,' ____________________________________ They will see, / | B E R S E R K E R P R E S E N T S: \ we'll fight until eternity /| | ---------------------------------------------------------------------- //| | -- ____ _______ _____ _ __ __ _ __ __ ____ ______ __ // | | \ _ \| ____\ \ / /_ _| | | \/ | / \\ \ / // ___| _ \ \ / / // | | | | | | _| \ \ / / | || | | |\/| | / _ \\ V /| | | |_) \ V /,'/___| ,__ | |_| | |___ \ V / | || |___ | | | |/ ___ \| | | |.__| _ < | | \_____ _,' /____/|_____\ \_/ |___|_____\|_| |_/_/ \_\_| \____|_| |_\|_| | | | | ---------------------------------- |\ ---------------------------------- |/ --- Come with me, \\ Through our strength, | we'll stand and fight together \\ we'll make a better day tomorrow {} DEVIL MAY CRY 4 '\ \\ FAQ/WALKTHROUGH | ', ' '., ,/ \.,_; .} PLAYSTATION 3 ( \,'" XBOX 360 '. / .,' \_,. \ VERSION 1.6 \ ,. `. STARTED: 02/06/08 / / ` ,' / / ,'/ RELEASED: 03/03/08 ,.' '/ UPDATED: 09/12/08 We shall never surrender --------------------------------- - D M C - ----------------------------------- X 4 X Authored by: Berserker Email: berserker_kev(at)yahoo.com Homepage: http://www.berserkersblog.blogspot.com --- Xbox LIVE Gamertag: Berserker Kev PlayStation Network username: Berserker_Kev --- This document Copyright 2008 Kevin Hall (Berserker) Devil May Cry 4 Copyright 2008 Capcom Ltd. *** UPDATE: An exclusive downloadable Xbox 360 version of this guide is now available on my site! *** If you would like actual PS3 trophies in the PS3 version then help out the DMC community hopefuls by signing this petition: http://www.petitiononline.com/DMC4PS3/petition.html X D M C X ----------------------------------- - 4 - ------------------------------------- =-=-=-=-=-=-=-=-=-=- - T A B L E O F C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-= Section I: Introduction . . . . . . . . . . . . . . . . . . . . . . [IN00] Section II: Basics . . . . . . . . . . . . . . . . . . . . . . . . . [BS00] - Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS01] - PS3 Download . . . . . . . . . . . . . . . . . . . . . . . . . . [BS02] - Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS03] - Jumping . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS04] - Rolling . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS05] - The Style Meter . . . . . . . . . . . . . . . . . . . . . . . . [BS06] - Nero Move List and Abilities . . . . . . . . . . . . . . . . . . [NE00] -- Blue Rose . . . . . . . . . . . . . . . . . . . . . . . [NE01] -- Red Queen . . . . . . . . . . . . . . . . . . . . . . . [NE02] -- Yamato . . . . . . . . . . . . . . . . . . . . . . . . [NE03] -- Devil Bringer . . . . . . . . . . . . . . . . . . . . . [NE04] -- Abilities . . . . . . . . . . . . . . . . . . . . . . . [NE05] -- Advanced Techniques . . . . . . . . . . . . . . . . . . [NE06] - Dante Move List and Abilities . . . . . . . . . . . . . . . . . [DA00] -- Rebellion . . . . . . . . . . . . . . . . . . . . . . . [DA01] -- Gilgamesh . . . . . . . . . . . . . . . . . . . . . . . [DA02] -- Lucifer . . . . . . . . . . . . . . . . . . . . . . . . [DA03] -- Yamato . . . . . . . . . . . . . . . . . . . . . . . . [DA04] -- Ebony & Ivory . . . . . . . . . . . . . . . . . . . . . [DA05] -- Coyote-A . . . . . . . . . . . . . . . . . . . . . . . [DA06] -- Pandora . . . . . . . . . . . . . . . . . . . . . . . . [DA07] -- Abilities . . . . . . . . . . . . . . . . . . . . . . . [DA08] -- Trickster Style . . . . . . . . . . . . . . . . . . . . [DA09] -- Swordmaster Style . . . . . . . . . . . . . . . . . . . [DA10] -- Gunslinger Style . . . . . . . . . . . . . . . . . . . [DA11] -- Royal Guard Style . . . . . . . . . . . . . . . . . . . [DA12] -- Dark Slayer Style . . . . . . . . . . . . . . . . . . . [DA13] -- Devil Trigger . . . . . . . . . . . . . . . . . . . . . [DA14] -- Advanced Techniques . . . . . . . . . . . . . . . . . . [DA15] Section III: Walkthrough . . . . . . . . . . . . . . . . . . . . . . . [WT00] - Mission 01 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN01] - Mission 02 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN02] - Mission 03 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN03] - Mission 04 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN04] - Mission 05 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN05] - Mission 06 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN06] - Mission 07 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN07] - Mission 08 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN08] - Mission 09 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN09] - Mission 10 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN10] - Mission 11 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN11] - Mission 12 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN12] - Mission 13 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN13] - Mission 14 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN14] - Mission 15 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN15] - Mission 16 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN16] - Mission 17 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN17] - Mission 18 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN18] - Mission 19 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN19] - Mission 20 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN20] Section IV: Blue Orb Fragment Locations . . . . . . . . . . . . . . . [BL00] Section V: Red Orb Guide . . . . . . . . . . . . . . . . . . . . . . [RE00] Section VI: Enemies . . . . . . . . . . . . . . . . . . . . . . . . . [EN00] - Normal Enemies . . . . . . . . . . . . . . . . . . . . . . . . . [EN01] - Boss Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . [EN02] Section VII: Bloody Palace Guide . . . . . . . . . . . . . . . . . . . [BP00] Section VIII: Unlockables & Extras . . . . . . . . . . . . . . . . . . [UN00] Section IX: Frequently Asked Questions . . . . . . . . . . . . . . . [FA00] Section X: Everything Else . . . . . . . . . . . . . . . . . . . . . [EE00] - Copyright . . . . . . . . . . . . . . . . . . . . . . . . [CO00] - Special Thanks . . . . . . . . . . . . . . . . . . . . . . [ST00] - Version History . . . . . . . . . . . . . . . . . . . . . [VH00] - Contact Info . . . . . . . . . . . . . . . . . . . . . . . [CI00] - About Me . . . . . . . . . . . . . . . . . . . . . . . . . [AM00] - Cheat Happens Featured Guides . . . . . . . . . . . . . . [CH00] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [IN00] =============================================================================== ___ _ |_ _| _ __ | |_ _ __ ___ | | | '_ \ | __|| '__|/ _ \ | | | | | || |_ | | | (_) | |___||_| |_| \__||__\ \___/ I N T R O D U C T I O N =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - I N T R O - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome to my Devil May Cry 4 guide, fellow Devil Hunter! - Berserker =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This Devil May Cry 4 guide marks my 27th guide for a video game, 12th guide for a Capcom game, and 2nd guide for a Devil May Cry! Got all that? Good! If you are expecting more of the same kind of writing that I previously published in my Devil May Cry 3: Special Edition guide then, well, I hate break it to you, but you will be somewhat disappointed... You see, once this Devil May Cry 4 guide is finished it is going to run circles around that previous DMC3:SE guide of mine, and thereby, completely own it! So, with that disclaimer in mind, feel free to read on. Within this guide, you will find a full detailed walkthrough that tears through every mission and boss with extreme detail. In short, if you attempt to print a copy of this document then your printer may cry from lack of ink and trees everywhere will hate you. With that said, please enjoy this guide and email me if you have any questions, comments, or anything else that you want to contact me about. Like I said at the beginning, this walkthrough is for both versions of the game. For the moment, the guide refers to PS3 controls but I may post up a separate guide with X360 controls on my blog at a later date. Feel free to still email me regarding X360 questions - I own both versions. --> For updates to this guide, visit this post on my blog: http://berserkersblog.blogspot.com/2008/03/dmc4-guide.html --> For an extra take on strategies, you can check out VampireHorde's guide: http://www.gamefaqs.com/console/ps3/file/928376/51697 --> And for Blue Orb Fragment Locations with links to videos check out Sephirosuy's Blue Orb/Secret Mission Locations guide: http://www.gamefaqs.com/console/ps3/file/928376/51685 --> NOTES ON PC VERSION EXTRAS The PC version has an extra mode known as the "Legendary Dark Knight Mode" which increases the number of enemies in each mission greatly. For instance, instead of facing 3 Frosts outside the castle, you will face 12 Frosts. The mode is basically on par with Son of Sparda mode in terms of difficulty and the enemies will not Devil Trigger in this mode. There is also a game clear bonus art that can be unlocked by beating the Legendary Dark Knight mode. [BS00] =============================================================================== ____ /\ | __ ) __ _ ___ \/ ___ ___ | _ \ / _` |/ __|| | / __|/ __| | |_) || (_| |\__ \| || (__ \__ \ |____/ \__,_||___/|_| \___||___/ G E T T I N G S T A R T E D =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - B A S I C S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section contains all the basic information to help a beginning player out with the basic controls for DMC4. It also contains a full move list for each character along with advanced techniques. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [BS01] =============================================================================== Default Control Setups =============================================================================== -- Nero Playstation 3 Xbox 360 [] - Gun Attack X - Gun Attack /\ - Melee Attack Y - Melee Attack O - Devil Bringer B - Devil Bringer X - Jump A - Jump R1 - Lock-on RB - Lock-on L1 - * Devil Trigger LB - * Devil Trigger R2 - N/A RT - N/A L2 - Exceed LT - Exceed L3 - Change target LS - Change target R3 - Center Camera RS - Center Camera Start - Pause Menu Start - Pause menu Select - Taunt Back - Taunt Left Analog - Move character Left Analog - Move character Right Analog - Rotate camera Right Analog - Rotate camera D-pad up - N/A D-pad up - N/A D-pad down - N/A D-pad down - N/A D-pad right - N/A D-pad right - N/A D-pad left - N/A D-pad left - N/A * Devil Trigger must be acquired later in the game with Nero (Mission 6) -- Dante Playstation 3 Xbox 360 [] - Gun Attack X - Gun Attack /\ - Melee Attack Y - Melee Attack O - Style Action B - Style Action X - Jump A - Jump R1 - Lock-on RB - Lock-on L1 - Devil Trigger LB - Devil Trigger R2 - Switch Devil Arm RT - Switch Devil Arm L2 - Switch gun LT - Switch gun L3 - Change target LS - Change target R3 - Center Camera RS - Center Camera Start - Pause Menu Start - Pause menu Select - Taunt Back - Taunt Left Analog - Move character Left Analog - Move character Right Analog - Rotate camera Right Analog - Rotate camera D-pad up - Trickster D-pad up - Trickster D-pad down - Royal Guard D-pad down - Royal Guard D-pad right - Swordmaster D-pad right - Swordmaster D-pad left - Gunslinger D-pad left - Gunslinger NOTE: When Dark Slayer style is acquired tap in any direction twice with the D- pad to change to that style. ** To save on a few emails, L3, LS = push in on the left analog, R3, RS = push in on the right analog and D-pad = Directional pad. *** When an enemy is locked-on to, that enemy's health is displayed by the bluish circle that is displayed on them. -- PC Controls (both characters) W - Move forward S - Move backward A - Move left D - Move right I - Melee Attack J - Gun Attack K - Jump Space - Lock-on N - Devil Trigger M - Taunt O - Change target (while locked-on) Q - Change melee weapon (Dante) E - Change long-range weapon (Dante)/Exceed (Nero) L - Buster (Nero)/Style Action (Dante) P - Reset camera Arrow Keys - Rotate camera [BS02] =============================================================================== PS3 Download =============================================================================== Before striking your enemies down and sending them straight to hell, upon starting Devil May Cry 4 for the first time, PS3 owners will be presented with the following message: ------------------------------------------------------------------------------- To play Devil May Cry 4, game data must be installed onto the system's Hard Drive. Start installation now? Yes No ------------------------------------------------------------------------------- A quick text with pictures and music recap of the entire series (DMC 1 - 3) will play while the installation is performed. This can later be viewed under the options menu as "The History of Devil May Cry" once the game has been completed once. The installation takes roughly 20 minutes. This installation is mandatory in order to play DMC4 on the PS3. I would recommend shutting your controller off while performing this installation... ...and naturally reading my guide after viewing the history. [BS03] =============================================================================== Items =============================================================================== ________________ UPGRADING ITEMS \______________________________________________________________ ------- Red Orb ------- The red orb is your basic source of currency in order to buy items. Destroy breakable objects, stand in certain locations, reach a certain style rank at a combat adjudicator, look for them out in the open or defeat enemies in order to gain red orbs. The higher the style gauge when an enemy is defeated, the more red orbs your characters will receive. ----------- Proud Souls ----------- New to the Devil May Cry series, these souls filled with the pride of noble blood may be used to upgrade skills such as weapon or gun skills along with a character's normal abilities or Devil Trigger abilities. How to obtain: Proud Souls are collected based on your characters rank at the end of each mission. Exiting out of mission will cause the game to fork over the amount of proud souls that your character has earned prior to your withdrawal from that particular mission. -------- Blue Orb -------- These orbs will extend your character's life gauge by one unit. Only six of these may be bought - the rest must be found. Blue orb fragments are hidden throughout the game and four of