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Nero tech list as of 27/03/19

Advanced Techniques (Nero)

Terminology:
"Cs" = Charge Shot
"Hs" = High Shot
"JC" = Jump Cancel
"RQ" = Red Queen
"BR" = Blue Rose
"DT" = Devil Trigger
"Bk" = Devil Breaker
"Db" = Devil Bringer
"EX" = Exceed
"b" = Breaker neutral input
"BkAge" = Breakage input
Red Queen (RQ)
Couldn't figure out where to put certain things so consider it a dump for RQ skills that have tech
1) Shuffle jump cancel/Side step cancel
  • Timing more generous and is now possible on locked 60
Air taunt
Can be revved, has I-frames, can give some more height and can cancel certain moves.
Exceed
1) [EX 2 High time low JC] ( )
  • Essentially EX2 and above allows you for some reason to JC high time really close to the ground. Pretty useful for crossing under an enemy.
2) [EX Streak reversal] ( )
  • Since EX Streak can be held before the attack comes out you can unlock and steer it. Walmart reversal.
Blue Rose
High Shot
Blue Rose' biggest change is being able to load 3 shots that have lengthy hitstun properties.
1) Hangers
  • Using a Hs and immediately following up with split will result in Nero reaching the ground and the enemy still being suspended by colour up hurt frames. Works with Split and any air attack that hits fast enough to end before the Charge shot.
2) High Shot Preservation
  • If you JC during a shot, correct timing preserves the bullet. Essentially makes Gun raving easy on Nero as well as pretty good feeling.
3) Hollow Jump
  • Colour up reload can cancel jump, really strict timing and requires a buffer to time the reload to cancel out the jump. Probably not useful but eh check it.
4) Reload Cancel
  • As above colour up can reload cancel other moves like Shuffle, not sure what else but go wild. Time colour up to complete reload within the frames just before Shuffle finishes a back dash
Charge Shot
She's back and hotter than ever
1) Cs Relauncher
  • Works the way it did in 4 minus inertia. Still knocks you back and is near impossible to land cancel now.
2) [Cs whiff] ( )
  • Not really tech but in case you want to not use it for Hs. Can "eat" the input causing it to not come out and consume the charge by releasing charge while performing an attack.
3) [Cs Roll Cancel] ( )
  • Firing Cs mid-roll will cut down recovery, only seems to work on the ground
Breakaway
1) Breakaway masking
  • Can JC breakaway to "skip" explosion, saves a ton of recovery.
  • Also possible during the frames leading to a snatch connecting with a target, breakaway during to skip to next breaker
2) [Inertia] ( )
  • Not true inertial movement but Breakaway allows one to maintain a type of momentum when used during specific moments of an attack.
  • Allows for cross over.
Bringer
Ya boy is back with new shit.
It offers its own version of snatch that may give improved recovery and have better target hitbox but I haven't tested it.
It is basically a weaker version of Buster breaker but since it doesn't occupy a breaker slot you can effectively dual wield a buster with another function.
1) Holds and all their DMC4 Quirks are back meaning you can cancel a buster but align the target for enemy step, like in 4. Unsure if you can do the good ol' calibur hold steps.
  • During holds, enemies will not take damage nor be counted as having a hitbox.
2) Knuckle can be used for certain busters. Specifically while DTed on the Empusa Queen.
  • Never actually hit anything with it since for the duration of buster most enemies will lose hitboxes.
3) Especially good with ragtime since one can hold and bring the enemy to a ragtime bubble.
Bringer Knuckle
Essentially this is ANOTHER hang-up option for Nero however the kicker is that it can be done seamlessly alongside his attacks meaning he won't interrupt himself and can be spammed for as long as a recovery frame exists for Nero.
Honestly makes Nero even more versatile which I thought impossible.
1) [Can be used to halt an enemy height gain during a high time]( )
  • Some EX moves will require precise timing or will not allow halt at all.
2) [Can be used to halt an enemy height loss during a split]( )
  • Some EX moves will require precise timing or will not allow halt at all.
3) [Can negate knockback from calibur and streak etc]( )
  • Some EX moves will require precise timing or will not allow halt at all.
4) [Can add damage to ground or air based attacks with long animations]( )
  • Easiest to do during roulette spin, requires rhythmic timing for Combos A through D.
Devil Trigger (DT)
Neros DT practically remains the same from 4 but with armour, some property modifiers on new mechanics and requires you to stop moving the LS to DT cancel meaning you can DT on the move without stopping or masking with an attack.
Gives back Showdown and max bet, the former has armour and both can rapid fire knuckles while charging meaning you can essentially hang up a target that was launched for the full charge.
It's fucking sick.
1) [Neutral DT will cancel near enough everything's end recovery]( )
  • Performing too early will not cancel and will not have explosion or I-frames
2) [Neutral DT explosion will knock up lighter enemies( )
  • Has potential for setting up into showdown, max bet etc
3) [Has I-frames like Breakaway but shorter] ( )
  • Can use it as a reactive parry of sorts, especially useful for fighting Fury
4) [Adds double snatch]( )
  • Seems to function same as regular snatch but just auto grabs a second enemy that is light enough
5) [Adds double bringer holds]( )
  • Very good for setting up showdown, ragtime etc.
6) [Adds double Knuckle]( )
  • Just looks cool, not sure if it has any more property past extra damage.
7) [Modifies Bringer Buster for more damage and slightly different animation]( )
  • Adds more damage as well as give Nero his Breakage Buster animation minus the damage.
Summoned swords
They are back and I called it.
They are identical to how they are in 4. Hs does not change the amount of SS
1)Summoned Sword hangers
  • Works the way it did in 4. Can eat a Cs or Hs to fire SS without interrupting Nero's actions
Overture
Overture is pretty straightforward.
Its neutral is an electric palm strike that can give generous parry frames, the strike orients itself depending on the position of a target.
The more you use battery (palm strike) the less damage it does as overture breaks down.
Its breakage is a time bomb that does some disgusting damage if used in stacks, up to 3 overtures can be planted.
1) Overture relaunch
  • Air down overture will hard bounce an enemy against the floor and back into the air when directly above a target. Requires a particular set up, there are two types of relaunch. One is a moderate which will bounce enemies to your height and the other will send them to the moon.
2) [Overture mine]( )
  • Certain overture breakages will stick to objects. Same as enemies.
?) [Overture Bomb hold] ( )
