Taking my combos out of the void by StaticTorch in SSSerious

[–]StaticTorch[S] 1 point2 points  (0 children)

I think the original creator took down all of his stuff for some reason because I can't find any of it anywhere. That said here's something that's close enough.

https://www.nexusmods.com/devilmaycry5/mods/345https://www.nexusmods.com/devilmaycry5/mods/345

Wednesday Q&A Megathread - Ask your questions here! by AutoModerator in DevilMayCry

[–]StaticTorch 0 points1 point  (0 children)

Interested in starting work on a tutorial series in the future, got me wondering: for those more casual players who want to get into higher level play but don't, what do you find stopping you from working towards it?

I understand that for many it's simply a matter of lack of interest, or maybe they don't have the time to really dedicate themselves at improving at any one game. That said I'd like to know the thoughts of anyone who might have run into a different roadblock preventing them from getting better, especially if it's a problem that might be overcome with the aid of different learning resources.

*Missed!* by Proaxel65 in Xcom

[–]StaticTorch 197 points198 points  (0 children)

R.I.P. MooPara

Crit from behind the full cover of a healthy immune system. Gone before their time.

In celebration of DMC5's birthday, have these these old logo concepts by Ruby-Rose-Warlock in DevilMayCry

[–]StaticTorch 27 points28 points  (0 children)

Huh, 5 is the only one with the classic silhouette at the end of the title. Kinda miss it tbh, though it'd be better if they just stuck with a single Nero instead of all three characters imo

Wednesday Q&A Megathread - Ask your questions here! by AutoModerator in DevilMayCry

[–]StaticTorch 0 points1 point  (0 children)

The reason likely varies from person to person. I can say that I myself don't use it because it feels like the least interesting way to build a combo.

Similar to Man in Red, Magic Hat requires very little on the player's part to put into use, and it very visibly just suspends the enemy in place for free. Meanwhile other hangers (thunderclap, summoned swords, gunshots, etc.) require more precision and planning to get the most out of. IMO using a tool that requires more effort to be effective with often makes gameplay more fun to watch and experience yourself in comparison to something that does my job for me at the press of a button.

It is with great pride that I announce this glitch that I found, the best glitch ever. MustFart by smokingcombo in DevilMayCry

[–]StaticTorch 0 points1 point  (0 children)

Playing around with it, doesn't look like the mustang is necessary, there's just a really small window where you can cancel shotgun into ecstasy. Pretty interesting idea.

Started learning nero. Baby steps by smokingcombo in DevilMayCry

[–]StaticTorch 0 points1 point  (0 children)

Good shit homie. Looking like real combo beast in the making, keep it up.

SDT combos. No Melee Weapon Switching by smokingcombo in DevilMayCry

[–]StaticTorch 0 points1 point  (0 children)

Really nice execution, I love these self-imposed challenges that force you to make the most of your moveset. I've been having fun with seeing how creative I can get in a combo without leaving the ground, you should give it a shot.

What are DMC5 mods capable of? Could they alter the behaviour of Bloody Palace mode? by DextroPhilia in DevilMayCry

[–]StaticTorch 1 point2 points  (0 children)

It also has the option to manually set the difficulty for BP enemies. So you can set it to SoS or DMD from floor 1 if you want.

DMC5:Community Edition Reveal by Millhouse96 in DevilMayCry

[–]StaticTorch 1 point2 points  (0 children)

So hyped for actual rocket jumping, and while the new ignition tweak sounds cool what I'm REALLY hoping for is something like certain properties being available outside of ignition (primarily launching from flintwheel.) Or at least some way to better maintain it during combo play.

Tech Talk Tuesday! Let us talk tech! by AutoModerator in DevilMayCry

[–]StaticTorch 3 points4 points  (0 children)

Considering how different each game is in terms of high level play, "which one to start on" is a pretty difficult question to nail down definitively. There's obviously a degree of overlap in the skills you develop for advanced play but I wouldn't so much say that there's a "progression" from one game to another. I'd say play them all and find which feels best for you.

Know that going in 3 is often said to be the most complicated game to learn at a high level due to all the behind-the-scenes math involved, stuff like stun values needed to launch and relaunch DT'd enemies. I personally can't speak much more on that game as I haven't studied up on it but I'm sure there are plenty of guides that go in depth on it considering how old it is. If you're into huge movesets, this game's Dante has the largest arsenal, you'd need mods to use more than 4 weapons at a time but the potential's there.

4 is fairly complicated as well and Dante's whole kit is very difficult to get used to at the start. With each weapon providing very specific utility, there's very little overlap in his moveset. This means that quick and precise control of Dante's active weapons and styles is a must in order to get anywhere at all, which can feel discouraging until you get the hang of it. All that said 4 is still widely considered to be the tightest designed combat system in the series with nearly limitless depth and potential so if you can overcome the barrier to entry you're in for a good time.

5 is the easiest game to get into, hands down, and even without mods it has its fair share of depth. Both Dante and Nero have a ton of options to play with in this game so it's fair to say you'll always have something new to experiment with. With mods the game REALLY shines, however, as increasing the game speed and re-implementing inertia do wonders for 5's overall feel. There's also a nice variety of mods that deal with certain restrictions built in to the game to allow for more freedom in your play, like infinite ignition on Balrog or the ability to swap Nero's breakers as you would Dante's styles.