them may be pieced together to form a blue orb in order to extend the life gauge. How to obtain: A full blue orb may be purchased before a mission or from a Divinity Statue for a certain amount of red orbs. Blue orb fragments may be hidden in the environment, can be received as a prize for a secret mission, or may be collected as a prize from a combat adjudicator once a certain style rank is reached while hitting one. Rising Prices at Divinity Statues: 3000 - 5000 - 10000 - 15000 - 30000 - 50000 ---------- Purple Orb ---------- Purple orbs will increase your character's Devil Trigger gauge. The Devil Trigger gauge starts with three units but it may be extended up to ten units. Only seven of these orbs may be bought. These may only be purchased once the Devil Trigger is gained in Mission 6. How to obtain: These orbs may be bought at the beginning of a mission or from a Divinity Statue. Rising Prices at Divinity Statues: 2500 - 4500 - 8000 - 13000 - 20000 - 30000 - 50000 ___________________ REPLINISHING ITEMS \___________________________________________________________ --------- Green Orb --------- The green orbs will replenish any lost life to your life gauge or substitute as another red orb pickup if the life gauge is filled. These orbs can be found by destroying certain objects, lying in the environment and they can also be obtained from defeating enemies. Much like red orbs from defeated enemies, a high style gauge will lead to bigger green orb pickups from defeated enemies. --------- White Orb --------- White orbs will replenish any lost Devil Trigger power. If the Devil Trigger is completely filled then they will substitute as a red orb. White Orbs can be found in the environment, from breaking objects, and from some enemies. They are very rare! -------- Gold Orb -------- A Gold Orb will allow your characters to instantly revive himself once the character dies from too much damage. The option to use one of these will appear if one is in the current inventory. Using these will invoke a penalty (take a certain amount of points away) in your overall score at the end of the mission it is used in. How to obtain: These may be found in the environment or purchased before a mission or from any Divinity Statue for a certain price. The starting price is 10000 red orbs. Rising Prices at Divinity Statues: 10000 - 15000 - 20000 ------------ Vital Star S ------------ A Vital Star S will replenish a small amount (one quarter) of your character's overall health. How to obtain: It can be found in some environments or may be purchased before a mission or from a Divinity Statue. Rising Prices at Divinity Statues: 1000 - 1500 - 2000 - 2500 - 3000 - 4000 - 5000 ------------ Vital Star M ------------ A Vital Star M will replenish half of your character's life gauge. How to obtain: It can be found in some environments (rarely) and may be purchased before mission or from a Divinity Statue. Rising Prices at Divinity Statues: 2000 - 3000 - 4000 - 5000 - 6000 - 8000 - 10000 ------------ Vital Star L ------------ A Vital Star L will replenish a great amount of your character's life gauge. How to obtain: It may be purchased before a mission or from a Divinity Statue. Rising Prices at Divinity Statues: 3500 - 5000 - 7500 - 13500 - 20000 ------------ Devil Star S ------------ A Devil Star S will replenish a small amount of your character's Devil Trigger gauge. These may only be purchased once the Devil Trigger is gained in Mission 6. How to obtain: It may be found in some environments and may be purchased before a mission or from a Divinity Statue. Rising Prices at Divinity Statues: 2000 - 2800 - 4300 - 7800 - 15000 ------------ Devil Star L ------------ A Devil Star L will greatly replenish your character's Devil Trigger gauge. These may only be purchased once the Devil Trigger is gained in Mission 6. How to obtain: It may only be purchased before a mission or from a Divinity Statue. Rising Prices at Divinity Statues: 3500 - 5000 - 7500 - 13500 - 20000 ________________ ATTACKING ITEMS \______________________________________________________________ ---------- Holy Water ---------- When used, a Holy Water will create a flash of blue light and instantly defeat all on-screen normal enemies. It will also take a chunk of a bosses health gauge per use. How to obtain: These items may be found in some environments or may be purchased before a mission or from a Divinity Statue. Rising Prices at Divinity Statues: 10000 - 15000 - 20000 [BS04] =============================================================================== Jumping =============================================================================== Tapping the jump button will make a character leap into the air. ==> The effects of jumping Jumping will allow each character to reach high places. ==> Jumping during battles Jumping is can allow a character to avoid an oncoming attack while that characters in on the ground. If you happen to see an attack coming while you're attacking yourself then jump immediately to cancel your animation from of that attack and avoid the oncoming enemy attack. ==> Hovering in the air during a jump Certain moves will allow a character to stay up in the air a bit longer than normal. For instance, while playing with Dante, jumping and firing his handguns will allow him to hover in the air for a few brief seconds thereby allowing you to avoid ground based attacks and damage enemies while Dante is suspended in the air. ==> Jumping raises Style Perform a single jump to dodge an enemy attack that can be avoided with a jump and this act will slightly raise the style meter. [BS05] =============================================================================== Rolling =============================================================================== While holding the lock-on button, press to the character's right or left then tap the jump button to perform a roll. ==> The effects of rolling Rolling will help you to dodge attacks as you see them coming. Each enemy gives off a warning before each of their attacks whether it be sound or a specific motion. Rolling can be used to immediately end the frames of animation for a ground based attack thereby allowing you to instantly stop one of your attacks and roll from a possible incoming enemy attack. ==> The slight window of invincibility During the middle of roll Nero and Dante are both completely invincible for a split second, thereby causing any instantaneous enemy attack to pass right through them. They are only invincible during the single second they have tucked down on the ground - not before and not after. Learning to time a roll the instant that an enemy attack connects can sometimes be a crucial part of rolling. ==> Rolling raises style when timed correctly Rolling to dodge an enemy attack will raise the style meter much like an attack or other type of dodge. Learn to roll effectively from enemy attacks and this will help to increase your overall style ranking. [BS06] =============================================================================== The Style Meter =============================================================================== ==> Where does the Style Meter appear? The style meter will appear on the right side of the screen during combat once your controlled characters begins to attack enemies or dodge enemy attacks. ==> What exactly is the Style Meter? The style meter measures the actions performed by the controlled character during combat and the amount of variety in attacks or other actions that are performed in each battle. Perform attacks to increase the style meter gauge. The style meter will rise depending on the variety of attacks that are unleashed or dodges that are performed. ==> Why build the Style Meter? By increasing the style meter, enemies will begin to drop more orbs once they have been defeated and this will also help to increase your "Style" ranking at the end of each level. ==> What are the different levels of the Style Meter? +------------------------------------+ | STYLE LEVEL | RANK | |====================================| | Deadly! | --> D-rank | |------------------------------------| | Carnage! | --> C-rank | |------------------------------------| | Brutal! | --> B-rank | |------------------------------------| | Atomic! | --> A-rank | |------------------------------------| | Smokin'! | --> S-rank | |------------------------------------| | Smokin' Style! | --> SS-rank | |------------------------------------| | Smokin' Sick Style! | --> SSS-rank | +------------------------------------+ ==> How do I increase the Style Meter? Increase the style meter by mixing up your attacks and dodges as well as adding taunts in between them. ==> What happens if any enemy hits my character during my Stylish attempts? Any time that a character is hit the style meter will instantly fall by two style ranks per hit and you'll need to build it back up by performing attacks, dodges, and taunts. It doesn't fall completely like it used to, but it will fall from an A-rank back to a C-rank just from a single hit. ==> What happens if the style meter disappears? Well, the style meter is not completely gone yet even if it has disappeared fully. The style meter decreases rapidly once it disappears, though you can't actually see it. If you can manage to attack, dodge or taunt fast enough then the style meter will reappear around the style level it was on once it disappeared. ==> How does taunting increase the Style Meter? A taunt by itself is much like an attack in that it will raise the style meter some but it must be performed near an enemy for results. Taunts are best performed after a variety of attacks or dodges. Taunts will usually increase the style meter by a certain amount based on the current style meter ranking before each taunt and taunts will also increase your Devil Trigger gauge. The animation of each taunt will differ based on the current style rank and the style meter will rise during certain frames of animation per taunt. This means that some taunts must be held longer than others and cannot be interrupted if you want to get the extra style added to the style meter. Both Nero and Dante have a certain range of taunts that will occur randomly during a certain style rank range. The further the style meter rises, the longer and more flashy the taunt will be. Don't taunt too often or the taunt will become ineffective at raising the gauge much like any repeated attack or dodge. Taunts should be performed while Nero or Dante are out of harm's way (ie. after dodging an attack, after knocking down an enemy). ==> Is there any way to tell how many style points I have gained during a mission? Once a mission has been completed, the style points during a battle in that mission will be displayed below the current style rank while attacking any group of enemies during a replay of that mission. This will make a great help for an S-rank in style. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _ _ [NE00] | \ | | | \| | ___ _ __ ___ | . ` | / _ \| '__|/ _ \ M O V E L I S T | |\ || __/| | | (_) | & |_| \_| \___||__\ \___/ A B I L I T I E S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ___________________ [NE01] ____________________________/ B L U E R O S E \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Normal Shot ([]) Nero fires off a shot from his double-barrel Blue Rose. -- Charge Shot (Hold [], release) Nero fires off a charged blast from his Blue Rose so powerful that he has to hold the gun with both hands to stabilize the recoil. There are three levels of charge. Nero's Devil Bringer will glow a different color for each level: Blue = Level 1 Purple = Level 2 Red = Level 3 -> Level 1 Charge Shot Level 1 is simply a more powerful Blue Rose shot that will knock some enemies down upon impact. -> Level 2 Charge Shot Level 2 is slightly more powerful than Level 1 and the fire produced from the shot can burn nearby enemies that are next to the targeted foe. -> Level 3 Charge Shot Level 3 takes off quite a bit of damage and causes another powerful explosion to go off on the enemy seconds after the first that will damage that enemy and any surrounding enemies. Comments: The potential of Nero's charge shot is not fully realized until level 3 is used. Level 3 will cause cloaks to fall from Mephistos and Fausts very quickly and take quite a pleasing amount of damage from some bosses. TIP: Try changing your button setup to have L1 or R2 fire off Blue Rose so you can fight while charging it. It's really, really worth it! Learn to fight while charging a charge shot and, as long as you know how to deal with bosses and Blitzes, Bloody Palace will be yours for the taking with Nero - charge shot level 3 IS that powerful. ___________________ [NE02] ____________________________/ R E D Q U E E N \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Red Queen Combo A (/\, /\, /\, /\) Nero performs two downward slashes, a side slash, then finishes the combo off with an overhead slash as he pounds the ground with Red Queen. -- Red Queen Combo B (/\, pause, /\, tap /\) Nero performs a single slash then hits the ground in front of him with Red Queen. After hitting the ground the first time, he continues to hit the round rapidly then finally plunges the sword into the ground and jerks it back out while slashing the enemy with the back end of Red Queen. -- Red Queen Combo C (/\, /\, pause, /\, /\, /\, /\) Nero performs the first two slashes of Combo A then adds in two quick slashes followed by three turning slashes. The third /\ press actually performs two slashes. Comments: This combo is my personal favorite since Nero goes through a bunch of slashes before reaching the end and all of these slashes except for the final can be cancelled by rolling or jumping. -- Red Queen Combo D (/\, /\, /\, pause, /\) Nero performs basically the same Red Queen Combo A except the overhead slash at the end is slightly charged for more damage. Comments: The final charged hit of this combo will knock the enemy straight to the ground unlike the Red Queen Combo A that knocks the enemy away from Nero, so you could follow the final hit up with any other attack that you wanted to, such as a Buster or High Roller. -- Aerial Combo (Jump, then /\, /\, /\) Nero performs three slashes in the air with Red Queen. -- Roulette Spin (Jump, then /\, /\, pause, /\) Nero performs two slashes then ends the combination with a spinning slash that hits multiple times. Comments: The Roulette Spin is really Nero's better air combo - it allows for more hits on any big enemy and also allows more air time. -- High Roller (Hold R1, Back + /\ or Hold R1, Back + Hold /\) Nero performs an uppercut slash that sends his enemy into the air. Hold down the /\ button to follow the enemy into the air. Comments: Following an enemy into the air with a High Roller is the best way to single out an enemy from a crowd and set him up for an Air Buster. -- EX High Roller (With Exceed, hold R1, Back + /\) Nero performs a more powerful version of High Roller that will hit with fire behind it and the spinning upward slashes may hit multiple times in the air depending on the current level of Exceed charged. -- Streak (Hold R1, Forward + /\) Nero dashes forward and unleashes a strong horizontal slash from Red Queen. Comments: Much like Dante with his Stinger, this is a good move for getting across the battlefield quickly and its good for knocking an enemy down. -- EX Streak (With Exceed, hold R1, Forward + /\) Nero dashes forward and spins with his Red Queen stretched outward as the propellant inside the blade ignites and spreads fire all around him. The number of spins depends on the current level of the Exceed gauge. Comments: The level 3 version of EX Streak is one of the best moves for Nero to build up his style gauge. Dash into a crowd of Scarecrows with a level 3 EX Streak and you'll likely get an SSS-rank in no time. -- Split (Jump, then hold R1, Forward + /\) Nero performs a downward slash as he falls to the ground. Comments: This is Nero's Helmet Breaker. It can hit multiple times on some fallen opponents. -- Double Down [aka. EX Split) (With Exceed, jump, then hold R1, Forward + /\) Nero performs a downward stab as the propellant inside his Red Queen ignites while he is falling. -- Calibur (Jump, then hold R1, Back, Forward + /\) Nero dashes forward while in the air then performs a powerful horizontal slash. Comments: This is a good move for reaching hard to reach places. There are a few items in the game that can be obtained with this. -- EX Calibur (With Exceed, jump, then hold R1, Back, Forward + /\) Nero dashes forward while in the air then slashes horizontally as the propellant in Red Queen ignites. -- Shuffle (Hold R1, then Back, Forward + /\) Nero dashes backward then lunges forward with a powerful upward slash. Comments: This powerful move can help Nero to step back then rush forward to knock an enemy out of an attack. It works wonder for the Mission 8 boss. -- EX Shuffle (With Exceed, hold R1, then Back, Forward + /\) Nero dashes backward then lunges forward with an upward slash while igniting Red Queen and follows this slash up with another slash that knocks the enemy away from him. The first slash of this combination will hit more depending on the current level of Exceed. _____________ [NE03] _______________________________/ Y A M A T O \_________________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Devil Trigger (L1) Nero unleashes the power of the Yamato blade and a knight familiar appears behind him that will attack along with Nero. Nero must have at least three bars of Devil Trigger power in order to Devil Trigger. Pic: http://tinyurl.com/yv477p NOTE: The moment that Nero Devil Triggers, the knight familiar will hit an enemy and pop them into the air if the enemy is close to Nero (for a normal enemy) and Nero is also completely invincible the moment that he first Devil Triggers. -- Summoned Swords ([] during Devil Trigger) Energy blades form around Nero and are shot toward the enemy as Nero fires Blue Rose. TIP: These magical blades can be fired at the enemy to take off extra damage during a Devil Buster (a Buster during a Devil Trigger)! -- Maximum Bet (Hold R1, Back + /\ + O during Devil Trigger) Nero leans back then steps forward with a slash from Red Queen as the familiar joins him with its own slash -- Showdown (Hold R1, Forward + /\ + O during Devil Trigger) Nero charges his Red Queen then steps forward with a powerful slash. If the slash connects then Nero and his familiar perform a series of powerful slashes to the enemy. Comments: Nero is completely open to attack at the beginning of this move, so make sure there is no oncoming attack headed his way before charging this. ___________________________ [NE04] ________________________/ D E V I L B R I N G E R \__________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Buster (O near an enemy) Nero grabs the closest enemy with his Devil Arm. The actual grab animation will vary depending on the enemy type. -- Devil Buster (While Devil Trigger is activated, O near an enemy) Nero grabs the closes enemy with his Devil Arm while Devil Triggered. The actual grab animation will vary depending on the enemy type. The Devil Buster will perform a more powerful attack when compared to a normal Buster. -- Snatch (In the air or on the ground, hold R1 then press O) Nero sends forth his Devil Bringer to grab an enemy then pull it toward him. -- Devil Snatch (In the air or on the ground, hold R1 then press O while Devil Trigger is activated) Nero sends forth his Devil Bringer to grab an enemy then pull it toward him. -- Hell Bound (Lock-On to an unsnatchable enemy or Grim Grip then hold R1 and press O) Nero grabs the distant object or enemy locked-on to then pulls himself toward it. -- Hold (During a Buster, hold O) (* requires Aegis Shield key item, obtained from Mission 8 boss battle) Nero holds the snatched enemy in his grasp as a shield. Nero is free to move while the enemy is held. This can only be performed on enemies that may be Snatched. ___________________ [NE05] ____________________________/ A B I L I T I E S \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Side Roll (R1 + sideways on left analogy + X) Nero rolls to the side to avoid an enemy attack. -- Table Hopper (R1 + sideways on left analog + X just before an enemy attack) Nero dashes to the side to avoid an enemy attack with lightening speed. -- Kick Jump (Jump then press X near a wall for a second jump) While in the air and near a wall, Nero will kick off the wall for an extra jump. Comments: The Kick Jump actually has a bit more height than an Air Hike. -- Speed (Hold left analog in same direction for a few seconds) Nero's footspeed increases as he breaks out into a dash while moving forward. -- MAX-Act (Press L2 just before an attack. The timing must be absolutely perfect) Nero maxes out his Exceed gauge. Comments: The timing for this is much more precise than a normal instant rev. You only have a split second during an attack animation frame to press the X button to initiate a MAX-Act or the button press will be recognized as a normal Instant Rev, giving you only one level of Exceed. -- Rainbow (During a Speed, press Select) Nero ends his run with a forward dropkick. -- Enemy Step (While in the air, press the X button while landing on an enemy) Nero kicks off of the closest enemy and performs a jump. -- Air Hike (Jump then press X again) Nero concentrates magical energy under his feet to perform a second jump while in the air. _______________________________________ [NE06] ___________________/ A D V A N C E D T E C H N I Q U E S \___________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < =============================================================================== Nero's Exceed System =============================================================================== The Exceed system allows Nero to rev up his Red Queen blade via the fuel injection system. This causes the blade to ignite as a special propellant powers up the blades next attack. The blade will glow red and the next attack will be more powerful than normal. The Exceed gauge is located in the upper left corner of the screen. As Nero powers up the Red Queen, one level (or bar) will appear as the gauge on the left side of the screen pumps up with enough power. The Red Queen starts out with only the option of using Level 1 moves even if more than one level is saved up but by purchasing Exceed 2 and Exceed 3, Nero will automatically use two or three levels respectively for even more powerful version (EX) of special moves. _______________________________ HOW TO CHARGE THE EXCEED GAUGE \_______________________________________________ There are two ways to charge the Exceed Gauge: A) Press and hold down on the L2 button then tap and hold it again. A certain momentum must be used to rev up the blade while tapping and holding the button. The blade should be able to receive a 40% charge with a correct press of the L2 button allowing the gauge to be fully charged with three presses of L2. This method can be used to power up the Exceed gauge to level 3. B) Use the Instant Rev or EX-Act to get one full charge per attack. Press the L2 button near the end of any Red Queen attack with the correct timing and one full bar will be gained. Even a full combo (such as Red Queen Combo A) can be fully Instant Revved to make each attack hit with a stronger force. This method is what makes the Exceed system extremely useful. It is not as hard as it sounds and I will break down each attack for you below to help you understand the proper timing. ___________________ INSTANT REV TIMING \___________________________________________________________ Let's make an example of Nero's full Red Queen Combo A first of all. The full combo is: /\, /\, /\, /\ While instant revving, you should enter the commands this way: (- = the amount of time in between button presses. Basically, a fraction of a second.) /\--L2, /\-L2, /\-L2, /\---L2 While performing this combo the first L2 command must be entered very close to the end of the first slash in order to get an instant rev. The second and third /\ presses require an almost immediate - but not simultaneous - press of the L2 button. The L2 press is just following the press of /\ but not at the same time. The final /\ press causes a very delayed final hit that must be instant revved as the blade hits the ground, so the L2 press is delayed like the first press in this combination but slightly more delayed. It's all about timing and becoming familiar with a certain momentum that each combination of slashes requires. Now let's look at a single attack such as High Roller. The input is: Lock-on, back + /\ While instant revving, the commands should be entered as follows: Lock-on, back + /\---L2 In this example, the L2 press is inputted at the extreme end of the High Roller attack. Basically, you have to press the L2 button right when Nero holds his blade downward as the air slash ends. I'll get more deep into the Instant Revving in a bit. ______________________________________ ATTACKS THAT ARE POWERED UP BY EXCEED \________________________________________ Every attack from Nero's Red Queen can be powered up through the use of the Exceed system but only a few of the attacks actually look more powered. For instance, the following attacks all have some very noticeable changes when performed with at least a Level 1 Exceed unit: Streak - * EX Streak High Roller - EX High Roller Shuffle - EX Shuffle Split - EX Split (Double Down) Calibur - EX Calibur (* may be charged) Just a normal slash in a combination of slashes will hit harder (more likely to knock down a powerful enemy) and slightly faster while the blade glows, but the effects are minimal for a normal slash. NOTE: While charging an EX Streak, the blade can be revved up by tapping and holding the L2 button much like when standing. It sports a cool little animation with Nero laughing as the blade is revved up. _______________________________ THE DIFFERENT LEVELS OF EXCEED \_______________________________________________ Even though Nero can always build his Exceed Gauge up to level 3, he cannot use all three levels at one time with only Exceed 1, which he begins the game with. By purchasing Exceed 2 and 3 this will allow Nero to instantly unleash a Level 2 or 3 Exceed attack depending on how much the Exceed Gauge is filled. ____________________ THE MAX-ACT ABILITY \__________________________________________________________ MAX-Act will charge the Red Queen fully if the button is tapped at a precise time during an attack. MAX-Act is very similar to the Instant Rev but this requires some extremely precise - EXACT - button pressing. If the press is not timed absolutely perfect then a normal instant rev will be initiated to charge the EX gauge by only one level. Learning the Instant Rev system very well will allow one to get the timing down for a MAX-Act press sometimes. The timing is so very precise that mastering the MAX-Act is the most complicated part of mastering Nero. If the timing can be mastered then you will be able to release Level 3 Exceed attacks one after the other, especially since a MAX-Act can be initiated during a Level 3 Exceed attack! ________________________________ PRECISE TIMING FOR INSTANT REVS \______________________________________________ As already mentioned, Instant Revving an attack requires some well-placed timing with an L2 press near the end of the move. The following information will help you to learn more about the instant in which to press the L2 button to instant rev each of the Red Queen's attacks and combination slashes. I am not going to get EXTREMELY detailed with the precise timing since a lot of it depends on the player learning the flow of each move along with the frame of animation or exact fraction of a second in which to press the L2 button. The information below should be enough to give a player an idea of how to approach each L2 tap during a command. And one final thing, Instant Revving is NOT hard. You just have to learn the proper timing and practice that proper timing against an enemy. Hitting an enemy while instant revving feels a bit different than slashing normally while instant revving. Learn this technique and Nero will be much more interesting and fun to control. ----- Here's the way to read this portion: -- Name of Move Line 1 - Normal Command Input Line 2 - Command input with L2 (Instant Rev) presses Line 3 - Command with L2 presses broken into sections for each individual slash (letters are used so I can describe each attack below it). This line is only available for combination attacks. Rest of the Lines - Each L2 button press broken down with a word explanation of when to tap it after pressing /\. ----- _______________________________________ FULL MOVE LIST WITH INSTANT REV TIMING \_______________________________________ (- = the amount of time in between button presses. Basically, a fraction of a second.) -- Red Queen Combo A Normal Input: /\, /\, /\, /\ Input with Instant Rev: /\--L2, /\-L2, /\-L2, /\---L2 A) /\---L2, B) /\-L2, C) /\-L2, D) /\---L2 A) Press the L2 button the fraction of a second before Nero's blade can be seen