  • Will require testing but as only BR shots will detonate a bomb it may be possible to stick a target and carry them as if they were IEDs.
Buster Arm
It's Nero's buster but does enormous damage and can basically delete enemies from existence with breakage.
Base buster does 3k damage and Breakage does 9k.
That breakage will instantly kill nearly every enemy on DMD.
1) [Does not do holds but can allow you to hold with Bringer and Buster with Buster Arm] ( )
Gerbera
Gerbera is pretty straightforward too, its main use is its mobility as pushing the Left stick in either direction and using breaker will have Nero dash in that direction. It contains I-frames as well as a hitbox meaning it can stagger enemies and reflect projectiles.
Neutral b will give a palm strike with the same offensive property as dash minus I-frames and movement.
Ground breakage is stamen ray, it kind of sucks as it hard-locks you onto the ground and can't be cancelled early. Can see use if you line up a group of enemies.
Air breakage is petal ray which is the better breakage. It will fire off lasers that bounce off surfaces and for each bounce racks up more damage.
1) Gerbera Hs cancel
  • Jump cancelling Gerberas dash allows you to follow up insanely fast with a Hs or Cs. Retains Hs if done fast enough.
2) [Drag] ( )
  • Not so much tech as a cool subfunction, allows you to effectively drag an enemy through the air with you meaning you can sorta gerbera rave if fast enough.
GP01
Essentially the same as base gerb however instead of palm strike it will give a vertical movement dash that changes depending on :
1) If you are on the ground or not
or
2) If you are in the air
Ground gives you dash up
Air gives you dash down
Both have the exact same properties as Jockey (gerb air dash)
Including drag
1) [Vertical drag]( )
  • Can be jump cancelled. Allows for fast landing and hard cancels most air attacks and ground attacks.
Punchline
This is the better air breaker, seems like it's Walmart guard fly with some extras.
Neutral b will fire off the fist to constantly track and hit a target till either recalled or its duration runs out. Can act similarly to round trip.
Can be recalled by pressing the breaker button
Holding during a recall will let you mount the rocket which is where the fun begins.
During a ride you have access to various board tricks that offer their own attacks :
Punchline unlisted moves
1) Punchline rodeo snatch crossup
Extra
Extra
In action during combo
  • Snatching a target then immediately remounting punchline in mid-air causes a strange quirk that causes Nero to ride down and under a target, effectively a weird reverse crossup?
2) Punchline forward momentum
Extra
Extra
  • Not inertia as we initially thought, its just a forward jump dismount. It still has practical use as a cross up. Seems to give more distance depending on direction LS is pushed
3) Punchline orbiting (Summoned fist)
Extra
Extra
Extra
  • Achieved by using air punchline, falling without input to left stick, recalling fist as it turns behind an enemy, Nero must be still, if done right should result in the fist orbiting Nero.
  • Can be consistently replicated, the number of orbits the fist does, however, is not.
4) Flying orbiting
Extra
  • Inconsistent, 100% Random
  • I'm still shit so I still don't know how to do it, send me a comment telling me how.
5) What the fuck game?
  • First, you ride right after the jump (or air hike or enemy step), then press the gunshot button. This is probably a phenomenon that occurs due to the inertia of the jump remaining.
Ragtime
Ragtime is quicksilver but more localized
Breaker input will fire a sphere of slowed time which dissipates after a set amount and can affect every enemy, larger enemies or bosses will be affected less.
Breakage is like classic quicksilver, it halts time around Nero for a set amount of time and everything save for Fury's dashes are slowed the same.
Not as much tech as just fantastic synergy with Nero's options.
1) [Delaying falls with Ragtime can lead to some interesting set ups] ( )
2) [Can apply to buster holds]( )
3) [Frozen time lets you do basically anything before the enemy can even touch the ground] ( )
4) [Lets you RP as DIO] ( )
Tomboy
Tomboy superpowers Red queen and BR
It allows Blue Rose to fire off multibody piercing rail gun shots, holding for longer charges up these shots more.
Red queen gets a separate moveset that replaces its base moveset for the duration its active.
I have no clue what its breakage really does save for making the attacks more damaging, it will break the arm after a set time or number of attacks. Needs more testing. It makes it impossible for enemies to destroy tomboy, it still runs out after a set time and it still deals more damage. courtesy of u/dentalplaaan
You cannot lock on with tomboy, meaning it must be aimed. When I refer to "lock on" moves I simply mean the button that is held down to modify the attack. Has only soft tracking.
Has 2 types of RQ attacks
Lock on moves :
1). A ground launcher that chains into the same move if you time the following inputs. Once you stop chaining or interrupt with air hike you cannot use the attack in air.
2). An air Lunar phase style spinning slash that overrides the launcher after a set amount of inputs or the chain is interrupted.
Unlocked :
1). Chain slash that gradually speeds up and ends with a somersault slice with decent stun and knockback.
2). 2 hit air attack that starts with a basic swing then ends with a split.
1) [Lunar Phase knuckle barrage]( )
2) [Toggle]( )
3) [Toggle Stun]( )
4) [The BR mode sinks you slightly faster from the air] ( )
Rawhide
Rawhide is essentially an extra weapon with a passive upgraded wire snatch.
Heavier enemies will be pulled to Nero rather than the other way around.
Neutral breaker input is a whip that has generous active frames and is highly cancellable. Very exploitable against Fury.
Breakage is an AOE grapple that ends with a slam attack against a grabbed foe. Don't know how it interacts with bosses and heavier enemies.
Seems to upgrade bringer snatch when in DT.
Has a hidden moveset :
1) bbb = Three hit string
2) b _ b _ b = First hit of String A, pausing swaps second hit for a ranged lash that can be infinitely chained
3) There's another one but I can't remember how it's done.
Not that technical but would require more experimentation.
Helter Skelter
Easily the lamest arm
Breaker function is a drill that attaches Nero to a target and can be prolonged by mashing breaker. Can be done in air. Hard roots the target for the duration.
Breakage is a homing dive attack that drags enemies with Nero to the air. Cool for setups.
Needs more exploration.
Sweet Surrender
Lol
Pasta Breaker
Functionally does the same thing as punchline minus the rodeo and does less damage. Will cycle to the next breaker in your slot while it's out.
1) Can hang up while you have another breaker out
Mega Buster
Functionally its Cs. Will expand further when I figure out its other quirks.

