DMC4 Nero FreeStyle 06

แชร์
ฝัง
  • เผยแพร่เมื่อ 22 ธ.ค. 2024

ความคิดเห็น • 1

  • @ship05u
    @ship05u  12 วันที่ผ่านมา

    Some of the highlights or Zoomed in moments contextualized.
    1:22 Snatch performed at Locked On target (Chimera Seed) but instead it interrupts Leg Scarecrow's incoming attack. The way Lock On interacts w/ multiple enemies in b/w Nero and the actual Locked on target is that the moves will treat the closest target as the desired target which means that all the moves like Streak, Calibur or in this case Snatch will prioritize the nearest enemy in the path instead. This also means the travel distance from moves like Streak, Calibur and Stinger gets cut prematurely before reaching the Locked On Target which as you may imagine is well annoying as hell but in this case it worked out.
    2:26 Calibur movement towards Locked On target who was off axis slightly allowing Nero to evade the jumping attack from Leg Scarecrow. Sometimes DMC4 just has really specific and to the point accurate hitboxes that allow for nail biting cool interactions like that but make no mistake, this game has absolutely 'Inaccurate to BS' hitboxes on enemy moves (esp. the Bosses).
    5:11 Risky gamble on a delayed Calibur to close the gap on an active Chimera Scarecrow.
    8:25 Same Lock On target priority conflict thing. In this case instead of an enemy in the way or the path to the Locked On target, it's the needle pierce attack from Mephisto which catches the Charged Shot and gets deflected so I think even attacks that can be deflected or parried (which aren't as many prior to DmC as it pushed weapon deflects/parry way more and made it more of an actual thing instead of specific interactions upon which DMCV also follows that lead to a high degree) can get in the way.
    9:40 Okay so this small bit was mostly me poking fun at the 'totally intentional and innovative' mechanic of DMC4 that is momentum or as the community called it as 'Inertia' (nerds out there trying to sound all smart huh). The way this thing works is that if in the Air, a move pushes Nero into one direction then Nero would maintain the forward moving momentum into said direction even if he's performing his moves but there are few moves that act as a 'Brakes' to that movement and they halt the momentum completely. Now how does a move gets decided to do that vs. moves that just follow the momentum?? no idea on the logic there. it makes sense to allow moves that chain like basic gunshots or Aerial Rave to follow momentum but then you have Yamato Rave which doesn't for some reason. The best argument I can think of for such is that to allow Dante to have more 'Brakes' outside of few moves that isn't on either DArms or Guns but why not just allow raw Guard to do that.. Nero's raw Rev already does that for him but that would mean losing out on guardfly which is also another 'totally intentional and innovative' mechanic as are everything else right. Why not let Nero have RevFly as an Intended and Innovative mechanic then?? cause Itsuno said FUCK YOU that's why (he literally did that for DMCV and even for 4SE characters).
    Anyways the point of that bit was to show Nero bouncing off the 'Puzzle' wall which causes him to go into an opposite direction in air and that momentum can be visibly seen maintained by using Raves as well BUT the moment I decide to use Roulette move something funny happens. The 'Inertia' causes him to go into the opposite direction towards the wall instead which is weird as Roulette move is also something that benefits from momentum and doesn't act as a 'brake' so in theory, it should've just kept Nero going into the initial bounced off direction. This kind of interaction isn't specific to Nero as Dante can also do that w/ an actual enemy too if he performs 'Skystar< JC (jumping away)< EnI gunshot' sequence as an example but if ya space out the gunshot then Dante would push towards the target even if he initially was moving away from the target (due to the jumping away part). In other words, this shit ain't even consistent. Note: Jumping into any one direction will also cause Nero/Dante to continue moving into and have momentum towards that specific direction if they use moves like Aerial Raves or Gunshots that keeps the momentum going until they use the 'Brake' moves.
    10:02 Same Lock On target priority conflict and this time as well instead of Snatch pulling the Locked On target which is the chimera seed, it pulls the Leg Scarecrow in his jumping attack.
    12:08 DENIED
    12:13 Inertia + a little height boost gained from Charged Shot would have kept Nero going backwards and descend right into Mephisto's swipe but using Snatch as a 'brake' halts him at that little height gain and prevents his backwards movement which allows for a very cool evade. Gotta say that's pretty sus from Mephisto to queue up that swipe attack the moment I performed Charged Shot.. almost like he input read that shit there and was like OK if the player doesn't do anything after CS then they're getting hit (Team Ninja enjoyers know that feel all too well).
    12:53 A satisfying on reaction DT to deny that Assault/Blade Vortex.
    13:04 LOOK AT THAT TRACKING BRO
    14:33 Just a CLEAN Shuffle lol
    15:14 My boy Nero SSSwinging for the fences
    16:08 Quite a disrespectful way to interrupt that dude lol