on the screen when he holds it downward with his left hand after swinging. B) Press the L2 button the fraction of a second just before Nero's hand appears behind him while he holds the handle the sword. C) Press the L2 button the fraction of a second before the slash of the third slice can be seen in front of Nero. D) Press the L2 button the exact moment that Nero's blade hits the ground. -- Red Queen Combo B Normal Input: /\, pause, /\, /\, /\, /\, /\, /\, /\, /\, /\, /\ Input with Instant Rev: /\--L2, pause, /\---L2, /\-L2, /\, /\, /\, /\, /\, /\, /\, /\---L2 A) /\--L2, pause, B) /\---L2, C) /\-L2, D) /\---L2 A) Press the L2 button the fraction of a second before Nero's blade can be seen on the screen when he holds it downward with his left hand after swinging. B) Press the L2 button right when Nero's blade hits the ground. C) Press the L2 button right when Nero's blade hits the ground. D) Press the L2 button the fraction of a second directly after Nero pulls the blade out of the ground. You should be able to see the blade behind him as it charges. Extra Notes: From what I have seen only the first three attacks and the final attack can be Instant Revved. I have tried the rapid strikes but can't ever get an Instant Rev from them. -- Red Queen Combo C Normal Input: /\, /\, pause, /\, /\, /\, /\ Input with Instant Rev: /\---L2, /\-L2, pause, /\---L2, /\-L2, /\-L2, /\--L2 A) /\---L2, B) /\-L2, pause, C) /\---L2, D) /\-L2, E) /\-L2, F) /\--L2 A) Press the L2 button the fraction of a second before Nero's blade can be seen on the screen when he holds it downward with his left hand after swinging. B) Press the L2 button the fraction of a second just before Nero's hand appears behind him while he holds the handle the sword. C) Press the L2 button at the very end of both slashes when Nero holds the blade behind his back with his left hand. D) Press the L2 button right before Nero holds his left hand behind him after the slash. E) Nero will spin with this slash. Press the L2 button right before the blade spins to his right side. F) When Nero holds the blade to his right while it is in the back of him after the final slash, press the L2 button as the move ends. Extra Notes: The hardest part of instant revving this combo is the third hit. The third hit instant rev L2 press is so extremely delayed that it can mess up the timing for the rest of the combo. The instant rev and timing for the next /\ presses are extremely close together. Practice! -- Red Queen Combo D Normal Input: /\, /\, /\, pause, /\ Input with Instant Rev: /\--L2, /\-L2, /\-L2, pause, /\---L2 A) /\---L2, B) /\-L2, C) /\-L2, pause, D) /\---L2 A) Press the L2 button the fraction of a second before Nero's blade can be seen on the screen when he holds it downward with his left hand after swinging. B) Press the L2 button the fraction of a second just before Nero's hand appears behind him while he holds the handle of the sword. C) Press the L2 button the fraction of a second before the slash of the third slice can be seen in front of Nero. D) Press the L2 button the exact moment that Nero's blade hits the ground. Extra Note: This combo is instant revved the exact same as Combo A, the pause at the end is the only difference, but the instant rev for the final move still has the exact same timing as Combo A. -- Aerial Combo Normal Input: (in air) /\, /\, /\ Input with Instant Rev: /\--L2, /\-L2, /\---L2 A) /\--L2, B) /\-L2, C) /\--L2 A) Press the L2 button about mid-slash. B) Press the L2 button the exact moment that Nero leans his blade back after swinging. C) Press the L2 button the exact moment that Nero holds his blade behind him after swinging. Extra Notes: Above all the Instant Revs, you should definitely learn this one. Being able to charge up the gauge in the air will allow you to possibly be able to charge a full gauge through the use of the MAX-Act upon hitting the ground! Also, just simply jumping into the air and instant revving only the first slash of the Aerial Combo is much faster than a constant cranking of the Exceed gauge. -- Roulette Spin Normal Input: (in air) /\, /\, pause, /\ Input with Instant Rev: /\--L2, /\-L2, pause, /\---L2 A) /\--L2, B) /\-L2, C) /\--L2 A) Press the L2 button about mid-slash. B) Press the L2 button the exact moment that Nero leans his blade back after swinging. C) Press the L2 button at the very end of this slash. The button press should be tapped on just about the last frame of animation. Extra Notes: Roulette Spin is an extremely useful in this game. Try to learn to Instant Rev this entire combo. Practice with the Aerial Combo then try this one. The delay for the final /\ press is the hardest part to become familiar with once you've learned the timing for the Aerial Combo, but once you've mastered the final /\ press then the final L2 press isn't too bad. -- Streak Normal Input: Lock-on, Forward + /\ Input with Instant Rev: Lock-on, Forward + /\---L2 Press the L2 button the fraction of a second before Nero holds his left hand behind him after the sword swing. The sword will glow when Nero's hand can be seen behind his back. Extra Notes: Much like the Aerial Combo instant rev combination, this is another move where the timing for the instant rev should be mastered. While fighting normal enemies, this move will usually knock them down and then when instant revved it will give Nero some power for his next attack while the victim is grounded. -- EX Streak (Level 1) Normal Input: Lock-on, Forward + /\ Input with Instant Rev: Lock-on, Forward + /\---L2 Press the L2 button as Nero begins to turn to the right during his single spin at the end of this move. -- EX Streak (Level 2) Normal Input: Lock-on, Forward + /\ Input with Instant Rev: Lock-on, Forward + /\----L2 Press the L2 button as Nero begins to turn to the right during his second spin at the end of this move. -- EX Streak (Level 3) Normal Input: Lock-on, Forward + /\ Input with Instant Rev: Lock-on, Forward + /\-----L2 Press the L2 button as Nero begins to turn to the right during his third spin at the end of this move. (Extra Notes: All the EX Streaks are very easy to learn once Level 1 is mastered, just look for the same exact frame of animation at the end of each level then tap the L2 button then.) -- High Roller (Hold) Normal Input: Lock-on, Back + Hold /\ Input with Instant Rev: Lock-on, Back + Hold /\---L2 Press the L2 button the fraction of a second right before Nero places his blade on his back near the end of this move. -- EX High Roller (Hold - Level 1) Normal Input: Lock-on, Back + Hold /\ Input with Instant Rev: Lock-on, Back + Hold /\---L2 Press the L2 button as Nero holds his blade downward after the air slash. -- EX High Roller (Hold - Level 2) Normal Input: Lock-on, Back + Hold /\ Input with Instant Rev: Lock-on, Back + Hold /\----L2 Press the L2 button as Nero holds his blade downward after the second air slash. -- EX High Roller (Hold - Level 3) Normal Input: Lock-on, Back + Hold /\ Input with Instant Rev: Lock-on, Back + Hold /\-----L2 Press the L2 button as Nero holds his blade downward after the third air slash. -- High Roller (No Hold) Normal Input: Lock-on, Back + /\ Input with Instant Rev: Lock-on, Back + /\---L2 Press the L2 button the fraction of a second right before Nero sheathes his sword on his back after the upward slash. -- EX High Roller (No Hold - Level 1) Normal Input: Lock-on, Back + /\ Input with Instant Rev: Lock-on, Back + /\---L2 Press the L2 button the instant before the blade hits the ground behind Nero. -- EX High Roller (No Hold - Level 2) Normal Input: Lock-on, Back + /\ Input with Instant Rev: Lock-on, Back + /\----L2 Press the L2 button the instant before the blade hits the ground behind Nero during the end of the second slash. -- EX High Roller (No Hold - Level 3) Normal Input: Lock-on, Back + /\ Input with Instant Rev: Lock-on, Back + /\-----L2 Press the L2 button the instant before the blade hits the ground behind Nero during the end of the third slash. -- Calibur Normal Input: (in air) Lock-on, Back, Forward + /\ Input with Instant Rev: (in air) Lock-on, Back, Forward + /\---L2 Press the L2 button as Nero holds his blade behind him and to the right. Extra Note: Learn the timing of the normal Calibur and you will learn the timing for the EX Caliburs since they are all the same frames of animation. The EX versions only add flames. -- EX Calibur (Level 1) Normal Input: (in air) Lock-on, Back, Forward + /\ Input with Instant Rev: (in air) Lock-on, Back, Forward + /\---L2 Press the L2 button as Nero holds his blade behind him and to the right. -- EX Calibur (Level 2) Normal Input: (in air) Lock-on, Back, Forward + /\ Input with Instant Rev: (in air) Lock-on, Back, Forward + /\---L2 Press the L2 button as Nero holds his blade behind him and to the right. -- EX Calibur (Level 3) Normal Input: (in air) Lock-on, Back, Forward + /\ Input with Instant Rev: (in air) Lock-on, Back, Forward + /\---L2 Press the L2 button as Nero holds his blade behind him and to the right. -- Shuffle Normal Input: Lock-on, Back, Forward + /\ Input with Instant Rev: Lock-on, Back, Forward + /\---L2 Press the L2 button right as Nero swings the blade behind him, slightly before it reaches the right portion of his back. -- EX Shuffle (Level 1) Normal Input: Lock-on, Back, Forward + /\ Input with Instant Rev: Lock-on, Back, Forward + /\-----L2 Press the L2 button right as Nero swings the blade behind him during the second swing, slightly before it reaches the right portion of his back. -- EX Shuffle (Level 2) Normal Input: Lock-on, Back, Forward + /\ Input with Instant Rev: Lock-on, Back, Forward + /\-----L2 Press the L2 button right as Nero swings the blade behind him during the second swing, slightly before it reaches the right portion of his back. -- EX Shuffle (Level 3) Normal Input: Lock-on, Back, Forward + /\ Input with Instant Rev: Lock-on, Back, Forward + /\-----L2 Press the L2 button right as Nero swings the blade behind him during the second swing, slightly before it reaches the right portion of his back. Extra Note: The timing remains the same for the EX Shuffles, but the higher levels will flame up more during the first swing, which can distract you from the instant rev L2 press at the end. -- Split Normal Input: (in air) Lock-on, Forward + /\ Input with Instant Rev: (in air) Lock-on, Forward + /\---L2 Press the L2 button the exact moment that Nero plunges the sword into the ground. -- EX Split (Level 1) Normal Input: (in air) Lock-on, Forward + /\ Input with Instant Rev: (in air) Lock-on, Forward + /\---L2 Press the L2 button the exact moment that Nero plunges the sword into the ground. -- EX Split (Level 2) Normal Input: (in air) Lock-on, Forward + /\ Input with Instant Rev: (in air) Lock-on, Forward + /\---L2 Press the L2 button the exact moment that Nero plunges the sword into the ground. -- EX Split (Level 3) Normal Input: (in air) Lock-on, Forward + /\ Input with Instant Rev: (in air) Lock-on, Forward + /\---L2 Press the L2 button the exact moment that Nero plunges the sword into the ground. Extra Note: The timing for all the L2 pressing in the Splits are the exact same! =============================================================================== Blue Rose Constant Charging =============================================================================== Learning to constantly charge the Blue Rose during combat is the most effective technique a player can learn for Nero. The level 3 charge blast will knock back just about any enemy (and usually cancel an attack) and it will also cause another explosion to go off on them in a few more seconds, allowing Nero to spam attacks while the explosion is about trigger. _________________________ CHANGE YOUR BUTTON SETUP \_____________________________________________________ Change your control configuration to a setup that is comfortable to you so that you can constantly be charging Blue Rose while attacking. I prefer to have L1 as my gun button, R2 as my Exceed button, and [] as my Devil Trigger while playing Nero. ____________________________ THE EFFECTIVENESS OF EXCEED \__________________________________________________ Want to take off about a bar of a boss' life gauge continuously throughout a battle? Want to be able to stop just about any enemy attack by simply letting go of a single button? Then change your button setup and start charging today! Learn how to use this effectively and, as long as you know how to deal with a Blitz and most of the boss fights, Bloody Palace will be yours for the taking with Nero. =============================================================================== Devil Trigger Usage =============================================================================== Devil Trigger for Nero has a few techniques that can be exploited: ________________________________ A SPLIT SECOND OF INVINCIBILITY \______________________________________________ When Nero first Devil Triggers, he is completely invincible during that second in time. If you see an attack coming that you don't have time to dodge then just Devil Trigger and it will go right through Nero. Devil Triggering will also allow Nero to break out of many boss grab attacks. ____________________ HEALTH REGENERATION \__________________________________________________________ While Devil Triggered, if Nero has sustained any damage, his health will regenerate a few seconds after the Devil Trigger has been initiated. His health will continue to regenerate until Devil Trigger is turned off. This can be helpful for boss fights or especially during Bloody Palace where green orbs start to become rare at times. ____________________________ MULTIPLE HITS & EXTRA ARMOR \__________________________________________________ While Nero is Devil Triggered, he hits multiple times per slash - both Nero attacks along with the knight familiar - and he will not take as much damage from an attack. ________________________________ SUMMONED SWORDS DURING A BUSTER \______________________________________________ After Devil Triggering, Nero can grab an enemy with a Buster then the [] button can be continually tapped during the Buster animation to shoot Summoned Swords at the enemy being Bustered. This is especially useful against bosses or for just raising style a bit during a Buster animation. Nero must have Devil Triggered BEFORE grabbing an enemy to shoot Summoned Swords during the Buster animation - Devil Triggering during a Buster will not allow one to shoot Summoned Swords. __________________________________________________ CANCELLING DEVIL TRIGGER DURING BUSTER ANIMATIONS \____________________________ Devil Trigger