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DmC |OT| No, F*ck You!

Dahbomb

Member
I'm always hearing about how the enemy DT mechanic in DMC3 was so obtuse that it took the combined efforts of the community a dog's age to figure out how it worked. Is there like... a summation of how it works somewhere and what was so difficult to figure out?
http://www.gamefaqs.com/ps2/920607-devil-may-cry-3-dantes-awakening/faqs/40790

^^ Yes that is indeed my FAQ. It's of course outdated now but a lot of stuff in it is still valid for when Vanilla came out.
Devil Triggered: A special ability of ALL the enemies in the game that only
occures in Dante Must Die mode. This is a transformation that was carried
over from DMC1 and makes a nasty appearance in DMC3. It follows the same
format as scared tactics, only in DMD mode enemies DT instead of being
scared! DT completely changes the physics of the combat system, especially
for juggleable enemies, increases attack cycles, increases useable of
advance manuevers, increases stamina, increases strength and just in general
make the enemy much tougher to defeat. The statures in DMD follow a "every 1
out of 6-8 hits" during a progressive style increase. What it means is that
you can launch an enemy only after hitting it 6-8 times until it goes into a
standard hit stun allowing you an opening to launch/knockback etc. No bosses
except Vergil can DT, and he has different requirements for DTing.

9) DT Enemy Rising Mechanics


For a time there has been some debate as to how exactly DTed enemies are
juggledin DMC3. In DMC1, it was a lot simpler where you just DTed to match
the enemies DT and the properties would for the most part return to normal.
In DMC3, it's a lot different. DTing has no extra effect on property against
DTed enemies. Enemies after they have DTed generally don't get phased by
attacks or follow any of the properties discussed before (knock back,
launched, knock down, or even minor stuns).

This resulted in general frustration and confusion when enemies that were
"punching bags" before just walked through most of the attacks that the player
threw at it. This proved to be a problem against the regular enemies that you
would disable just by juggling them in the air for absurd combos, and since
this is not an option now you have to rely more on endurance than actual skill.

This was the thought at first HOWEVER there was actually a mechanic
implemented for players that actually used some critical analysis.

Fact is that enemies CAN be juggled/knocked back while they are DTed, but
the method to go about it is a bit awkward at first. Most players knew this but
were unfamiliar with how it exactly worked and I am here to break down the
specifics. It requires a bit of intuition and awareness to get this to work but
once you pay attention it's not that hard.


First I need to make clear a definition so that things are easier to understand:


*Stunt attacks*: I will refer to this as an attack that can knock down, stun,
knockback OR rise un DT'd enemies at any time.


Examples-


Devil Arms:

Rebellion's stunt attacks: Stinger/High Time/Drive/Helm Breaker/final hit of
Aerial Rave/Sword Pierce/Final hit of crazy dance/Prop Shredder.

Cerberus' stunt attacks: Final hit of Revolver/Final hit of combo I/Crystal/
Million carats.

A&R stunt attacks: Final hit of combo I/final hit of Million Slash/Aerial
Cross/Final hit of Jet Stream lv3/Crossed Swords/Final hit of Sky Dance.

Beowulf's stunt attacks: Final hit of combo I & II/Straight/Beast Uppercut/
Rising dragon/Final hit of Hyper Fist/Hammer/Zodiac/Volcano.

Nevan's stunt attacks: Reberb shock/Crazy roll/Distortion/Bat Rift.


Guns:

E&I: Final hit of wild stomp.

Shotgun: Normal & Charged shots/Fireworks/Gunstinger/Point blank

Artemis: Sphere

Spiral: Normal shot/Sniper.

*Kalinna Ann*: This is one of the special cases. Normal shots can knock
down DT'd enemies with less hits. This is a SPECIAL attribute of the Gun.



Rising DT'd enemies system (Hell type enemies):


This mainly consists of the number of stunt hits that you need to inflict
onto the DT'd enemies to prepare them for rising or knocking them back, each
rise-able enemy in the game has different number of stunt attacks that you
have to inflict so you can rise them with the final hit.

I'll explain the rise-able Hell type enemies.

Note that if you knock down the DT'd enemy, its stunt cycle will reset. Also
some enemies like Abyss reset their stunt cicle when they teleport to attack.
(this is a special property of Abyss).


Hell Pride: Standing: 1 Stunt attack, Rise.
Knocked down on the floor: 1 Stunt attack, Rise.

Hell Lust: Standing: 2 Stunt attacks, Rise.
Knocked down on the floor: 2 Stunt attacks, Rise.

Hell Gluttony: Standing: 3 Stunt attacks, Rise.
Knocked down on the floor: 2 Stunt attacks, Rise.

Hell Sloth: 4 Stunt attacks, Rise.
Knocked down on the floor: 2 Stunt attacks, Rise.

