EXCEED
This is a mechanic of your sword that is mapped to the L2/Left Trigger button. This is probably the most complex aspect of Nero found in the demo. At first glance, it appears to be a way to charge up your sword attacks with a nice glowing orange fire and it is. However there are 2 methods of doing this:
Charge Stance Method: While standing you continuously tap the Exceed button until your gauge starts filling up. Once you get in the rhythm of the taps, you can get it to charge fairly quickly. While in this state you cannot perform any other attacks and are bound to the state until the charge finishes or you perform a slash with the sword. There are 3 Lanterns to fill up, each Lantern represents a move or an attack. Meaning with 3 Lanterns you can perform 3 EX High Roller (the EX abbreviation means a super charged up move with different properties of the one that is named).
This method is not that useful
. at all. Its not that quick even if you DO get in the rhythm of it and 9/10 you are just better off attacking the enemy with normal attacks because of the time consumption. It also takes away time from your Style meter which I will get to at near the end. Its only semi-useful application is its ghetto canceling property which allows it to completely override moves in the game, even some aerial ones. I am still working on some fancy things you can do with the Stance but just concentrate on the 2nd method
So the question is
how do I get maximum utilization of this mechanic?
Just Frame EX. The 2nd method does not constrain you to a stance of charging up. Instead it requires you to perform any slash attack and figure out a particular FRAME during that attack when you are able to tap the EX button which allows you to SUPER charge up a Lantern in an instant!
That particular frame is called the moves Just Frame where if you just tap the EX button it will reward you with a full lantern. Clearly this method is vastly superior to the Stance method as it allows you to effectively incorporate EX moves into combos. The limiter factor to this method is that with each successive move that you Just Frame, that frame window becomes smaller and smaller. Theoretically speaking, if you are aware of every attacks Just Frame window you can perform a combo in which EVERY MOVE is EX!
Example:
/\ [Y], EX, High Roller, EX, /\ [Y], EX, /\ [Y], EX, Helm Breaker, EX, Streak
The above combo is base level EX combo, it doesnt incorporate stuff like rebounding, canceling, Snatch/Buster or gun tricks. Yet it is probably more difficult to perform than any previous combo you have done up to know because of the amount of Just Frames you have to get right.
The timings of the Just Frames varies from move to move. With Streak and High Roller, the JF window is at the recovery animation of the attack where as with the regular slashes its towards the middle. Experiment with this mechanic and you will be rewarded immensely.
The following is a breakdown of how particular moves are affected by EX:
Ground Combos EX: Animation wise they stay the same, but their speed, power and range are drastically increased. The final hit of Combo I is quite hard hitting. Getting all of Combo II to go EX is very difficult as its like 9 slashes in a row!
Aerial slashes EX: Same as above. No animation change but increase in speed, power and range.
Streak EX: Animation is changed greatly. The character rears back with the sword and delivers a twirl of flaming carnage. It has phenomenal range and is a great crowd clearer. An interesting property of this move is that you can hold the attack button to allow the move to be charged EVEN FURTHER! During the charge you can tap the EX button to gain more EX gauge for following attacks. The perfect combo finisher.
Hell Breaker EX: Animation is also changed. It is now an extremely fast thrust downwards as opposed to being a slow vertical slice downwards. It still retains its rebounding ability.
High Roller EX: Quicker, stronger and launches higher than the normal version. It also appears to have more range.