then grab an enemy with a Buster then shut off Devil Trigger by tapping the L1 button during the Buster animation to save your Devil Trigger energy when Nero ends the Buster. Nero will still remained Devil Triggered during the entire Buster but this will instantly turn off the Devil Trigger when the Buster animation comes to an end. Normally, Devil Trigger power is not lost during the Buster nor is life gained during the Buster. This technique allows Nero to conserve Devil Trigger instantly after a Buster instead of having to worry about shutting off Devil Trigger immediately after a Buster. It's basically like you are initiating an auto-shutoff during the Buster animation. =============================================================================== Jump Canceling =============================================================================== With the use of Jump Canceling, Nero or Dante can perform an attack or series of attacks in the air then Enemy Step off of an enemy's head that is currently below him and hop back into the air and perform another attack. The Enemy Step and attack can be continued as long as an enemy is below Nero and as long as the player can keep up the rhythm of this technique. ______________________________ HOW TO PERFORM JUMP CANCELING \________________________________________________ Buy the "Enemy Step" Ability for Nero or Dante. Jump above an enemy and perform certain aerial attacks, such as Split or Helmet Breaker then immediately tap the jump button when Nero or Dante comes into contact with the enemy below him to kick off of it and jump again. This can be continued as long as the proper timing is used in between jumping and attacking. This is much easier on bigger enemies. In order to practice jump canceling, practice it on a boss, preferably a big boss such as Berial or Echidna. While fighting Echidna, wait until she floats in the air while propped up on her tail then run up to her and perform a Split or Helmet Breaker then Enemy Step off of her. Perform another Split or Helmet Breaker in the air then Enemy Step off of her again. Keep performing this attack as long as you can keep the rhythm up. Some gamers prefer to change their button setup while using jump canceling since the button taps must be tapped in a quick sequence. The best way to keep performing a jump cancel is to perform the attack immediately after an Enemy Step - this way Nero will remain directly above the enemy and will not move that much. ____________________________________ THE EFFECTIVENESS OF JUMP CANCELING \__________________________________________ Jump canceling allows the player to spam damage with an aerial attack without having to worry about recovery time from hitting the ground. The attacks are always as instantaneous as they are when first performing them in the air and you don't even have to hit the ground at all. ____________________________ EFFECTIVENESS OF ENEMY STEP \__________________________________________________ Just by itself, the Enemy Step ability allows a character to jump off an enemy continuously during a battle. There is no limit to the amount of times that an Enemy Step can be performed. The best way to see this is to fight Berial and Enemy Step off of his back. The character will gain another Air Hike for each Enemy Step also. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _______ _ [DA00] /_ __ \ | | | | | | __ _ _ __ | |_ ___ | | | | / _` || '_ \ | __|/ _ \ M O V E L I S T | |__| || (_| || | | || |_| __/ & /______/ \__,_||_| |_| \__|\___| A B I L I T I E S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ___________________ [DA01] ____________________________/ R E B E L L I O N \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < A memento given to Dante by his father, this large magical blade is the physical manifestation of Dante's power. -- Rebellion Combo A (/\, /\, /\) The standard three hit combo for Rebellion - quite powerful and quick with nice recovery time at the end. -- Rebellion Combo B (/\, pause, /\, */\) (* can rapidly tap the final /\ press for multiple hits) Dante performs a standard slash then a slash that hits three times along with a another slice followed by a burst of stabs that can hit many time depending on how much the /\ button is tapped. -- Million Stab (During a Stinger, release the left analog and tap or hold */\) (* /\ can be tapped rapidly for more stabs) While performing a Stinger Dante will quickly pause it then step toward the enemy and unleash a stream of continuous stabs before ending the move with one final stepping thrust. This move will only hit the area directly in front of Dante so it's best not to use it when surrounded. The move can be cancelled by stopping the button tap early. -- Helmet Breaker (Jump then /\) Dante falls from the air with a quick overheard strike. This is an excellent move for interrupting and enemies attack. -- Stinger (Hold R1, then Forward + /\) Dante unleashes a high-speed thrust attack while sliding forward. Comment: Stinger is great for traveling long distances quickly during a fight. Lock-on to an enemy then Stinger toward them. Stinger is also good for pushing enemies away or for knocking them out of an attack. -- High Time (Hold R1, then Back + /\) Dante will lunge toward the enemy and perform a powerful uppercut with Rebellion. -- Round Trip (Hold /\ then release when sword light up fully) Dante hurls Rebellion at an enemy and Rebellion spins in place and slashes that enemy then moves on to another enemy. Use the /\ or O (during Swordmaster) to call the sword back. The blade will always stop spinning after a few seconds then automatically return to Dante if it is not called back before then. -----------------> SWORDMASTER STYLE MOVES WITH REBELLION <-------------------- Change to Swordmaster style (D-pad right) to perform the following moves while Rebellion is equipped. -- Prop (O) Dante steps toward the enemy and unleashes an upward spin of Rebellion. -- Shredder (*O during Prop) (* O can be held down to lengthen the spinning time for the Shredder) Dante unleashes another spin as he steps forward and extends his arm. Rebellion will spin in the opposite direction this time and this spin can be lengthened by holding the button. -- Aerial Rave (Jump then O, O, O, O) Dante performs four horizontal strikes with Rebellion while in the air. Comments: This is really Dante's best follow-up to a High Time. While hitting the enemy in the air, instead of performing the last O hit to an enemy, you can end this combination with a Helmet Breaker or a Dark Slayer Aerial Rave V - since Aerial Rave is so fast, you can actually switch between Swordmaster and Dark Slayer to keep your enemy up in the air longer if only the first hit of Aerial Rave V connects every time! If the Aerial Rave V is chosen and both slashes are completed, you can quickly switch to Trickster and perform a mid- air Air Trick and follow that up with a Helmet Breaker. -- Drive (Hold R1, then Back + O) Dante charges Rebellion and leans back then sends a powerful shockwave toward his enemy. -- Quick Drive (/\ + O) Dante performs single slash then a slightly faster version of the Drive Shockwave. Comments: This move can be a good follow-up when an enemy is knocked far away by a Stinger. Remain locked-on to that foe then quickly perform a Quick Drive. -- Over Drive (O as Dante releases the shockwave at the end of a Drive) Dante unleashes two more shockwaves after the first shockwave. Time the button press so that it is tapped while Dante is swinging his sword to unleash the first shockwave. Comments: Drive mixed with an Over Drive can be one excellent way to boost your style while fighting a group of enemies. Stand away from a group then hit them all with a Drive followed by an Overdrive for almost instant S-ranks. -- Dance Macabre (Hold R1, then Forward + O rapidly) Dante slides toward his enemy and unleashes several slashes with Rebellion. This is basically all of Rebellion's combos in one continuous combination. Dante will end the sequence of hits with a Million Stab followed by a powerful sword swing (kind of like a bat swing with Rebellion). ___________________ [DA02] ____________________________/ G I L G A M E S H \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < Made of a devilish metal that absorbs organic material and transforms it to steel, this weapon will shock and awe enemies with its brute force. Pic: http://tinyurl.com/yuszcz Any portion of a Gilgamesh ground attack may be charged for greater damage except for Real Impact and Kick 13. Air attacks such as Full House and Shocking! may not be charged either. -- Gilgamesh Combo A (/\, /\, /\, /\) Dante unleashes a straight punch, right hook, kick, then an overhead kick. Comments: The overhead kick at the end of this combo is very slow and I hardly ever use it. I like to use the first three /\ hits to set an enemy up for a Kick 13. -- Gilgamesh Combo B (/\, /\, pause, /\, /\) Dante perform a straight punch, right hook, flurry of kicks, then steps forward with two kicks. -- Full House (Jump then /\) Dante dashes down from the air with a flying kick. -- Draw (Hold R1, Back + /\) Dante dashes backward to avoid enemy attacks. -- Straight (Press /\ after a Draw) Dante dashes forward with a sliding straight punch. -- Kick 13 (Hold R1, Forward + /\) Dante steps forward with a flurry of four kicks then ends the sequence with a rising kick. Comments: This move will always pop a normal enemy into the air with the final kick in the combination which can be perfect for setting an enemy up for a Real Impact. Kick 13 is also an excellent move to use against a grounded foe since it will cause that enemy to stand up before knocking them into the air. -- Flush (X) Dante creates a sudden burst of energy around him with each jump (even an Air Hike) that will hit enemies. -----------------> SWORDMASTER STYLE MOVES WITH GILGAMESH <-------------------- Change to Swordmaster style (D-pad right) to perform the following moves while Gilgamesh is equipped. -- Shock! (O) Dante punches the ground below him and creates a small shockwave. Comments: While charged this move can be quite useful for getting a crowd of surrounding enemies off of Dante. -- Shocking! (Jump then O) While in the air, Dante falls and plows his fist into the ground to generate a small shockwave. -- Beast Uppercut (Hold R1, Forward then O) Dante dashes forward and performs an uppercut. -- Rising Dragon (Hold R1, Forward then hold O and release when Dante's fist flashes once) Dante dashes forward and performs a powerful upward uppercut (dragon punch) into the air. -- Divine Dragon (Hold R1, Forward then hold O and release when Dante's fist flashes twice) Dante dashes forward and performs an even more powerful upward uppercut (dragon punch) into the air. -- Real Impact (Hold R1, Back then O) Dante charges a punch then steps forward and delivers a powerful blow and follows that up (if it hits) with a rising uppercut that hits twice. Comments: If you want power then this is where it lies. As long as enemy is big enough to be hit by all three hits of this move, the damage will be immense, especially when Devil Triggered. Just to give you an idea of the power of this move, it has enough power to kill a single cloakless Faust in Devil Hunter mode while Dante is Devil Triggered. It's one of the ultimate boss killer moves as well. One method that a lot of expert players use with this move is to Devil Trigger the second as the first hit connects then shut off Devil Trigger the second as the hits stop. This will cause Real Impact to hit even more and take insane damage! _______________ [DA03] ______________________________/ L U C I F E R \________________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < This netherwordly weapon spawns countless explosive blades that hover with the oppressiveness of impending doom. Pic: http://tinyurl.com/yqt8du -- Lucifer Combo A (/\, /\, /\, /\, /\) Dante moves forward while slashing with Lucifer. The second slash leaves behind one energy sword and the fourth slash leaves two energy swords. -- Lucifer Combo B (/\, pause, /\) Dante moves forward with a slash then performs a slash that hits multiple times. -- Lucifer Combo C (/\, pause, /\, pause, /\) (NOTE: Third button press must be performed as soon as Dante crouches fully.) (EXTRA NOTE: Press /\, /\ at the very end of this move to have Dante add in two extra upward slashes that will generate two more energy swords.) Dante moves forward with a slash then performs a slash that hits multiple time and then crouches and steps in with a series of multiple slashes that produces four energy swords. The move is finished off with a small side slash. Comments: Combo C is one of the better Lucifer combos to perform on a single enemy. The multi-slash portion fills the enemy full of energy swords then the added /\, /\ will knock the enemy away from Dante. -- Lucifer Combo D (/\, /\, pause, /\) After tossing out the first energy sword from of the normal combo, Dante turns around and throws out a group of four energy swords behind him. Comments: This combo is best used for crowd control, especially against a group of Scarecrows. The group of energy swords thrown out behind Dante will stagger the surrounding enemies and buy Dante enough time to distance the enemy in front of him while moving on with attacks. -- Lucifer Combo E (/\, /\, /\, /\, pause, /\) (NOTE: Fifth button press must be performed as soon as Dante crouches fully.) (EXTRA NOTE: Press /\, /\ at the very end of this move to have Dante add in two extra upward slashes that will generate two more energy swords.) This is similar to Lucifer Combo C except Dante crouches and performs the multi-slash portion after throwing out the two energy swords from the normal Lucifer combo. -- Splash (Jump then /\) While in the air, Dante spins and slashes to produce two energy swords horizontally then throws out his arms to send out two swords vertically. Comments: Use this move to spam the area above the battlefield with energy swords. Splash is good to use when it may be too dangerous to spread swords on the ground or if you just want to gain some airtime with Lucifer instead of a gun. Next to Pin-up this is one of the quicker ways to produce a bunch of energy swords on the battlefield at one time. -- Ecstasy (Hold R1, Back + /\) Dante puts the finishing touch on his masterpiece of bloodshed by tossing the rose from his mouth. Once the rose hits any obstacle, it will fall apart and all energy swords placed on the screen will explode in a sequence starting with the first energy sword placed. Comments: