Download: nexusmods.com/devilmaycry5/mods/353
GarudaKK
CONTROL REMAPPING for Vergil! More trick options, rebalanced Summon Swords and working Judgment Cut End! Patreon: patreon.com/_Raz0r
Download: nexusmods.com/devilmaycry5/mods/353
Download: nexusmods.com/devilmaycry5/mods/353
updated 6 years ago
Download: nexusmods.com/devilmaycry5/mods/353
All footage recorded before october. Unfortunately couldn't find the time to finish the edit, but might as well post it.
I wanted to show what i called "prop stepping" then, (i think special called it Prop flying)
found a consistent setup for it (hitting only with the "meaty" hitbox of the high jump, as shown in the video, causes the prop to come up nicely under your feet, to allow the double jump)
also wanted to show what (at the time) i thought people weren't really doing, which was play the map in ways that weren't focused on just the intended obvious lines, or going straight bazonkers M+, but obvs that's not true anymore~
Audio from Tyler McVicker's Interview over @ youtu.be/D9m0TjbzcZE
Vernal Edge is a fun indie game coming up with what's shaping up to be a pretty nice combat. This is recorded on an older, Pre-Alpha build of the game. Some of these clips use cheat engine for infinite meter/health, or 1.2 Speed.
Limited moveset and 6 bars DT max. No Style, just efficiency.
Strat I cooked up for killing nidhogg as fast, as consistently, and as actively as possible. Turns out AutoMode is pretty good.
My last video as V, for this version of the game. I've personally done everything I want to do with him as is. Whatever comes next will be somewhat different ; )
Explanations for some of the Tech used after the jump.
DT Behaviour:
0:35 and 0:42 - When DT'd, Griffon does not need charge time to spam lv1 thunder shots. If you really mash the shoot button, he'll default to that action.
1:38 to 1:45 - As for Shadow, he's able to do grounded attacks while in the air. Doing a launcher and pressing melee slightly before landing will see him do his ground combo while still in the air, and in this combo's case, launching then positioning yourself just below the enemy with the spin will see Shadow's AI take over, and try to "anti-air" the enemy above him with another launcher. This can be looped, but the spacing is very very inconsistent.
Air Dodge Cancel (ADC)
0:54 - The aerial cane bounce animation has a special property: For some reason, V can do his grounded dodges out of it. For Griffon, doing back dodge near the end of the bounce animation will cancel any action griffon is doing and leave him neutral, above V.
2:06 to 2:20 - In Shadow's case, ADC as mentioned above, will cause him to cancel his actions with a forward pounce, allowing you to more easily position relative toenemies.
Misc
1:20 - The Chaos enemies, if you use a knockback attack just as they land to the ground from a combo, will instantly get up and go into their spin attack.
3:12 - Angelo Instant kill. During the huddle up, hitting any Scudo will put them in Instant Kill mode for a short window. The same is true for the Proto's dashing attack he does afterwards.
2:23 and 2:32 - Reversed Griffon's explosion attack, I guess? Not very useful.
If you do promotion towards Nightmare as he's being summoned and it whiffs, the next regular Gambit you do might behave oddly and stick you to Nightmare, rather than go towards an enemy, which happens in this clip (thankfully~).
3:49 onwards - Nothing special, but Vergil is an interesting enemy to combo, since every knockback attack will actually launch him. Also I just want to say FUCK THIS FIGHT IN GENERAL, AND FUCK THIS FIGHT AS V IN PARTICULAR. WHOEVER THOUGHT THIS WAS GOOD OR EVEN OK DESIGN WAS PROBABLY COKED OUT OF THEIR MIND. Bottom 5 fights in the series.
Mod by me, Download it here: nexusmods.com/devilmaycry5/mods/377
This was absolutely necessary
All footage is on Son of Sparda.
Song is Roller Mobster by Carpenter Brut
A few ideas that I would love to see implemented into V. I like the character concept but some functions are sorely lacking, and I HOPE this reaches Capcom somehow.
