DmC reboot - Glitches/Bugs - Verginity pt. 3/4

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DmC: Devil May Cry
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part 3. things that i found inherently odd with vergin. a loooooooooot... i'm mapping sth out from vergin landing twice, demon pull's magnetism & of possible landing speed conflict. currently testing.

- revision of killer bee + demon pull oddities. pre-embed and non-embed pull timing & effect.

- revision of locked angel mode & deprived jump. shown with doppelganger, it recognises the angel mode, but not locked jump function.

- revision of demon pull stalling stomp's trajectory. better visual guidance.

- vergin can cancel helmbreaker landing animation with jump, the same disease as dOnte.

- some research on overlift. seems that vergin's pulls & lifts aren't exactly teleportation as they just vector you or the target in a straight line but without the frames in between. putting an obstacle/terrain between the 2 & sometimes overlift occurs. but that doesn't explain the fact that i could overlift with babies, is it their shield? overpull somehow works a bit differently though.

- unreliability of doppelganger, AGAIN. unable to tell where the enemy is but somehow can hit them dead on when behind wall/OOB.
-- somehow paintman doesn't prone to engage ranged (behind wall) enemies with demon moveset as it does with human & angel moveset.

- vergin during the supposed close up mug shot between enemy waves when OOB looks like an out of body experience.

- made a mistake with old description... update; perfect slice, during sheathing of sword, if press attack will continue to use judgement cut. same with doppelganger.

- for easy reference, i'm gonna call vergin's floating poses as the neverland glitch. which i found out to maybe not necessary be in higher framerate (not in vid), but also i found another method which is far dumber. just pull & ignore...requires a bit of timing, also vergin might land twice instead.

- sometimes... vergin slides instead of landing twice. might be connected to the same inherent problem. terrain might also be a supporting factor.

- getting hit during helmbreaker, vergin stands up immediately, ignoring the jackie chan handflip recovery animation. seems to be a conflict between the helmbreaker speed & the slower injured fall speed.

- the almost endlessly flailing vergin. his style meter not dropping when he supposedly got hit, as might be mistakenly suggested from the ruinous timing of the ravager, let me to believe vergin was experiencing a prolonged or delayed hit/collision detection. he got knocked back & penalty registered in the style meter, but what made HIM not immediately registering the hit/fall?

- angel glide to recover from knocked back, dealt with in prev vid. attack after jump, that's JC 101. combine those 2 together = vergin's ground attack in midair. must immediately cancel glide with attack. theoretically possible with non-angel moveset, but my fingers aren't fast enough.

- embedded angel lift prompt is transparent, i just figured that out. demon pull prompt is solid, that i knew all along due to it's visibility. using storm swords however, the embedded sword is always transparent, even demon prompt. when it is, demon pull cannot be executed & the sword shatters as though it registered...
-- only shielded enemies with sword embedded via s.swords, is solid & can be pulled. was this a feature? don't know, don't care. coz s.swords sometimes just doesn't embed! & out of topic, sometimes the game just doesn't lift you or pull you EVEN WHEN YOU ARE USING THE CORRESPONDING MODE WHILST SUMMONING SWORDS!!!!!!!! maybe that's just my experience, maybe i just suck at this. otherwise there's too much inconsistencies.
-- s.swords embed sword into a random unlucky bastard if the intended recipient dies. nothing special.
-- disturbing as it is, vergin embeds sword illusion into enemies in the nuts. to make matter worse, most of the enemies that got sword planted there are modeled with female body.







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