This move is best used once an enemy has been stuck with several Lucifer energy blades. The rose is mainly useful for setting off a chain explosion, but it can be thrown at some enemies for an instant pop-up. If swords hover in the air above the enemy then it will fly up directly into the energy swords as they explode. -- Pin-Up (Hold R1, Forward + /\) Dante quickly crouches then lifts his arms into the air while sending out five energy swords in a vertical row in front of him. Comments: Pin-Up is the highlight of the Lucifer Devil Arm. It's ability to immediately produce five swords in such rapid succession is extremely helpful for producing energy swords quickly. This move can be done three times in a row to produce the maximum total of fifteen energy swords within seconds. The swords can then be manipulated with Discipline, Bondage or Climax and/or they can be set off with Ecstasy. ------------------> SWORDMASTER STYLE MOVES WITH LUCIFER <--------------------- Change to Swordmaster style (D-pad right) to perform the following moves while Lucifer is equipped. * All Swordmaster Lucifer moves produce at least two energy swords even if no energy swords are currently in the area. A maximum total of fifteen can be manipulated if all fifteen are laid out on the screen. -- Discipline (Any direction + O) All unstuck swords floating in the area line up around Dante then float in the air around him for a few seconds then suddenly stab forward. -- Climax (Hold R1, Back + O) With the clap of Dante's hands, all unstuck energy swords appear around Dante then explode in a few seconds. -- Bondage (Hold R1, Forward + O) All unstuck swords floating in the area line up in front of Dante in a X shape and float in the air for a few seconds then stab forward. _____________ [DA04] _______________________________/ Y A M A T O \_________________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < A katana used by Dante's brother, it is both the key to opening the Hell Gates, and to their very destruction. Yamato may only be used with Dark Slayer style. -- Slash Dimension F (Hold R1, Forward + O) Dante steps back then slashes Yamato to produce a vortex of destruction from a long distance range. -- Slash Dimension C (Hold R1, Back + O) Dante steps back then slashes Yamato to produce a vortex of destruction from a mid distance range. -- Yamato Combo S (O, O, O) Dante steps forward with two swipes from Yamato's sheathe then slashes once with the blade. -- Aerial Rave V (Jump, then O, O) Dante performs two powerful slashes in the air with the Yamato blade. Comments: Though Vergil used the Yamato Aerial Rave with much greater results (damage), it is still extremely useful with Dante and can be used to lengthen the air time for a High Time > Aerial Rave juggle. See the Aerial Rave comments under Rebellion for more information. ___________________________ [DA05] ________________________/ E B O N Y & I V O R Y \__________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < Personally designed by Dante, these pistols are weapon of choice when rapid- fire is a necessity. -- Normal Shot ([]) Dante fires off shots from his handguns. Tap [] for rapid fire. -- Charge Shot (Hold [], then tap [] while Dante's hands glow) Dante charges his fist and empowers the handguns with energy. Tap [] while Dante's hands glow to unleash more powerful shots with Ebony & Ivory. -----------------> GUNSLINGER STYLE MOVES WITH EBONY & IVORY <----------------- -- Twosome Time (O followed by pressing any direction while firing) Dante keeps his right hand pointed forward while shooting then turns his left hand and fires in whatever direction the left analog is held. Comments: Dante will instantly lock-on to the closest energy with his left hand if the player does not manually aim. -- Rain Storm (Jump then press O) Dante spins in the air while shooting Ebony & Ivory downward. -- Honeycomb Fire (During Twosome Time, while both handguns face forward tap O) (This move starts after a few shots from Twosome Time and not instantly) Dante spins both handguns then leans back a bit and fires off Ebony & Ivory even more rapidly. _________________ [DA06] _____________________________/ C O Y O T E - A \_______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < A shotgun firing buckshot, it has been modified for combat use against demonic foes. -- Normal Shot ([]) Dante fires off a single shot from his trusty shotgun. -- Charge Shot (Hold [], then tap [] while Dante's hands glow) Dante charges his fist and empowers the handguns with energy. Tap [] while Dante's hands glow to unleash more powerful shots with Coyote-A. ------------------> GUNSLINGER STYLE MOVES WITH COYOTE-A <-------------------- -- Fireworks (O) Dante swings Coyote-A like a nunchuck and blasts the area in front of him, to his right and to his left. Comments: Really big enemies, such as bosses, get hit by all three blasts when right next to them. Such as in the Dagon fight. -- Fireworks Air (Jump then O) Dante swings Coyote-A like a nunchuck and blast the areas in front of him, to his right and to his left while in the air. -- Backslide (Hold R1, Back + O) Dante quickly swings his arm around and fires off a blast of Coyote-A behind him. -- Gun Stinger (Hold R1, Forward + O) Dante lunges forward with Coyote-A and performs a gun blast much like a Stinger with Rebellion with an added shotgun blast at the end. Comments: Gun Stinger will always stun a Chimera Seed that is attached to a Scarecrow. _______________ [DA07] ______________________________/ P A N D O R A \________________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < A demonic weapon capable of 666 calamitous forms. It spells misery and disaster for countless foes. Pic: http://tinyurl.com/2399xk Unlike other guns, Pandora has its own gauge in between the two life gauges (or below the first). This gauge is known as the Disaster Gauge and it may be filled based upon how much destruction Pandora causes. Moves such as Revenge will extend the bar quite a bit while other moves will increase it slowly. The Disaster gauge allows Dante to perform even more devastating attacks with Pandora. Argument, Grief, and Omen will last longer and be capable of taking off more damage when used with a filled Disaster Gauge. -- PF013: Epidemic (Hole [], then release []) Dante transforms Pandora into a bowgun that fires out explosive projectiles. -- PF124: Hatred (Hold [], then tap to the left and/or right in any combination three times) Dante transforms Pandora into a rocket Launcher then fires a rocket. -- PF398: Revenge (After executing Hatred, spin the left analog in any direction twice) Dante transforms Pandora into a laser cannon then fires a huge laser blast. -- PF262: Jealousy (Jump, then []) While in the air, Dante transforms Pandora into a gatling gun then fires down upon his enemies. -------------------> GUNSLINGER STYLE MOVES WITH PANDORA <--------------------- -- PF594: Argument (O) /\ = Hover downward [] = Fire one homing missile O = Fire several homing missiles (require some Disaster gauge) Dante transforms Pandora into a mobile missile pod that fires homing missiles. -- PF422: Grief (Hold R1, Forward + O) Dante transforms Pandora into a boomerang then throws it forward. Hold the O button when the Disaster Gauge is filled some to make the boomerang attack an enemy more. -- PF666: Omen (Hold R1, Back + O) Dante lays down the briefcase then opens it up and a flash of bright chaos engulfs his enemies. Comments: Even though this move has a very long charge time and recovery, it will always remove the cloaks from a Mephisto or Faust, remove the electricity from a Blitz, and remove a Bianco or Alto Angelo's shield without the need for any filling of the Disaster Gauge. ___________________ [DA08] ____________________________/ A B I L I T I E S \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Side Roll (R1 + sideways on left analogy + X) Dante rolls to the side to avoid an enemy attack. -- Kick Jump (Jump then press X near a wall for a second jump) While in the air and near a wall, Dante will kick off the wall for an extra jump. Comments: The Kick Jump actually has a bit more height than an Air Hike. -- Speed (Hold left analog in same direction for a few seconds) Dante's footspeed increases as he breaks out into a dash while moving forward. -- Enemy Step (While in the air, press the X button while landing on an enemy) Dante kicks off of the closest enemy and performs a jump. -- Air Hike (Jump then press X again) Dante concentrates magical energy under his feet to perform a second jump while in the air. =============================================================================== Dante's Styles =============================================================================== ___________________ [DA09] ____________________________/ T R I C K S T E R \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < Style that allows the player to avoid enemy attacks using special evasive movements. LEVEL PROUD SOULS ABILITIES Level 2 - 300 - Mustang, Flipper Level 3 - 700 - Sky Star Level 4 - 5000 - Air Trick -- Dash (Press any direction + O) Dante quickly dashes toward the targeted area. Dante can only dash a maximum of one time in this installment. -- Sky Star (Jump then press O) Dante quickly dashes forward while in the air with a burst of speed caused by the magical energy that appears behind him. -- Mustang (During a Dash, hold O when colliding with an enemy) Dante kicks off the closest enemy and jumps into the air. -- Flipper (Press O while Dante flies back from an enemy attack) Dante kicks off a vertical sphere of magical energy that appears while he falls back from an enemy attack. Comments: This can only be performed after a move that knocks Dante down - while he falls back. -- Air Trick (Hold R1 then toward an enemy + O) Dante instantly teleports toward the targeted enemy and lands slightly above him. This move can be performed while in the air. Note: Perform two Air Tricks in a row by performing a ground Air Trick followed by an air Air Trick (after first Air Trick). _______________________ [DA10] __________________________/ S W O R D M A S T E R \____________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < Style in which the player can master different swords and maximize each sword's power. LEVEL PROUD SOULS ABILITIES Level 2 - 300 - Aerial Rave, Beast Uppercut, Climax Level 3 - 700 - Drive, Quick Drive, Rising Dragon, Divine Dragon Level 4 - 5000 - Over Drive, Dance Macabre, Real Impact, Bondage -----------------> SWORDMASTER STYLE MOVES WITH REBELLION <-------------------- Change to Swordmaster style (D-pad right) to perform the following moves while Rebellion is equipped. -- Prop (O) Dante steps toward the enemy and unleashes an upward spin of Rebellion. -- Shredder (*O during Prop) (* O can be held down to lengthen the spinning time for the Shredder) Dante unleashes another upward spin that looks the exact same as the first except this one can be lengthened by holding the button. -- Aerial Rave (Jump then O, O, O, O) Dante performs four horizontal strikes with Rebellion while in the air. -- Drive (Hold R1, then Back + O) Dante charges Rebellion and leans back then sends a powerful shockwave toward his enemy. -- Quick Drive (/\ + O) Dante performs single slash then a slightly faster version of the Drive Shockwave. -- Over Drive (O as Dante releases the shockwave at the end of a Drive) Dante unleashes two more shockwaves after the first shockwave. Time the button press so that it is tapped while Dante is swinging his sword to unleash the first shockwave. -- Dance Macabre (Hold R1, then Forward + O rapidly) Dante slides toward his enemy and unleashes several slashes with Rebellion. This is basically all of Rebellion's combos in one continuous combination. Dante will end the sequence of hits with a Million Stab followed by a powerful sword swing (kind of like a bat swing with Rebellion). -----------------> SWORDMASTER STYLE MOVES WITH GILGAMESH <-------------------- -- Shock! (O) Dante punches the ground below him and creates a small shockwave. -- Shocking! (Jump then O) While in the air, Dante falls and plows his fist into the ground to generate a small shockwave. -- Beast Uppercut (Hold R1, Forward then O) Dante dashes forward and performs an uppercut. -- Rising Dragon (Hold R1, Forward then hold O and release when Dante's fist flashes once) Dante dashes forward and performs a powerful upward uppercut (dragon punch) into the air. -- Divine Dragon (Hold R1, Forward then hold O and release when Dante's fist flashes twice) Dante dashes forward an performs an even more powerful upward uppercut (dragon punch) into the air. -- Real Impact (Hold R1, Back then O) Dante charges a punch then steps forward and delivers a powerful blow and follows that up (if it hits) with a rising uppercut that hits twice. Comments: If you want power then this is where it lies. As long as enemy is big enough to be hit by all three hits of this move, the damage will be immense, especially when Devil Triggered. Just to give you an idea of the power of this move, it has enough power to kill a single cloakless Faust in Devil Hunter mode while Dante is Devil Triggered. It's one of the ultimate boss killer moves as well. ------------------> SWORDMASTER STYLE MOVES WITH LUCIFER <--------------------- * All Swordmaster Lucifer moves produce at least two energy swords even if no energy swords are currently in the area. A maximum total of fifteen can be manipulated if all fifteen are laid out on the screen. -- Discipline (Any direction + O) All unstuck swords floating in the area line up around Dante then float in the air around him for a few seconds then suddenly stab forward. -- Climax (Hold R1, Back + O) With the clap of Dante's hands, all unstuck energy swords appear around Dante then explode in a few seconds. -- Bondage (Hold R1, Forward + O) All unstuck swords floating in the area line up in front of Dante in a X shape and float in the air for a few seconds then stab forward. _____________________ [DA11] ___________________________/ G U N S L I N G E R \_____________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < Style in which the player can master different guns and maximize each gun's technique. LEVEL PROUD SOULS ABILITIES Level 2 - 300 - Rain Storm, Fireworks Air Level 3 - 700 - Backslide, PF422: Grief Level 4 - 5000 - Honeycomb Fire, Gun Stinger, PF666: Omen -----------------> GUNSLINGER STYLE MOVES WITH EBONY & IVORY <----------------- -- Twosome Time (O followed by pressing any direction while firing) Dante keeps his right hand pointed forward