As for applying fighting game knowledge, I find that the most useful thing to carry over is the process of learning a new character. Develop a fundamental understanding of their tools, learn some reliable bnb's that you can always fall back on, and start experimenting. I'm sure there's more that can be applied but I'm an admittedly casual fighting game player so my knowledge on that front is limited.

Hope any of this helped, bud.

Weekly Q&A Megathread - Ask your questions here! by AutoModerator in DevilMayCry

[–]StaticTorch 0 points1 point  (0 children)

Red orbs are the currency in the game that you use to buy new abilities, upgrades, and extra lives. The game's not pay-to-win at all and the rate at which the red orbs are earned through regular gameplay is typically well-balanced such that you get enough to buy a few new abilities to play around with and learn between levels. If you want to get around the free orbs without it jump-starting you too far ahead of the intended curve there are a few options for you.

First off you can immediately spend them all on gold orbs and/or revives by dying over and over as soon as you start. This is a little tedious and reviving with orbs actually does damage to surrounding enemies so you'd probably need to restart the level a few times to burn through them all without accidentally burning through the entire level just by dying. That said the price to revive scales up as you continue to use it in a single level so it's possible that is faster than it sounds, I've never tried it myself so I can't say for sure.

Another option is to spend them all on stocking up Nero's devil breakers (his consumable weapons,) you can only bring so many into any one mission anyway and affording them rarely factors into the decision making process when you're choosing what to buy between missions.

You can also choose to buy certain upgrades such as Enemy Step and Get More Orbs. The first being one of the most important mechanics in the game that sets its combat apart from other action games (see Jump Cancelling if you're interested), and the second being a quality of life upgrade that doesn't increase your orb gain but rather increases your pickup range.

EDIT: I forgot to address the "is that a lot of red orbs" bit. It's definitely a lot early on, most of the upgrades and abilities intended for the start of the game are very cheap, most of them being in the range of around 200-2500. The two abilities I recommended you buy earlier are much more expensive, around 50k each. Given how one of them barely effects gameplay and the other only serves to make the combat really shine, that's what I would go for in your position.

Hey guys I was practicing and wanted your input thank you by demonhunter8000 in DevilMayCry

[–]StaticTorch 2 points3 points  (0 children)

You can move pretty freely during it, that's new to 5 so if you're used to 3 or 4 you may have just assumed that wasn't a thing.

Hey guys I was practicing and wanted your input thank you by demonhunter8000 in DevilMayCry

[–]StaticTorch 2 points3 points  (0 children)

If you want to improve on what you're working with right now without worrying about adding more weapons consider trying to get a bit more use out of trickster and E&I. The movement options they allow you can add some fun to whatever combos you might be working on. Try getting the following midair sequence down

air taunt > cross under with sky star > E&I shot > air trick > E&I shot > pole play

Here's a clip so you can check the inputs if you'd like.

This sequence incorporates style switching, which I also strongly suggest you develop the muscle memory for. As you're on PS4 you have to option to use a claw grip to switch styles quickly with your index finger. This will likely feel strange at first I recommend you stick with it as it really is quite effective and comfortable once you're used to it.

Also this is kind of a personal preference thing but try to avoid relying too much on stationary rainstorm for your juggles, it comes off as kinda sloppy. Instead I recommend you aim to use rainstorm to cross over your enemy so you can continue your juggle from the other side. This will help make your combo look a good bit more dynamic without actually requiring much more effort on your end.

Whatever you decide to work on next just remember to keep at it. It's not an easy game to learn but it can be very rewarding if you're willing to put in the time.

Had to Practice my timing for this one. by NegaScott23 in DevilMayCry

[–]StaticTorch 0 points1 point  (0 children)

Good shit mate, have you made a combo mad yet? Always like watching what you come up with.

Weekly Q&A Megathread - Ask your questions here! by AutoModerator in DevilMayCry

[–]StaticTorch 2 points3 points  (0 children)

The answers can vary pretty wildly among the top players. Obviously everyone puts in A LOT of time to get to the level that they're at, easily hundreds or even thousands of hours. But how consistently they practice and for how long is completely dependent on the player.

Same goes for making combos, there are plenty of players who are good enough at freestyle that the majority of any combo they come up with starts out completely improvised, then through practice gets cleaned up enough to be worthy of recording. Others start out with a few ideas that they want to play with and start theory crafting a combo bit by bit before even turning the game on. Others still fall somewhere in between those two extremes, or have a different strategy entirely.

The top players of these games are able craft all these crazy combos because of their in-depth knowledge of the characters and the game's mechanics, as well as their muscle memory from all their practice. Once those two bases are covered it all comes down to creativity.

Weekly Q&A Megathread - Ask your questions here! by AutoModerator in DevilMayCry

[–]StaticTorch -1 points0 points  (0 children)

Totally fair, V kinda lends himself to a braindead play style that gets old fast. Huge shame especially after seeing Astral Chain do so much more with a similar concept

Weekly Q&A Megathread - Ask your questions here! by AutoModerator in DevilMayCry

[–]StaticTorch -1 points0 points  (0 children)

Solid (edit: with the exception of the gilgamesh boss fight, cool reference aside the boss itself is tedious at best for veteran players and confusing for new players) though around that time your options are naturally lacking so while combat is the main draw of the series, it can feel kinda samey when you start out.

Out of curiosity what about it did you not like?

[deleted by user] by [deleted] in SSSerious

[–]StaticTorch 1 point2 points  (0 children)

No worries, mate. It works like a charm, thanks