![]() ![]() Nero can then slam them back to the ground with Split and Hard Way, and propel them again upwards with High Roller. Using Jocky (Gerbera) alongside his Air Taunt allows Nero to maneuver and maintain altitude, whereas Wire Snatch ensures enemies don’t get too far ahead. And while this combo string seems a bit overwhelming at first, the combo above is a bit similar to this one.Īt its core, Nero once again begins with fast-moving Combo C and begins the aerial assault with High Roller, Roulette Spin, and Calibur. The key here is to understand where Gerbera’s shots properly align with the larger scheme of Nero’s melee performance. ![]() Thanks to Gerbera, Nero actually has access to a combo string to give him an easy higher-A Rank without too much effort. What’s interesting about this combo is how Nero can alternate Calibur or Payline to keep altitude or use Split to end the combo with a harsh finisher.Ĭombo String: Combo C + High Roller + Roulette Spin + Calibur + Jocky + Air Taunt + Wire Snatch + Split + Hard Way + High Roller + Aerial Combo + Payline + Charge Shot He can then Jump Cancel and Roulette Spin to keep enemies upon the ground, and then use Calibur to attack mid-air before dishing out a gunshot or two. Afterward, Nero can keep the momentum with both Payline and Aerial Combo. This near-infinite combo begins with the fast-moving action of Combo C and the mid-air launching of High Roller. RELATED: Things About The Devil May Cry Franchise That Make No Sense Interestingly enough, this combo is one of the more consistent combo strings Nero could use, especially since this not only lets him repeat this ad infinitum but there’s more than enough room here to switch things up. One of the most important aspects of mastering DMC5 combos has to do with consistency, and Nero’s hard-hitting arsenal combined with limited Devil Breakers give players more room to play around with combo strings. Regardless of the result, Nero can use Exploder (Overture) to detonate his Devil Breaker and then take advantage of the boss’s weakness by using Charge Shot (Blue Rose).Ĭombo String: Combo C + High Roller + Calibur OR Payline + Aerial Combo + Jump Cancel + Roulette Spin + Calibur OR Payline + Gunshot When the boss starts falling from the spin, Nero can either strike them mid-air (Calibur), bypass counters (Payline) or slam them back to the ground (Split). It’s after this that things get interesting. Afterward, he should juggle them through Roulette Spin. Nero can begin this string through the heavy attacks of Combo B and then propel the boss upwards with High Roller. RELATED: Devil May Cry: Things Only Fans Who Watched The Anime Know Mastering this combo allows players to put in as many Overtures in the boss as possible to maximize their damage output. In fact, combining Overture’s sheer destructive power with Nero’s fast-moving combos can eliminate chunks of the boss’s HP bar in no time at all. Combo String: Combo B + High Roller + Roulette Spin + Calibur OR Payline OR Split + Exploder + Charge ShotĪccessing Overture means having access to one of the best boss killers in the game. ![]()
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