while shooting then turns his left hand and fires in whatever direction the left analog is held. -- Rain Storm (Jump then press O) Dante spins in the air while shooting Ebony & Ivory downward. -- Honeycomb Fire (During Twosome Time, while both handguns face forward tap O) (This move starts after a few shots from Twosome Time and not instantly) Dante spins both handguns then leans back a bit more and fires off Ebony & Ivory even more rapidly. -------------------> GUNSLINGER STYLE MOVES WITH COYOTE-A <-------------------- -- Fireworks (O) Dante swings Coyote-A like a nunchuck and blasts the area in front of him, to his right and to his left. -- Fireworks Air (Jump then O) Dante swings Coyote-A like a nunchuck and blast the areas in front of him, to his right and to his left while in the air. -- Backslide (Hold R1, Back + O) Dante quickly swings his arm around and fires off a blast of Coyote-A behind him. -- Gun Stinger (Hold R1, Forward + O) Dante lunges forward with Coyote-A and performs a gun blast much like a Stinger with Rebellion with an added shotgun blast at the end. --------------------> GUNSLINGER STYLE MOVES WITH PANDORA <-------------------- -- PF594: Argument (O) /\ = Hover downward [] = Fire one homing missile O = Fire several homing missiles (require some Disaster gauge) Dante transforms Pandora into a mobile missile pod that fires homing missiles. -- PF422: Grief (Hold R1, Forward + O) Dante transforms Pandora into a boomerang then throws it forward. -- PF666: Omen (Hold R1, Back + O) Dante lays down the briefcase then opens it up and a flash of bright chaos engulfs his enemies. _______________________ [DA12] __________________________/ R O Y A L G U A R D \____________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < Minimizing the damage of an enemy attack, this style allows the player to maneuver into a more strategic position. LEVEL PROUD SOULS ABILITIES Level 2 - 300 - Air Block Level 3 - 700 - Air Release Level 4 - 5000 - Dreadnaught -- Block (Press or hold O on the ground) Dante holds up his arms to block an enemy attack. Successful blocks will charge the Royal Gauge. Dante will receive slight damage from blocking. Comments: After enough blocks while in the same spot, Dante's guard will be broken. A broken guard will take away the current Royal Gauge charge. Move to a different spot of the battleground then raise Dante's guard again if he starts to get hit too much. -- Air Block (Press or hold O while in the air) Dante holds up his arms to block an enemy attack while in the air. Successful blocks will charge the Royal Gauge. Dante will receive slight damage from blocking. -- Royal Block (Press O the second before an enemy attack connects with Dante on the ground or in the air) Dante holds up his arms and deflects the current enemy attack if timed correctly. This move will increase the Royal Gauge and Dante will take no damage from the deflected attack. -- Release (While Royal Gauge is charged, hold R1, then Forward + O) Dante releases all the built up energy from the Royal Gauge as he pushes forward with the palm of his hand. The amount of damage taken from an enemy will depend on how much the Royal Gauge is currently charged. -- Air Release (While Royal Gauge is charged, jump, hold R1, then Forward + O) Dante releases all the built up energy from the Royal Gauge as he pushes forward with the palm of his hand while in the air. The amount of damage taken from an enemy will depend on how much the Royal Gauge is currently charged. -- Royal Release (Hold R1, Forward + O before an enemy attack) If timed correctly, Dante charges right through the enemy during its attack and unleashes the built up anger from his Royal Gauge. -- Dreadnaught (While Royal Gauge is charged, hold R1, Back + O) Dante uses the built up Royal Gauge power to form an armored shell around his body that makes him impervious to damage for a few seconds. Comments: Be forewarned that Dante is wide open to attacks while charging this attack. _______________________ [DA13] __________________________/ D A R K S L A Y E R \____________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < With the power of his twin brother Vergil's sword, this style allows Dante to perform quick combos with the Yamato blade and also slash to create a vortex energy that will hit any foe within its range. -- Slash Dimension F (Hold R1, Forward + O) Dante steps back then slashes Yamato to produce a vortex of destruction from a long distance range. -- Slash Dimension C (Hold R1, Back + O) Dante steps back then slashes Yamato to produce a vortex of destruction from a mid distance range. -- Yamato Combo S (O, O, O) Dante steps forward with two swipes from Yamato's sheathe then slashes once with the blade. -- Aerial Rave V (Jump, then O, O) Dante performs two powerful slashes in the air with the Yamato blade. ___________________________ [DA14] _________________________/ D E V I L T R I G G E R \_________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Devil Trigger (L1) Pic: http://tinyurl.com/yqukzc Press L1 to Devil Trigger when Dante has at least three bars of Devil Trigger power. While Devil Triggered, Dante's health will regenerate if he has lost any much like in past DMC's and also he will not take as much damage from enemy attacks. While Devil Triggered, Dante's attacks will take off more and some of his abilities will change slightly. The list of powered up abilities are described below. -- Triple Jump (While DT'ed, X, X, X) While Devil Triggered, Dante will be able to jump a total of three times if he has the Air Hike ability. -- Powered Stinger (While DT'd with Rebellion, hold R1, Forward + /\) Dante will slide forward and hit multiple times with the Stinger as he slides. Comments: This move can really pack a punch since Dante can still perform this Stinger just as fast as the normal Stinger. -- Powered Kick 13 (While DT'd with Gilgamesh, hold R1, Forward + /\) Dante will follow the enemy into the air after the knock up kick then kick the enemy twice while in the air. -- Increased Pin-Up Swords (While DT'd with Lucifer, hold R1, Forward + /\) Dante throws out the usual set of five swords and he will toss out another set of six swords making a total of eleven swords in front of him with each Pin-Up performed. -- Automatic Charged Shots ([] while Devil Triggered) Dante's gunfire is automatically charged with demonic energy while he is Devil Triggered - no need to charge your shots with Ebony & Ivory or Coyote-A while Devil Triggered. Pandora's Jealousy shots (air Gatling Gun) are also charged - this is the only way to shoot charged shots with Jealousy. -- Inputs for Pandora are lowered (Equip Pandora then perform Hatred or Revenge while Devil Triggered) Normally the input for Hatred takes three left analog taps in any direction once and normally Revenge takes two full 360 rotations in any direction with the left analog but while Devil Triggered Hatred can be performed with a single tap in any direction and Revenge can be performed with a single 360 rotation in any direction. -- Infinite Dashes (While DT'd with Trickster style, tap O) Dante can perform an infinite number of dashes with no recovery animation while Devil Triggered. -- Double Sky Star (While DT'd with Trickster style, jump then tap O twice) Dante can perform two Trickster Sky Stars in the air while Devil Triggered. -- Double air Air Trick (While DT'd with Trickster style and locked-on, hold forward on the left analog and tap O twice) Dante can perform two Air Tricks in a row while Devil Triggered and while in the air. Normally Dante can perform an Air Trick followed by an air Air Trick but this will allow him to perform one more air Air Trick after the first air Air Trick. Confused yet? Basically, you can jump then perform two Air Tricks in the air. _______________________________________ [DA15] ___________________/ A D V A N C E D T E C H N I Q U E S \___________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < * NOTE: For more information on distortions and Gilgamesh Just Charges, visit this thread by Malcolm90K on the IGN DMC boards: http://boards.ign.com/Message.aspx?topic=160083112&brd=5258&start=160094606 -- Distortions A Distortion is a technique that allows Dante to perform a move then Devil Trigger or Un-Devil Trigger during the middle of it to produce a distorted extra attack animation of a Devil Triggered Dante or normal Dante. To put it simply, Devil Triggering or Un-Devil Triggering during a move will produce an extra hit that is equal to that of the move being performed if the timing for the Devil Trigger or Devil Trigger shutoff is timed with a certain frame of animation during the attack. Most melee attacks can be distorted but the timing for some of them can be extremely precise and some are less worthwhile than others. Moves with long delayed frames of animation can be distorted much more easily than others with quick frames. Here is a list of the some of the easier and more useful distortions: -> Distorted Real Impact When performing a Real Impact against an enemy, Devil Trigger the second the first hit connects then turn off Devil Trigger as the last hit connects. This will cause the Real Impact to hit more and take even more damage! If this is done correctly then Dante will pause slightly during the first hit and the final hit of the Real Impact. Comments: Learn to use this often and enemies will crumble at your feet. This move is powerful enough to instantly get rid of Berial's flames. The timing is a bit tricky. -> Distorted Dance Macabre When performing a Dance Macabre against an enemy, Devil Trigger the second the final hits connects. This will cause the final attack to hit twice. Comments: The Dance Macabre is already a helpful move for raising style thanks to the final hit, but by performing this distortion, the move will make the style gauge rise even more! -> Distorted Rising Dragon Charge a Rising Dragon with Gilgamesh then hit an enemy with it and Devil Trigger during it. The Rising Dragon has so many multiple hits that this is rather easy to pull off so long as Dante has the time to charge the full move. -> Reverse Distorted Devil Trigger Stinger Devil Trigger then perform a Stinger while Devil Triggered. During the multiple hits of the Stinger, shut off Devil Trigger to add an extra hit during the combination while shutting it off. Comments: This is an excellent way to shut off Devil Trigger when it is no longer needed and get a few extra attacks in the process. A Devil Triggered Stinger is already quite powerful and with the addition of extra hit, this distortion can make it much more effective. -- Gilgamesh Just Charge Many of Gilgamesh's attacks can be charged two levels with the exception of Full House, Kick 13, Shocking! and Real Impact. For any of Gilgamesh's attacks that may be charged, the charge can be released right as the gauntlets glow for a more damaging hit. As you already know, each of Gilgamesh's charge attack will release a burst of light from the gauntlets as Dante performs the charge attack. Normally a level 1 charge will release a yellowish-whitish flash when performed, but a level 1 Just Charge will release a bright orange-yellowish flash. Normally a level 2 charge will release a red flash, but a level 2 Just Charge will release a much brighter red flash that leaves more of a trail as Dante performs the attack. Comments: A Shock! and Rising Dragon are some of the more useful charge attacks to Just Charge. Go ahead and try for a Just Charged Distorted Rising Dragon! -- Lucifer Pin-Up Sword Spam Run up to a huge enemy, mainly a boss, and continuously use Lucifer's Pin-Up while Devil Triggered to completely spam that boss with energy swords that will begin to explode as Dante lays out more than three sets. There is no need to make them explode with Ecstasy, just keep holding forward while locked-on and tap /\. Comments: For big bosses like Dagon, this move will take tons of damage and kill them very quickly. -- Gun Charging Much like Nero's Blue Rose, a player can change the button configuration in order to constantly charge a blast for Ebony & Ivory or Coyote-A. Whether you want to do this is entirely up to you. Dante doesn't unleash as powerful of a burst of fire as Nero and his charge last for about four to five shots on level 3 with Coyote-A and about fifteen shots with Ebony & Ivory. It is effective how Dante can hold the charge throughout the battle allowing him to instantly unleash charge shots when he needs them. A full charge must wear off and another shot must be fired directly as or after the charge wears off in order to charge up another shot making Dante's gun charging slightly hectic when trying to charge a gun while fighting. -- Jump Canceling The following is copied straight from the Nero section since this technique works with Dante as well. Jump Canceling is actually more effective and easier with Dante. His Helmet Breaker is easier to perform than Nero's Split making it easier to use after an Enemy Step and he has more options of attack in the air. He can also Jump Cancel with the Full House Gilgamesh attack much like the Helmet Breaker. With the use of Jump Canceling, Nero or Dante can perform an attack or series of attacks in the air then Enemy Step off of an enemy's head that is currently below him and hop back into the air and perform another attack. The Enemy Step and attack can be continued as long as an enemy is below Nero and as long as the player can keep up the rhythm of this technique. ______________________________ HOW TO PERFORM JUMP CANCELING \________________________________________________ Buy the "Enemy Step" Ability for Nero or Dante. Jump above an enemy and perform certain aerial attacks, such as Split or Helmet Breaker then immediately tap the jump button when Nero or Dante comes into contact with the enemy below him to kick off of it and jump again. This can be continued as long as the proper timing is used in between jumping and attacking. This is much easier on bigger enemies. In order to practice jump canceling, practice it on a boss, preferably a big boss such as Berial or Echidna. While fighting Echidna, wait until she floats in the air while propped up on her tail then run up to her and perform a Split or Helmet Breaker then Enemy Step off of her. Perform another Split or Helmet Breaker in the air then Enemy Step off of her again. Keep performing this attack as long as you can keep the rhythm up. Some gamers prefer to change their button setup while using jump canceling since the button taps must be tapped in a quick sequence. The best way to keep