Gonna try and get all of Neros arms done like this, so this will be the first of many. Thanks all you guys that show up and take a look so quickly too. These things take time and testing and its nice to feel like my effort gets rewarded. Cheers ^^.
@@conqvistguides7313 But you forgot battery can be jc on big enemies This is very high damage strategy on empusa queen I hope you do this in next video
Gerbera is probably my favorite tbh, its among the cheapest and it can parry and dodge almost anything, hell if you time it right you can send Urizen's fireballs back at him while launching yourself around , same with Vergil's summoned swords.
thanks for the video! did you know that the Overture electrical components were from Blitz (whose siblings in this game are possibly Riot, Chaos and Fury)? So it's not only Faust who comes back from DMC4!
"Happy birthday! Now make a wish!" Man it reminds me of how that one ridiculously hilarious friend of mine always says that whenever he predicts his bomb placement was a success as the terrorist in counter strike
Overture was the least used devil breaker for me until the day I saw you playing Nero. It's a shame I didn't realize how useful and versatile it was despite its simplicity.
Honestly your videos are some of the best DMC tutorials on the internet. Clearly you've put a lot of work into them, and I want you to know they are appreciated and they've upped my own game massively. Also, you're genuinely amazing at this game :D
My favorite mini-combo is using battery on a knocked down enemy to get them airborne, then using a fully exceeded sky high to catch them in the air and carry them further up.
Never knew about wall boost, nice. DMC 5 still has hidden mechanics to offer. Last thing I learned (after 200+ hours of playing) is that you can do more than 3 hits with rawhide combo B.
Off topic. Have you ever tried doing break away just before hardway move hit enemies? I find sometimes my devil breaker just got Thanos and switched to next one without animation of it or the explosion.
About the Wall Battery attack: it’s worth noting that if an enemy is near death and you finished them off with Wall Battery, for some reason it won’t raise your style meter. Same thing with exploder (as seen in the 12:50 mark). So if you want to finish off an enemy with exploder but still raise your style meter, they need to have more HP left in them. After testing I would say about 1/3 of their HP would suffice at least on Devil Hunter difficulty. 1/4 might also suffice for enemies with higher HP. Although regular and green empusas are exemptions since they have low HP, so they need to be at full HP when they die from exploder to raise the style meter. So something to keep in mind.
I did a parry with with balrog but it was pure luck but I timed his attacks and used it. But damn was it a tough one to figure out. You gotta be fast. Thanks for this video it helped me out.
1:37 I'm pretty sure Battery against Artemis isn't a true parry. There isn't the distinct parry sound. I tried it a bunch against DMD Artemis, and I couldn't get it consistently. Currently, I believe Battery is just blasting through Artemis's stagger threshold. It's not like Malphas's charge is a parry either, so I think it's just limited to Goliath and the Roots for bosses.
Is there any V guide in your channel? I want to know every move's property because I found V in DMD is a lot harder than SoS. I can't spam my V's cheese anymore. I tried invincible Forcemove from your guide and It works well, but I can't make many style points with only that.
Alan, before I watch the video, which I know is going to be great. I have to ask you something. I just beat Bloody Palace for Dante right now(Thanks to your guides. I couldn't do it without your help) And I don't know how to do the new special taunt. How do I do that? Edit: I just figured it out. Thank you. Now I'm gonna watch the video.
Question: how can Nero stun enemies (or dizzy them 💫) ? Vergil got Mirage Edge and Danto got Balrog + King Cerberus' electric attacks but I have no idea for Nero...
It's called table hopper, happens when you do a side roll with perfect timing. With table hopper level 2/3, you can enter the same input for side roll to do one/two more dodges like shown.
If I missed it just ignore me. But remember the damage will decrease if you use Overture too often, it need time to charge to keep the most damage. This is happened at the combo you started at 0:25
I hope you don’t mind if I go off topic here lol, but I have some friends who are interested in trying Devil May Cry 5 and might come to my place in the future to try it out and I want your advice/opinion on what’s the best way to introduce it to them without boring them or overwhelming them. Friend A: Little gaming experience and most of it is on mobile games. Although said friend had tried Diablo 3 in the past but it was long ago. Friend B: More of a casual gamer, while he has played mainstream games like RE 2, he mainly plays just to past time and relax. Friend C: Hardcore gamer like myself and has played a wide variety of games, is good at fighting games and have played DMC 4 but not yet finished. With that said, what’s the best way to introduced them to the game? Should I have them try all 3 characters? Should I teach them all the combos? Should I teach how the style meter works? Should I go in depth about Nero’s Breakers or Dante’s Weapons? Although it might overwhelm Friend B and especially Friend A as they are pretty complex especially Dante’s weapons lol. Or should just teach them the basic button commands and see how they do? Lol.
