DmC reboot - Glitches/Bugs - White room technicality: Reloaded

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another trip in downfall's training room. mostly testing out dodge & it's various issues but came some fairly fascinating results. the title was meant to be sarcastic as i wasn't planning on making a pseudo sequel.

- trick up & down does does not recover after enemy step & any attempts after they're expended turn into a "neutral" dodge. not sth in vergin's arse-nal, even the game registers it as directional dodging.
-- but jump cancel can however, recover directional dodge & consequently said neutral dodge.
-- JC neutral dodge at a specific distance off ground & vergin stands in midair. everything except shooting will ground him down, but unless jump once & landed, every expended trick up/down is considered a neutral dodge. i'd only tested with trick up, but theoretically should work for trick down as well.
-- he will automatically be grounded if done with a falling enemy, but everything else is the same as said above.
-- did not test in campaign coz enemy's too active & i'm not interested to carry on any further

- aerial directional dodge, particularly after neutral jump, has quite a fall off. if anything, it can be used as another speed travel method, however retarded it looks.

- dodge cancel... vergin's version works a bit too similarly to jump cancel, just without the enemy step induced stagger. it does have a bit limitations in terms of queuing shoot & cancelling helmbreaker. otherwise, topped with the game auto-displacing target, it can be quite overkill.
-- the key is to cancel trick up/down before it's executed, allowing the said trick to be utilised again, coz nothing can recover trick up/down except landing. doesn't work with directional dodging though.
-- trick up is more suited for aerial based abitlity & trick down for ground based, simple logic.
-- i also realised that divorce's 2nd & 3rd hit can be cancelled in the mid executing it.

- i made some mistake in previous video's description. perfect slice will negate human normal melee attack & treat it as charging sword, until vergin has fully taken his sweet ass time sheathing his yamAEto & switch to a neutral pose, or if the sheathing animation is cancelled prior to attack.

- a very old stuff i found, u can trick paintman to negate an action by the delay switch. simple math & logic, i need not explain the method. u can lock it's charge by simply messing up the release.
-- also paintman doesn't seem to warp back to vergin when in the state of delayed.

- a not so correct assumption also from previous video's description... paintman will choose to warp to any target, any distance away, with any moves anytime it feels like it. there is no way whatsoever for you, me, us, the player, who is definitely supposed to be IN CONTROL, to control this fucker.

- some brief moment after summoning paintman, vergin will switch to a neutral pose for quarter of a second or so. but that pose itself can be cancelled to another, so not much to progress from there.
-- also summoning during helmbreaker slows vergin's trajectory down a bit, but not so during killer bee.







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