Uploaded April 2019 | Updated September 2026, 2 weeks ago
Actually did this kill multiple times to get a more proper fight like this. While doing this I've encountered an interesting anomaly with Vergil's AI, where you could make him go an entire fight without ever activating DT or his clone (youtube.com/watch?v=gD6jS_f2d2g). It wasn't until around this kill I figured out how to stop that and make him do it more around the time he's supposed to.
I'm still not entirely certain on the reasons behind it, but it seems after his first big stagger he can go into this weird alternate non-DT state where he only pulls from a few attacks, and as long as you keep staggering him in that state he will almost never pop DT. When he's like this, if you don't damage him at all during a few attacks (the grab stinger thing, judgement cuts) you can fix his AI and make him trigger DT (hence why I chose to not attack him at 1:24). Other attacks, such as judgement cut end, don't seem to follow this rule and he'll usually stay regardless of being attacked or not, yet oddly enough he can still randomly pop it on just about any attack. After looking at kills for a little bit, I think the best theory I have on how this state gets triggered is just it being a result of dealing so much damage and pushing him well past the point of health he's initially supposed to pop DT. While being really high in the air fucks with things like his judgement cuts (their range is actually limited and can only go so high), I don't think it actually messes with his attack patterns or anything. Don't know for sure and I could be totally wrong about this.
This'll probably be the last Nero no ground touch kill I do in this game for a while, I'm too boring with how I approach these and just do the same old Gerbera/air taunt spam to maintain airtime every time. Next time I do one of these I'll definitely be trying out Dante.
Actually did this kill multiple times to get a more proper fight like this. While doing this I've encountered an interesting anomaly with Vergil's AI, where you could make him go an entire fight without ever activating DT or his clone (youtube.com/watch?v=gD6jS_f2d2g). It wasn't until around this kill I figured out how to stop that and make him do it more around the time he's supposed to.
I'm still not entirely certain on the reasons behind it, but it seems after his first big stagger he can go into this weird alternate non-DT state where he only pulls from a few attacks, and as long as you keep staggering him in that state he will almost never pop DT. When he's like this, if you don't damage him at all during a few attacks (the grab stinger thing, judgement cuts) you can fix his AI and make him trigger DT (hence why I chose to not attack him at 1:24). Other attacks, such as judgement cut end, don't seem to follow this rule and he'll usually stay regardless of being attacked or not, yet oddly enough he can still randomly pop it on just about any attack. After looking at kills for a little bit, I think the best theory I have on how this state gets triggered is just it being a result of dealing so much damage and pushing him well past the point of health he's initially supposed to pop DT. While being really high in the air fucks with things like his judgement cuts (their range is actually limited and can only go so high), I don't think it actually messes with his attack patterns or anything. Don't know for sure and I could be totally wrong about this.
This'll probably be the last Nero no ground touch kill I do in this game for a while, I'm too boring with how I approach these and just do the same old Gerbera/air taunt spam to maintain airtime every time. Next time I do one of these I'll definitely be trying out Dante.










