Nero, V, and Dante attack in fundamentally different ways, and a sequence that works on a launchable enemy may not work on a boss. Start with each character’s basic tools, spend Red Orbs on moves you can use right away, and treat your first mission grades as practice rather than a verdict.

What should a beginner learn first?

Learn to approach an enemy, land a few dependable attacks, and recognize when it is safe to continue. The series’ core ideas include launchers, air combos, and Style Rank, but you do not need to master every input or understand a perfect-score formula before you can enjoy the combat. Capcom producer Matt Walker describes those ideas as foundational concepts in PlayStation’s interview about the game.

Use this learning loop in a fight:

  1. Close the distance. Use a move that carries you toward the target, or approach when it is safe.
  2. Start with a short attack. A few readable hits are easier to repeat and recover from than a long sequence you are still learning.
  3. Continue only if the enemy’s position allows it. If it is airborne and your character has a suitable follow-up, try one. If it is attacking, recovering, or too large to launch, return to safer attacks.
  4. Repeat the same sequence until its timing feels familiar. Then add one new move and see how it changes the sequence.

This is a practice framework, not a guaranteed recipe for a particular Style Rank or mission grade. The game rewards expressive combat, but the primary guidance cited here does not establish an exact score formula, a repeat-move penalty, or a guaranteed S-rank sequence. Experiment with different attacks instead of treating one combo as a score exploit.

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How do Nero’s combos work?

Nero’s main tools are the Red Queen sword, the chargeable Blue Rose revolver, and disposable Devil Breakers. Begin by learning the sword and gun as separate actions, then add a Breaker. Nero is a good character for learning how an approach, an attack, and an airborne follow-up can connect.

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On PlayStation default controls, PlayStation’s beginner tips recommend Streak to close distance and Split to bring an airborne target down. Those move names are useful starting points even if you play on another platform; buttons and defaults differ, so check your own control settings rather than copying PlayStation inputs.

  1. Practice a close-in attack. Use Streak when you need to reach an enemy. Follow it with a short Red Queen sequence rather than immediately trying to fit in every available action.
  2. Add Blue Rose deliberately. Nero’s shots can be charged. First get comfortable using the gun when you have space, then work on charging it without losing track of the enemy.
  3. Try an airborne follow-up. When an enemy is in the air and the situation is safe, try Split as the descent attack. Do not force this step against a target that cannot be launched or is already threatening you.
  4. Introduce one Devil Breaker. Try its effect on its own before adding it to the sword-and-gun sequence. Gerbera is an early option PlayStation describes as creating knockback shockwaves.
  5. Add Exceed timing last. MAX Act revs the Red Queen when you time L2 taps well on PlayStation defaults. Learn the basic sequence first; otherwise you are trying to manage sword attacks, gun use, spacing, and timing all at once.

Devil Breakers are disposable, so do not feel that you must preserve one indefinitely. Capcom’s launch guidance presents their disposable nature as something to explore: use a Breaker to learn what it does, then adjust your plan around the fact that it can be lost. The point is to understand its role, not to treat every Breaker as a permanent combo ingredient.

How should you play V?

V fights mainly through his familiars, Griffon and Shadow, and can call on Nightmare as an additional summon. His rhythm differs from Nero’s: you direct attacks through these companions rather than relying on a sword-and-gun sequence of your own.

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Start by learning what Griffon and Shadow each contribute in a fight, then try coordinating their attacks before you add Nightmare. Avoid trying to memorize a long, supposedly universal familiar combo: timing and enemy position matter, and the research-supported beginner guidance does not establish one best input sequence.

PlayStation suggests Guillotine, Blockade 2, and Trigger Heart as skills to consider for V. Treat those as options, not mandatory first purchases. If holding Griffon’s default face button feels awkward, PlayStation suggests moving it to a shoulder button. That is a control-layout suggestion, not a requirement; choose a layout that lets you direct Griffon comfortably while still handling the rest of the fight.

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When an enemy moves out of reach or interrupts your rhythm, prioritize repositioning and getting the familiars back into useful attacks. V’s basic goal is not to imitate the other characters’ sword strings, but to keep his own attack sources working together.

How do Dante’s weapons and styles fit together?

Dante combines weapons with four switchable combat styles. Start with one familiar melee weapon, one gun, and one style; add switching only after you can identify what each action does. Dante offers the greatest number of choices, but trying to manage all of them at once can make it harder to learn spacing and timing.

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  1. Pick one melee weapon and one gun. Practice a short attack with each so you can tell how you want to use them.
  2. Choose one style to explore. Swordmaster and Gunslinger add weapon-associated moves, so they are useful examples of how a style changes your options. Learn the actions available to the style and weapon you have selected rather than assuming one move works with every weapon.
  3. Use a movement skill when it solves a problem. PlayStation recommends Stinger for reaching distant enemies and Air Hike for a double jump. Try them for spacing and movement before attempting to weave them into a long combo.
  4. Add a second weapon or style when the first feels clear. Switch deliberately and notice what the new choice adds. The aim is to understand your options, not to switch constantly for its own sake.

PlayStation also recommends Trigger Heart as a way to stay in Devil Trigger longer. It is a possible skill purchase, not a prerequisite for learning Dante. The same advice cautions against rushing into complicated skill purchases before you understand the actions you already have.

What if an enemy cannot be launched?

Do not build your whole plan around an air combo. If an enemy stays grounded, resists launch, or is a boss, use attacks you can land safely and return to that pattern when the target is dangerous.