Abyss: Standing: 3 Stunt attacks, Rise.
Knocked down on the floor: 2 Stunt attacks, Rise.


So basically what this means is that in order to rise a Hell Sloth that is
standing, you need to first hit it with 4 stunt attacks which will temporarily
disable its defenses and the next hit (ifa stunt attack) will pull off.
Meaning if you do something like:

Rebellion: /\ x3, Pop Shredder, Hightime (short), Stinger, Hightime (any)

Then the last Hightime will cause the Hell Soth to rise up. Or if you replace
the last Hightime withStinger, the Hell Sloth will be knocked back normally.


NOTE: NOT ALL STUNT ATTAKS HAVE THE SAME POWER, MEANING SOME ENEMIES WITH
HIGHER DEFENSE LIKE HELL SLOTHS MAY NEED MORE THAN ONE OF THAT STUNT ATTACK

EXAMPLE: Stinger works for lesser hell type enemies, but it isn't as effective
as Straight for Hell Sloths.

Knowledge of these mechanics is crucial for stylish SS rank play. If you plan
to combo DTed enemies, then you need to know this like the back of your hand.
There is a lot more to cover on this but this is the basics of it and should
get you going.

I plan to release one for the other enemies as well, but outside of Arachnes
there really is no need. Arachnes follow a similar mechanic even when they
are unDTed.

TL;DR version: DT enemies have a certain "stunt" value on them and you have to overcome these stunt values by special moves like Stinger multiple times. Once you know that their stunt value has been overridden your next stunt move will act like it does if they weren't in DT mode (Hightime will rise, Stinger will knock back etc). The value for stunt on enemies varies from enemy to enemy and not only only that but the stunt value varies from move to move as well. And to make things more complexed, their stunt value differs depending upon their state during the fight meaning they have a lowered stunt value if either knocked down, juggled or wall bounced. Something like Real Impact has extremely high Stunt value for example as does a move like Judgment Cut of Vergil's making those moves extremely powerful in DMD mode if you land them.

At the time of the FAQ's creation we only documented on a few enemies and moves to check the system. It was put in there so people would have an idea of how the system works and would just figure out basic stunt values for enemies by themselves.
 
When they are coming out of the sphere you can actually grab them with the demon pull and I've found that gives you a few more hits. Also you can launch em up, they still parry after a few hits but you can mix it up a bit more.

Demon dodge destroys them too, actually demon dodge is just crazy against anything.

That's what I do usually: I demon dodge and then I use the demon pull and go for the Trinity Smash (because that appears to be the most dependable attack against them in my experience), but it's a crapshoot because of the parrying.
 

Mike M

Nick N
I need tips on how to deal with the Drekavac/Dreamrunner type enemies. Those things do that move where they teleport into a sphere and then back out of it, and often enough I can demon dodge that attack and retaliate with the trinity smash. Problem is, soimetimes I can get the hits in and sometimes they parry that move, and I can't tell how to avoid the latter happening. Sometimes I even get an endless cycle of parrying, hitting back with the Arbiter, parrying, hitting back, parrying, with no moves connecting. I need to find a guaranteed means of getting my attacks to connect.

Go to say, I'm loving the game for the most part. The
Mundus' Spawn
boss was the absolute nadir. Hadn't really struggled with the game prior to that (I'm playing on Nephilim mode), but that thing tore me to pieces. I just couldn't get into a rhythm, it dragged on forever and it was, uhh... really gross! It's not just one John Carpenter movie that's been an influence it seems. The nightclub stuff before that though - what a sensory overload, I loved it. That's Ninja Theory's bread and butter right there.

Granted I'm still playing at Nephilim to grab all the collectibles before moving on, so I can't vouch for the effectiveness at higher difficulty levels, but I find that Arbiter is super effective against the Dreamrunner-type guys. They leave themselves open after the teleportation move, and I can usually get a Judgement in if not a Trinity Smash. Even when they're just facing you down, they seem to stagger pretty easy like a Death Knight.
 

Dahbomb

Member
On Drek's, best to wait for their teleport move and parry that it's not that hard to do. Pop works or Helm Breaker. Even if you can't parry it, dodging it with Demon Dodge and then Angel Teleporting back into them to start up a combo is effective. Keep your combos short and always throw in a charged Revenant shot or a Kablooey Shot in the mix. An explosive shot can break their guards if you try to pressure them again which opens them up.

Just don't try to throw Flush or Round Trips at long distances at them.
 

Andrew.

Banned
Corey-Haim-in-1987-002.jpg


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6316.gif


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dante_dmc_5_by_seraphsfate-d5mdm9b.jpg
 
I also prefer backtracking than platforming, long as its done NG style rather than DMC4 style.

DmC does kind of have metrovania element when replaying missions, but all it need to do is to design the game so you have to revist old areas to explore the secrets you couldn't before.