I would show them some cutscenes that are cool but spoils little, show them a bit of my gameplay keeping things slow and clean but cool (if you start jc every move they probably wont be able to appreciate the beauty of this game), let them try it and then explain some mechanics. If at the end they feel overwhelmed assure them that the learning curve can be steep as you want and to enjoy the game you don't necessarely be a Videoludic god. Use friend C to convince them. In the end if they dont get pumped up by the possibilty of killing hordes of demons with a motorcycle/dual buzzsaw you can't do much else
Id would say basic button commands, then teach them about style, then moves then combos. To enjoy the game all you really need is just basic button knowledge and then hitting stuff funs for itself.
@@manuelmateo3392 If I had known, I would have used it when I was trying to get the platinum. Mission 01 Qliphoth Roots boss would have been a bit easier to deal with in H&H mode. Oh well I guess.
One thing I love about DMC5 is that it doesn't overload the players with tutorials; players wouldn't haven't known that overture is a mean to parry unless they tried that out by themselves. I love how the game encourages trials and errors and keep the best things in the games as secrets
Man, the things i end up learning when i think i know everything and you come out with some new lab results :D. Thanks for the in-depth look. I had heard someone say three was the bomb limit, and never bothered testing. Also i had heard the ground smash battery was the strongest. Foolish me! It's nice to know that so many other arms set it off as well. and the charged shot explosion :P
One unfortunate thing about Nero is that he has few directional inputs. The directional versions of this breaker can’t be activated at will but only based on where his opponent is. It simplifies the control scheme but it would have been nice to activate different versions at will. It would also expand his moveset more but I guess the intent wasn’t to change Nero too fundamental from DMC4 and keep him somewhat simpler for new players.
I think it’s just cuz of Wiresnatch; of all the breakers this one suffers the most from lock on issues but once you get old Snatch back there’s really no point in Wiresnatch except maybe style staling (idk if they count separately; I know Buster Arm does from regular Buster).
I think Overture is honestly the most versitile of all of the breakers. Punchline can be great fun and Gerbera is your best option for wanting to play safely, plus it's dlc variant is amazing for smacking enemies around the air, but overture stimply gives you something that is just perfect for combat with how perfectly the groundbounces add onto Nero's options to keep the enemy up. Add on to that Charge shot 3 and they stay in perfect height to be beat up on or smacked right back into a crowd. It is just incredibly fun to use. And it's breakage also deals a shitton of damage and is a great finisher. Helter Skelter and Rawhide are cool, but they, as a lot of Dante's weapons in this game, have the problem of.. it feels like you HAVE to stay on them to get their benefits. If you don't mash Helter Skelter it does nothing. If you mash Helter Skelter your combat is interrupted by a very same-y drillmove for like 6 seconds straight. Ragtime doesn't do much interesting exept for Combo videos and it's Breakage being very useful. Tomboy is great, but it also has this problem with immediacy.. At least the basic groundcombo.. you can't do that last hit if you don't do the same thing for 7 buttonpresses in a row, which doesn't look very stylish. the charged up shot is also a great finisher tho
With out wanting to brown-nose this guide is simply awesome (as are the rest of Alan Conqvist's video's for DMC 5). This must have taken a lot of time and effort to compile so thankyou for your efforts. Indispensible. I have become unbeatable.
I thought Nero’s gameplay was kinda dry compared to Dante and Vergil, but now I know that I’m the one playing lame even the most basic devil breaker is sick
Interesting. In your opinion which breaker is the most useful by its own (not a combo devil breaker aka rag time + showdown + buster arm)? I see most people would say Punch Line but due to you look to have tested almost every single thing in this game I would like to know what do you think about this matter.
In my opinion out of what I know I would say overture because it can cover so many needs for actual fighting. while I have experimented with alot of things I haven't learned everything yet. I learned some things just doing this video, so I might have my mind changed later. (Also I say overture, but if you want something to die technically buster arm is king)
And here I was thinking I already knew everything about Overture, Great guide! A very small detail that can be seen in the gameplay but I believe wasn't mentioned is that Air Battery and Low Battery do the same damage as a full Wall Battery, 52 more damage than a regular Standing Battery, if I'm not mistaken
Started playing the game a couple weeks ago after starting the series for the first time last month. Your videos are an absolute godsend. Informative, entertaining, easy to understand, digestible, etc. Working on the plat/all cheevos and with help this good I think it can be done
Also loving how there is more to it with overture I do know you can stack bombs even on a downed vergil Which does damage close to a charged red hot night