The practical adjustment is to remove the launcher-dependent part of your sequence. Close distance only when there is an opening, use short grounded attacks, and stop to evade or reposition when the enemy threatens you. With Nero, for example, Streak can still help close distance, but Split’s value depends on having an airborne target. With V, keep the familiars’ attacks useful rather than forcing a sword-style follow-up. With Dante, favor a familiar weapon and manageable actions over a complicated chain.

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This is not a promise that one pattern works on every boss. Enemy behavior varies, and a safer repeatable attack is more useful than insisting on a combo whose setup the target will not allow. Once you recognize a reliable opening, you can test whether a longer sequence fits it.

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How do you improve Style Rank without chasing a fake shortcut?

Try different moves and, as Dante, experiment with different weapons and styles. Style Rank is an in-combat measure; it is not the same thing as the grade awarded for an entire mission. A high-looking rank during one fight does not guarantee a particular mission result.

Do not assume that repeating one attack has a specific penalty or that a named sequence guarantees an S rank. The primary sources used here do not verify those exact rules. A sound beginner goal is simply to vary your attacks as you become comfortable, keep pressure on when it is safe, and avoid taking unnecessary damage. PlayStation advises players not to put too much pressure on themselves over performance in a first run.

Use a small practice target instead of trying to improve everything at once: repeat one approach-and-attack sequence, then add one variation. If the variation makes you lose control of spacing or timing, return to the shorter sequence and try again later. Improving consistency gives you a base for experimentation without turning every encounter into a memorization test.

How should you spend Red Orbs?

Spend Red Orbs on abilities and power-ups that help you do something you are ready to learn. Capcom’s Special Edition support page says Red Orbs can acquire skills, power up characters, and return a player to battle after a loss. For a beginner, the useful question is not how to maximize a speculative orb farm; it is which move will make the next practice session clearer.

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  • Nero: Consider the PlayStation-suggested Streak for reaching distant enemies, Split for an airborne follow-up, or MAX Act if you are ready to practice Exceed timing.
  • V: Consider PlayStation’s suggestions Guillotine, Blockade 2, and Trigger Heart based on which part of his familiar-based combat you want to improve.
  • Dante: Consider Stinger for closing distance, Air Hike for a double jump, or Trigger Heart for longer Devil Trigger use, as PlayStation suggests. Avoid buying a long list of complex moves before you understand your current kit.

These are suggestions rather than a required purchase order. Choose a move you can use immediately, then practice it before spending on another unfamiliar ability. If you lose a fight, Capcom says Red Orbs can be used to return to battle in Special Edition; whether to spend them that way is a choice, not a requirement.

Keep the save-data caveat in mind: Capcom says purchased Red Orbs are stored in save data and cannot be recovered if that data is deleted. The same support page says they do not count toward records or Bloody Palace. Also, do not treat a risk-and-reward weapon as a guaranteed farming method. Matt Walker identifies Dante’s Dr. Faust as involving Red-Orb risk and reward, but that does not establish a guaranteed yield for a particular mission or route.

What should you know about replaying missions and difficulty?

You can replay missions to practice, and unlocked difficulty modes offer further opportunities to improve. PlayStation’s beginner advice says purchased abilities carry into unlocked difficulty modes and that missions can be replayed at any time.

That makes a first run a useful place to learn the characters rather than a one-shot performance test. If a move feels unfamiliar, practice it when you revisit a mission. If a difficulty is too demanding, return to a more comfortable one and work on a single skill before raising the challenge. Do not read an early grade as proof that you are playing incorrectly; the point of replay is to use what you have learned.

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Which version of Devil May Cry 5 is this advice for?

The basic character guidance applies to the game’s core combat, but editions and platforms are not interchangeable. Capcom’s original fact sheet lists the 2019 base game for PS4, Xbox One, and PC, in digital and physical formats. Special Edition keeps the core story and systems while adding features including playable Vergil, Legendary Dark Knight, Turbo, and graphical modes.

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Capcom producer Matt Walker specifies Turbo Mode at 1.2 times normal gameplay speed. That is a mode specification, not a beginner recommendation: faster play may make timing harder to learn. Capcom also says original PS4 and Xbox One saves do not transfer into Special Edition, so check save continuity before choosing an edition if you already have progress.

A separate Devil Hunter Edition listing for Switch 2 is dated June 23, 2026, and describes eShop purchasing. Do not assume that its features match Special Edition just because the names are similar. Edition availability and format depend on platform and region; verify the actual listing for your market rather than assuming a particular physical version or feature set.

How we approached this beginner guide

The guidance centers on character-specific fundamentals, moves and skill suggestions identified by Capcom or PlayStation, and practice principles that do not depend on an unverified score formula. It avoids claiming that one combo works for every character or enemy, and distinguishes established edition details from assumptions about regional availability.

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Frequently Asked Questions

Is Turbo Mode a good setting for a first playthrough?

Turbo Mode in Special Edition runs at 1.2 times normal gameplay speed, according to Capcom producer Matt Walker. It is an optional mode, not a prerequisite; if you are still learning timing, normal speed gives you more room to recognize an opening.

Can I play as Vergil in the original Devil May Cry 5?

Capcom lists playable Vergil among the additions in Special Edition. The beginner advice here focuses on Nero, V, and Dante, so Vergil’s play style is outside its character-specific combo guidance.

Will my PS4 or Xbox One save transfer to Special Edition?

Capcom says original PS4 and Xbox One saves do not transfer into Special Edition. If you have progress in the original version, account for that before switching editions.

Do Red Orbs count toward Bloody Palace records?

Capcom’s Special Edition support page says Red Orbs do not count toward records or Bloody Palace. They are for skills, power-ups, and the listed return-to-battle option, rather than a way to improve those records.

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