I know and enjoy some of Platinum's combat systems, with Revengeance being a simply yet deep combat system that allows for slightly advanced play with blade mode cancels and quick use weapons: However saying they are the equivalent to a Devil May Cry is wrong. They are character action games, but Devil May cry 3 and 4 specifically have in my eyes the deepest and most rewarding combat system of any character action game.
If I had the time I'd make a video on my reasoning but I'll try and explain here and I'll use Bayonetta as the counter. Devil May Cry is about using moves against enemies and gaining style which ties into your rank at the end. This can be comparable to Bayonetta's score system in the abstract, but there is a fundamental difference:
Devil May Cry is about using individual moves to create combos, whereas Bayonetta is about using pre-existing combos.
In DMC3/4 you can purchase moves for your weapons as well as unlock them with higher levels of styles (DMC3) which expand your options in combat. Of course every weapon has a baked in combo such as:
Δ,Δ,Δ OR Δ,Δ - , ΔΔ while on the ground or in the air for aerial combos.
These are serviceable and for the most base level players are a crutch, allowing them to attack enemies without much thought. Depending on your style your default options may expand slightly, but you're still limited. In Bayonetta you have tens and tens of combo strings available at the start, and when wicked weaves are accounted for there are some baked in combos that have far more damaging weaves so they become the preferred combos to use. There is no major incentive to use diverse combos or mix up your moves. While I know after 5 hits of repeated moves yields fewer points in Bayonetta's scoring system, the useage of witch time (
which grants your points a 1.5 multiplier within witch time), guns and switching weapons mitigates that almost entirely. Bayonetta's focus is keeping up your assault without getting hit by any means. It's rewarding, it's fast, it's fluid:
It isn't Devil May Cry however. Despite having weapons in Bayonetta the sword has most damaging wicked weaves so that's the defacto choice, since bosses don't have elemental weakness and thanks to wicked weaves, every weapon has the same ideal attack pattern: Get your wicked weaves out for the most damage.
In Devil May Cry your default combos are not enough to get your S Ranks, unless you're proficient with Royal Guard and if so you probably understand the fundamental mechanics at work. When you expand your move list you can begin to create combos yourself, going beyond simply linking default ground combos into a launcher then into default air combos. Now you've got special moves relating to a style of your choosing in DMC3, and in DMC4 you have 5 styles which expand your moves much the same as they did previously, but now you can swap between them instantly. Add to this you have access to every melee weapon and firearm at once in DMC4 and the breadth of viable moves present is an embarrassment of riches, and the encounters with enemies allow you to express yourself in the combat. Every weapon feels unique and plays differently from the others, with the best examples being Lucier and Pandora's box in DMC4. I haven't even gone into Devil Trigger altering the power and timing of your moves (I.E Removing the delay between dashes in tricker).
I have never seen a character action game that has a skill ceiling as high as these games. Check out
Donguri999 to see the extent of these games combat systems. Itsuno and his team at Capcom have created as of today the finest example of what makes a character action game appealing to me. Kamiya may have created Devil May Cry, but Itsuno taught it how to style. Platinum games make great character action games and every game is deserving of its merits. When it comes to depth, skill, expression and above all the pleasure of controlling and playing as a video game character however: Nothing beats Devil May Cry.