performing a jump cancel is to perform the attack immediately after an Enemy Step - this way Nero will remain directly above the enemy and will not move that much. ____________________________________ THE EFFECTIVENESS OF JUMP CANCELING \__________________________________________ Jump canceling allows the player to spam damage with an aerial attack without having to worry about recovery time from hitting the ground. The attacks are always as instantaneous as they are when first performing them in the air and you don't even have to hit the ground at all. ____________________________ EFFECTIVENESS OF ENEMY STEP \__________________________________________________ Just by itself, the Enemy Step ability allows a character to jump off an enemy continuously during a battle. There is no limit to the amount of times that an Enemy Step can be performed. The best way to see this is to fight Berial and Enemy Step off of his back. The character will gain another Air Hike for each Enemy Step also. [WT00] =============================================================================== __ __ _ _ _ _ _ \ \ / /__ _ | \| | __| |_ | |__ _ __ ___ _ _ __ _ | |__ \ \ /\ / // _` || || |/ /| __|| '_ \ | '__|/ _ \ | | | | / _` || '_ \ \ V V /| (_| || || < | |_ | | | || | | (_) || |_| || (_| || | | | \_/\_/ \__,_||_||_|\_\ \__||_| |_||__\ \___/ \__,_| \__, ||_| |_| D E V I L H U N T E R M O D E G U I D E __/ | ============================================================= |___/ =========== =-=-=-=-=-=-=-=-=-=-=-=-= - W A L K T H R O U G H - =-=-=-=-=-=-=-=-=-=-=-=-=-= The walkthrough portion of this guide includes a full walkthrough for each mission that takes you on a full trip through each area and highlights any hidden collectables in the various missions. Every boss is broken down with a fully detailed strategy along with all of the boss' moves and the way to counter or avoid them. These boss battles have been played dozens of times in order to find the best possible way to handle each boss. Boss battles are the most enjoyable portion of just about any Capcom action game for me while writing a guide and I thrill in breaking each boss down as much as possible. Killing slow is the way I conquer! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ________________ __ _ [MN01] | MISSION /_ | \_______________________________________________________ |-----------------| |-/ ^^ BIRDS OF A FEATHER | \ NERO | | ^^ "Face off against the mysterious assassin" / \ MISSION | | ^^ --- / \--------------|_|---^^-------------------------------------------------/ | Blue Orb Fragments = 00 | Secret Missions = 00 | Hidden Items = 00 | \----------------------------------------------------------------------/ == Opera House == The beginning of this fight is actually a forced training mission. -- Attack with your guns without letting your enemy get too close: Target Dante with R1 then stand back and shoot with the [] button until the 0/5 counter in the right hand corner reaches 5. -- Jump to avoid your enemy's gunfire: Jump (X) five times to avoid Dante's handgun fire. Just jump whenever he starts to fire. -- Perform a side roll to avoid your enemy's gunfire: Target Dante with R1 then roll to the side by pushing to either the right or left then pressing X when he fires. Roll five times as Dante fires a trail of bullets toward Nero. A cutscene will play. Afterwards, a tutorial for attacking will be shown. -- Blast your enemy with a sword combo: Run up to Dante and perform a sword combo by tapping /\ four times. This is the Red Queen Combo A. Perform this combo to Dante three times. -- Use the High Roller technique to blast your enemy into the air: Approach Dante then target him with the R1 button then hold back on the left analog and press /\ to perform the High Roller. You can continue to hold the /\ button after pressing it to follow Dante into the air. This is Nero's main popup attack for starting an Aerial Combo. Hit Dante with the High Roller three times to move on. Trying to hit Dante with this can get annoying sometimes, but remember that he will always eventually taunt, so hit him then! Another cutscene will commence followed by the tutorial for the Devil Bringer. -- Deal big damage with the Buster: Move toward Dante then press the O button to grab him with a Devil Bringer Buster and slam his ass down the ground with Nero's Devil Bringer. Perform this three times to move on. Keep in mind that this move can be performed in the air. I will refer to this move as the "Buster" from now on. Now another cutscene will commence. NOTE: You can skip this entire tutorial next time you play by turning off the tutorial through the pause menu. Pause the game and go to "Systems" then "Game Options" and change the "Tutorial" to "No". This is extremely helpful if you are trying to get a good rank on this mission since you don't have to go through the tutorial to get to the main boss fight. The actual ranking does not start until the fight described below. Up until the actual boss fight, any hits or any red orbs collected do not count toward your overall rank. ------------------------------ - BOSS BATTLE - -------------------------------- D A N T E - - - - - - - THIS PARTY'S GETTIN' CRAZY... This fight can be won very easily. On Devil Hunter mode, Dante will rarely roll away from a grab, so Nero can run straight up to him and grab him with a Devil Buster grab. Grab him to death. Grabbing Dante on the ground will lead into a cool struggle sequence. TRYING TO HIT HIM WITH THE RED QUEEN? NO, IT'S A TRAP... Attempting to hit Dante with the Red Queen will make this fight last a hell of a lot longer. Dante will dodge just about every slash that Nero throws at him and counter him quite a bit. Don't use the Red Queen and don't stand back and fire the Blue Rose. Firing the Blue Rose will only make Dante retaliate buy firing his handguns. GO FOR SOME ORBS... Be sure to slash all the benches on the bottom floor to get an S-rank for orbs! TRICKING HIM TO BUSTER HIM... Nero can trick Dante in this fight by firing Blue Rose and he moves toward Dante then suddenly grab Dante with a Buster when Dante is close. QUICK DISPOSAL... Buster him to death. Run up to him and grab then back away. Run back into him shortly then grab again. STYLISH DISPOSAL... Grab him to death once again. Make sure he doesn't hit you to screw up the style meter while doing this - you may want to fire Blue Rose while stepping toward him. Simply run up to him and grab him then back off while he eats concrete. Run back up to him after a few seconds and grab him again. Don't just constantly try for a grab or he will perform a Stinger or jump into the air and perform a Helmet Break to ward Nero off. Once Dante falls, a cutscene will commence that will end the chapter. I have a feeling that Dante was going easy on Nero, don't you? (Answer: He was. He really was. ...and you will find this out later.) Dante's Attacks: Helmet Breaker: Dante jumps into the air and comes down with an overhead strike with Rebellion. Avoidance: Roll away from underneath Dante. Rebellion Combo A: Dante performs a three hit slash combo with Rebellion. Avoidance: Roll or jump away from Dante. Really you should just stay away from him since this move is quite fast. Stinger: Dante lunges forward with a thrusting stab from Rebellion. Avoidance: Roll, jump, or run to the side to avoid the thrust. This move is very fast! Ebony & Ivory Fire: Dante fires his handguns whenever Nero fires his Blue Rose. Avoidance: Fire Blue Rose. Dante only performs this if Nero fires the Blue Rose and will stop when Nero stops, so it is always avoided. Honeycomb Fire: Starting from his right Dante aims with both guns and fires rapidly while moving to the left. This can actually juggle you in the air. Avoidance: Roll to the side or jump. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Benches ------------------------------------------------------------------------------- ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- ______________ ___ _ [MN02] | MISSION |__ \ \________________________________________________________ |---------------- ) |/ ^^ LA PORTE DE L'ENFER | \ NERO / / ^^ "Head for Fortuna Castle!" / \ MISSION / /_ ^^ --- / \-----------|____|--^^--------------------------------------------------/ | Blue Orb Fragments = 03 | Secret Missions = 01 | Hidden Items = 02 | \----------------------------------------------------------------------/ == Opera House Plaza == --> Enemy Encounter: Scarecrows (NEW Enemy!) Nero will have to deal with a few Scarecrows at the beginning of this area - these are the most basic of enemies in DMC4. Use the Red Queen's normal ground combo or use the High Roller to knock a Scarecrow up into the air then perform an Air Combo or a mid-air Buster. Try to mix up attacks as much as possible to get a better style ranking. Break all the items around the area - breaking objects and collecting the red orbs from them will increase your Orbs rank at the end of this mission. Find the door with the red orb in front of it on the other side of the area then interact with it to move on. ------------------------------------------------------------------------------- Breakable Object(s): [ ] 6 Benches, [ ] 4 Trashcans Collectible Orbs: [ ] One red orb in front of the exit door. ------------------------------------------------------------------------------- == Storehouse == You'll get the tutorial for the Kick Jump at the start of this area. Basically jump into a wall then press back along with the jump button to Kick Jump off of any wall. Use the Kick Jump to get up to the alcove above the steps on the character's left to find a --GOLD ORB--. ------------------------------------------------------------------------------- Hidden Item(s): [ ] Gold Orb: Move up the steps on the left wall then kick jump to the alcove above to retrieve this. ------------------------------------------------------------------------------- Move up the stairs then jump across the broken section of the stairs. Enter the room down the hall for a cutscene. --> Enemy Encounter Scarecrows The doors will seal off with red seals then Scarecrows will attack. Unlike the last area, this room is a bit more cramped, so use High Rollers to take a Scarecrow to the air often and continue attacking in the air. The red seals on the door will break off once the Scarecrows have been defeated, so open the next door to continue. ------------------------------------------------------------------------------- Breakable Object(s): [ ] 5 Wine Barrels, [ ] 5 Crates, [ ] 5 Shelves ------------------------------------------------------------------------------- == Terrace/Business District == Run ahead then turn to the character's right and open the door. == Cathedral == Run down the stairs and move down the next set of stairs. Break all the chairs at the very bottom of the stairs. Pick up the ++EVIL LEGACY++ from the middle of the pillar with the blue glow. This will allow Nero to use the Devil Bringer (DB) snatch. Find the cell on the sidewall with the --VITAL STAR S-- then hold R1 and tap O to snatch it through the bars while facing it. Back up the first set of stairs, step on the blue circle (Continuum Pad) in the middle of the floor. This will cause the blue circle to light up and a Grim Grip will appear up above as the camera angle changes. Hold R1 then use the DB button to grapple the Grim Grip and pull Nero up to the second floor. Run to the other end of the second floor walkway and step on the blue circle then grapple once again when the Grim Grip appears. Destroy the benches along the right wall for some extra orbs. Run to the end to see a red orb across from the exit door. Face the red orb then use the DB snatch to grab it from your current side. Open the next door. ------------------------------------------------------------------------------- Key Item(s): [ ] Evil Legacy Collectable Orbs: [ ] When first entering the Cathedral move to the characters right then jump and Kick Jump off the closed gate to receive a hidden medium orb from up above, [ ] Green Orb (second cell on left wall; use DB snatch), [ ] DB snatch the red orb on the broken piece of walkway to the left of the exit door. Hidden Item(s): [ ] Vital Star S: (third cell on the right wall; use DB snatch) Breakable Object(s): [ ] 10 Chairs, [ ] 3 Benches (second floor) ------------------------------------------------------------------------------- == Terrace/Business District == Step on the blue circle and grapple the Grim Grip that appears in order to get to the walkway on the other side. As you walk down the next hall a Secret Mission tutorial will appear. Secret Missions are usually hidden and can be distinguished by glyphs with red markings. Interact with the glyphs to challenge these Secret Mission. This particular glyph will allow Nero to challenge --SECRET MISSION 1--. ============================ Secret Mission 01 ================================ ANNIHILATION Destroy all demons within the time limit! Time Limit: 1 minute =-= This mission requires that Nero destroy 8 Scarecrows within one minute. In order to do this, perform this combo on all Scarecrows as quick as possible: /\, /\, High Roller (charged), (in air), /\, Buster This will instantly defeat each Scarecrow as long as each hit connects. An alternate method to completing this mission is to simply run up and Buster each Scarecrow while on the ground. This is less stylish, but very effective. Take the time to destroy the benches and trashcans in this area when the Blue Orb Fragment appears for some extra red orbs. These red orb DO NOT count toward the orb rank requirement for this stage. Grab the --BLUE ORB FRAGMENT-- to complete the secret mission. =============================================================================== Continue down the hall then step on the next blue circle and grapple across when the Grim Grip appears on the other side. --> Enemy Encounter: Scarecrows A red seal will appear then two Scarecrows will appear. Defeat them then step on the next blue circle and grapple over to the next Grim Grip. --> Enemy Encounter: Scarecrows Upon landing in the water on the building across from the walkway, more Scarecrows will appear followed by a tutorial for the Devil Bringer snatch. You can jump in the air and use the Devil Bringer snatch (R1 + O) to bring a Scarecrow up into the air with Nero. After bringing one up in the air, grab him with a mid-air Buster, then you are free to bring another Scarecrow (or the same one again) into the air then continue the fight. Each mid-air Devil Bringer snatch will cause Nero to move up into the ai