Significantly changed

Inertia
Scroll down to number 4 for a brief idea of Inertia and why it's good
As of the multiplat demo inertia has seen substantial changes and the following are no longer possible :
  • Air cross ups (KB Rainstorm, Nero Calibur DT air rave, etc)
  • Guard flying
Inertia is too general a mechanic to make specific examples, if I where to list everything it would be too long.
Outliers :
  • BR has inertia although it's not that practical
  • Certain moves such as BR firing in air give slight control over movement, rather fast directional changing however as mentioned above too insignificant for any real use
  • Punchline seems to carry its own inertia as shown in the examples above

DK on its change and why it's bad

Gone

Reversals
As of 03/03/19 reversals are dead on Nero. A patch killed them.
  • [No more enemy step reversals]( )
  • [No more base reversals]( )
1) Calibur Rave
  • Fat fucking RIP to OneSan
Exceed meter preservation
  • No longer possible to cancel out EX moves to retain exceed.

Credits

JC Reversal:
Punchline momentum:
Punchline cross up in action:
Breakaway JC Mask:
Punchline orbit:
Overture relaunch:
High Shot preservation:
Punchline unlisted moves:
Shuffle sidestep cancel:
Gerbera Hs cancel"
Clips:
  • Zero May Cry: zeromaycry9
  • u/endneo
  • Users mentioned above
Cs relaunch and Summoned swords:
Inertia:
As always, feel free to correct me on where I'm wrong.
If you are interested in what I'm doing here I'll be making lists like this for Nero, Dante , V and future games that have interesting technical aspects to their combat.
Also as an add on for the lists im looking into combo exhibitions showing off the tech at work but that's rather ambitious since I'm shit, would be something ill look to do with content creators and technical players.
As always, let's get that inertia back eh? AND REVERSALS.
Improved formatting and grammar checks courtesy of u/SuperNeroEX
submitted by KivaNChips to DevilMayCry

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