Puzzles on the other hand are universally a pain in the arse in a game. It was a good decision to remove that from the series.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
I'll be the vocal minority and say I like it. But yeah, it's good they went in a different direction from that Darkness 2-esque look.
 

Carbonox

Member
There's another one or two using that same design but showcasing what I guess would be the DT version of that design. Basically looks like he's melting like a candle. :lol Fire and demonic ghosts and shit surrounding him.

Some of the concepts are seriously horrendous. We were very lucky.
 
heh.

remove the suspenders and fix his hair a bit and he actually would look more bad ass than the original reveal and even current DmC Dante.


He reminds me of Mickey fingers in Snatch.


brad-pitt-snatch.jpg



Not badass in the way we were used to, but a suitable darker (and more westernized) replacement.
 

haikira

Member
Looking at the suspenders Dante, i immediately think he looks like some Neo Nazi. Doesn't help that he looks to have a Hitler haircut, in that picture.
 

Chamber

love on your sleeve
You guys should check out some of the other Dante concepts they have on the disc. Hopefully more of them make their way to the web. A lot of them would be right at home on some teen drama airing on the CW.
 

Akainu

Member
1) But why does he NEED an heir to begin with when he's supposedly immortal?

2) Angels aren't strippers those were demons disguided as humans dressed in angel clothing.

3) So Kat has seen Vergil's cock? One plot hole leads into another.
Now you care about plot holes in a dmc game?
 

Dahbomb

Member
They spent a year just designing Dante so I would imagine there would be a lot of designs.

Now you care about plot holes in a dmc game?
I don't, that was a joke about how you need various far out explanations to explain the holes in the story... not unlike the plot holes in a DMC game.

I just think people who think the story is great need to take a harder look at it. I do however care about the characters and they were just not that entertaining.
 

Xevren

Member
So what would be the best way of dealing with the big buzzsaw dudes on DmD? They attack much more frequently and there has to be a better way of dealing with them than I am.
 

Carbonox

Member
So what would be the best way of dealing with the big buzzsaw dudes on DmD? They attack much more frequently and there has to be a better way of dealing with them than I am.

Osiris's Prop Shredder parries them back to stun the enemy. Go up to him, Trinity Smash with Arbiter, maybe a couple of extra hits until he regenerates the blades and then run away. Parry with Osiris again to stun, etc. etc. rinse and repeat. Incredibly easy.
 

Xevren

Member
Osiris's Prop Shredder parries them back to stun the enemy. Go up to him, Trinity Smash with Arbiter, maybe a couple of extra hits until he regenerates the blades and then run away. Parry with Osiris again to stun, etc. etc. rinse and repeat. Incredibly easy.

Didn't even think to use Prop, thanks much!
 

Y2Kev

TLG Fan Caretaker Est. 2009

Mother of god.

I don't doubt this game would have sucked if NT was calling 100% of the shots, but overall I thought the art design was pretty good. Most of the enemies were kind of uninteresting visually (and it was really difficult to tell them apart), but very good color choices throughout the environments.
 

Vazra

irresponsible vagina leak
Got the game yesterday as a Bday present.

+ Combat its fluid and has enough depth to work around even at 30fps.
+ The art direction its pretty good.
+ Dante its actually becomes likeable as the time progresses.
+ Has replayability value since there are areas you need to visit with the new weapons.
+ No Backtracking on the game for story purposes.
+ No Repeated boss fights.

+ - Story its decent but its nothing groundbreaking.
+ - Platforming was decent
+ - Enemy design its hit or miss and could have had some more enemy variety.

- Texture loading. (Typical Unreal Engine issues for developers)
- Not a lot of boss fights. Not exactly memorable either.
- Multiple Glitches.
- Uninteresting ending.
 

Carbonox

Member
The final mission is a piece of piss even on Dante Must Die and Hell and Hell.
Vergil
is so unbelievably harmless it's downright offensive.
 

Dahbomb

Member
The boss fights must be complete ass if the vergil fight gets praise.I'm looking at this video and i feel so disappointed.
The Vergil fight only gets praise IN RELATION to the other bosses.

By the way people have started uploading some of the concept art stuff in the game.

There are uploaded on IGN so if someone can help out uploading them to some other site that would be helpful:

http://www.ign.com/boards/attachments/012013182547-jpg.26754/

http://www.ign.com/boards/attachments/012013182619-jpg.26755/

http://www.ign.com/boards/attachments/012013182652-jpg.26756/

http://www.ign.com/boards/attachments/012013182719-jpg.26757/

http://www.ign.com/boards/attachments/012013184129-jpg.26761/

http://www.ign.com/boards/attachments/012013182939-jpg.26762/


That 3rd pic is the magazine scan concept art I was talking about a few pages ago. Looks pretty fucked up. That's about as "dark and gritty" Dante as you can really get without him having bleeding all over the place or have him be an actual demon.
 
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