[[V CHANGES SUGGESTIONS]]
V:
-Cane causes hitstun (but still bounce back, as it does now)
-Empowered should be Jump cancellable (It isn't now)
-DT activation should have 1-2 frames where you can jump cancel the snap, have it hit, but not summon nightmare
-Somehow be able to JC out of executions (he can currently DT cancel them, but not JC them, and he can't JC on the disintegrating corpse of the enemy, as Nero and Dante can)
-This one is a stretch but: Back+Cane could be the counter move he uses in the Cav finisher animation. Probably have it do damage somehow, with his already existent animations, and proc the execution animation if it kills.
Summon Control Improvements:
-LT re-labeled as "Summon Control".
-LT + Forward + Attack - Teleports Summon towards locked-on enemy.
-LT + Back + Attack - Teleports Summon closer to V.
If possible this could also have side functions, but I don't think those calls exist in-game right now.
-Summoning/Unsummoning: Up on the DPad summons and unsummons Griffon. Down on the DPad the same, for Shadow.
-Familiar Devil Trigger (Auto-attack): Left on the DPad for Griffon. Right on the DPad for Shadow.
Griffon:
-Don't lose charge during Dodges/Double Jumps.
-Able to shoot griffon during Switchback (back dodge)
-Held Summon animation (where V stretches out his arm) should be available during battle, and if possible, be an actual attack (Griffon's Flank attack)
-Double Check (THe V-shaped Ray) could use being a bit faster.
Shadow:
-Don't lose charge during Dodges.
-Forced Move (side dodge) can transition into Quickplay (sprint/surf) by holding the button down, even during battle.
Nightmare:
-Most likely a stretch, as I think these are determined by your position within a level, but having some control over which animation he does when summoned in, would be really cool.
[hold back is optional] + S+H~P
Meaty SuperJump Yozansen into meterless KD.
Airdash j.S is possible but Tool-Assisted levels of stupid.
Second Yozansen must be tiger knee.
Song: Daisuke Ishiwatari - Fuuga
Character: Vergil
Difficulty: Dante Must Die
Time: 60 seconds
Mission: 17
Fight: Business District / Terrace
Character: Lady
Difficulty: Son of Sparda
Time: 60 seconds
Mission: 9
Fight: Gran Album Bridge (the mission's first fight).
Character: Trish
Time: 60 seconds.
Difficulty: Son of Sparda
Mission: 12
Fight: "Meeting Room" fight, against the Mega Scarecrows.*
Song: Daisuke Ishiwatari - Keep Yourself Alive 2 /Remix
Maybe in 2017 kid.
Round 2 Rules:
Character: Dante
Difficulty: Son of Sparda
Time: 60 seconds.
Mission: 12
Fight: Second wave, meeting room.
I planned this to be way better than it is, but the room's height cap was messing with me and I didn't bother ._.
http://www.risingthunder.com
Character: Nero
Difficulty: Legendary Dark Knight
Modifiers: No Super Nero allowed.
Mission: 2
Fight: First wave, by the fountain.
Well. This is a tough spot. Camera gets obscured everywhere, enemies get behind obstacles and LDK has low life settings so I can't Jam on Scarecows. I did ok with it, I think.
Check out youtube.com/user/TheKoreanDrifter
Music by
youtube.com/user/Kariu
TheNativeDialect
Vergil costume mod: http://s1.zetaboards.com/InfernalWorks/topic/5840684
Trainer used: http://s1.zetaboards.com/InfernalWorks/topic/5829927/1
https://itunes.apple.com/jp/album/jir...
I guess this is my first "official" DMC4 video. Wanted to do something interesting with the two new characters, since they're sorta limited, and I think I kinda managed to do that. Now back to playing Dante :p
Enjoy!
Also, Trish air rave kills inertia. Far as I can tell, everything but regular shots kills inertia.
Sound recording administered by UMG
SpectraSoul : twitter.com/_SpectraSoul_
UKF : ukf.com
Finally got a Windows PC, finally have Turbo'd DMC4.
Still a scrub, but fuck Marvel.


