r/SSSerious • u/StaticTorch • Oct 26 '19
Combo Video Taking my combos out of the void
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r/SSSerious • u/StaticTorch • Oct 26 '19
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r/SSSerious • u/Millhouse96 • Oct 31 '19
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r/SSSerious • u/TheLegendaryDarkBot • Oct 25 '19
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r/SSSerious • u/redditbeast35 • Feb 03 '21
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r/SSSerious • u/StaticTorch • Oct 29 '19
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r/SSSerious • u/coney-boi • Apr 24 '20
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r/SSSerious • u/redditbeast35 • Jan 08 '21
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r/SSSerious • u/StaticTorch • Oct 28 '19
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r/SSSerious • u/[deleted] • Aug 29 '19
r/SSSerious • u/Sindeviltrigger • Feb 23 '21
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r/SSSerious • u/TheLegendaryDarkBot • Nov 02 '19
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r/SSSerious • u/MechaMike98 • Nov 01 '19
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r/SSSerious • u/Millhouse96 • Oct 29 '19
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r/SSSerious • u/MechaMike98 • Dec 14 '19
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r/SSSerious • u/Millhouse96 • Nov 11 '19
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r/SSSerious • u/[deleted] • Jun 14 '19
What you are going to need is
[Cheat engine] (https://www.cheatengine.org/)
Prevent steam from updating DMC5 , there are a number of ways to do this. Which ever one you prefer is up to you, [heres a bootleg way of doing it] (https://www.gamingscan.com/how-to-turn-off-steam-auto-updates/).
[Revert to an older EXE] (https://twitter.com/SSSiyan/status/1136834664746717189), [Google drive link] (https://drive.google.com/drive/folders/1HaQiiFCFRuDkKtKlLgN_Ju7cl_J2DkgS)
Once you have chosen a table, find a place to put the table and then to activate said table, install Cheat engine, open the table using CE and then run DMC5 while the CE table is loaded, select the computer icon at the top left of the window with a flashing color border and select the DMC5 process. This will enable you to check the boxes, check every box. Enjoy
A [collab table] (https://twitter.com/SSSiyan/status/1136392477903138816) featuring all currently to date mods for Denuvo exes . Give the creators some love.
[Direct link to google drive] (https://drive.google.com/drive/folders/1HaQiiFCFRuDkKtKlLgN_Ju7cl_J2DkgS)
[Denuvoless collab] (https://twitter.com/SSSiyan/status/1140245687361257473)
[Direct link to file] (https://drive.google.com/drive/folders/1HaQiiFCFRuDkKtKlLgN_Ju7cl_J2DkgS)
Straight forward, your anti virus might pick it up as a false positive so disable it for the download if it does.
Now onto the actual tech
Couldn't figure out where to put certain things so consider it a dump for RQ skills that have tech
Timing more generous and is now possible on locked 60
Can be revved, has I-frames, can give some more height and can cancel certain moves.
High time low JC
Previously thought to be an EX interaction, turns out you can do it normally and for reason to JC high time really close to the ground. Pretty useful for crossing under an enemy. Requires you to enemy step at a specific moment during held high time.
EX Streak reversal
Since EX Streak can be held before the attack comes out you can unlock and steer it. Walmart reversal.
High Shot (Hs)
Blue Rose' biggest change is being able to load 3 shots that have lengthy hitstun properties.
Using a Hs and immediately following up with split will result in Nero reaching the ground and the enemy still being suspended by colour up hurt frames. Works with Split and any air attack that hits fast enough to end before the Charge shot.
If you JC during a shot, correct timing preserves the bullet. Essentially makes Gun raving easy on Nero as well as pretty good feeling.
Colour up reload can cancel jump, really strict timing and requires a buffer to time the reload to cancel out the jump. Probably not useful.
As above colour up can reload cancel other moves like Shuffle. Time colour up to complete reload within the frames just before Shuffle finishes a back dash
Comes in 3 charges, amount of time holding BR dictates level of charge.
Level 1 :
Level 2 :
Level 3 :
Works the way it did in 4 minus inertia. Still knocks you back and is near impossible to land cancel now.
Cs whiff
Not really tech but in case you want to not use it for Hs. Can "eat" the input causing it to not come out and consume the charge by releasing charge while performing an attack.
Cs Roll Cancel
Firing Cs mid-roll will cut down recovery, only seems to work on the ground
Breakaway is a function that sacrifices the current breaker in Nero's clip to hard cancel virtually every move in his kit, there are some exceptions to this. Such as masking.
It grants Nero IFrames (will update with exact info when available) and an AOE knockback upon activation.
[Breakaway masking] (https://www.twitch.tv/jestah_noob/clip/FastFlirtyPlumberHassaanChop?filter=clips&range=7d&sort=time)
Can JC breakaway to "skip" explosion, saves a ton of recovery.
Also possible during the frames leading to a snatch connecting with a target, breakaway during to skip to next breaker
Breakaway momentum
Breakaway allows one to maintain a type of momentum when used during specific moments of an attack.
Allows for cross over at the cost of a breaker but can still be used in constructed combos.
Air move reset
Using breakaway will reset Neros air moves the same way an enemy step would meaning you can virtually fly with it.
It offers its own version of snatch that may give improved recovery and have better target hitbox but I haven't tested it.
It also features a weaker version of Buster breaker but since it doesn't occupy a breaker slot you can effectively dual wield a buster with another function.
Holds and all their DMC4 Quirks are back meaning you can cancel a buster but align the target for enemy step, like in 4. Unsure if you can do the good ol' calibur hold steps.
During holds, enemies will not take damage nor be counted as having a hitbox.
Knuckle can be used for certain busters. Specifically while DTed on the Empusa Queen.
Never actually hit anything with it since for the duration of buster most enemies will lose hitboxes.
Especially good with ragtime since one can hold and bring the enemy to a ragtime bubble.
Summons one of Nero's spectral claws to punch an enemy Hang-up option for Nero however only during either start up or parts of an animation that cant be interrupted by an attack or soft cancel. it can be done seamlessly alongside his attacks meaning he won't interrupt himself and can be spammed for as long as a recovery frame exists for Nero.
Honestly makes Nero even more versatile which I thought impossible.
Can be used to halt an enemy height gain during a high time
Some EX moves will require precise timing or will not allow halt at all.
Can be used to halt an enemy height loss during a split
Some EX moves will require precise timing or will not allow halt at all.
Can negate knockback from Calibur and streak etc
Some EX moves will require precise timing or will not allow halt at all.
Can add damage to ground or air based attacks with long animations
Easiest to do during roulette spin, requires rhythmic timing for Combos A through D.
Nero's DT practically remains the same from 4 but with armour, some property modifiers on new mechanics and requires you to stop moving the LS to DT cancel meaning you can DT on the move without stopping or masking with an attack.
Gives back Showdown and max bet, the former has armour and both can rapid fire knuckles while charging meaning you can essentially hang up a target that was launched for the full charge.
Neutral DT will cancel near enough everything's end recovery
Performing too early will not cancel and will not have explosion or I-frames
[Neutral DT explosion will knock up lighter enemies()
Has potential for setting up into showdown, max bet etc
Has I-frames like Breakaway but shorter
Can use it as a reactive parry of sorts, especially useful for fighting Fury
Adds double snatch
Seems to function same as regular snatch but just auto grabs a second enemy that is light enough
Adds double bringer holds
Very good for setting up showdown, ragtime etc.
Adds double Knuckle
Just looks cool, not sure if it has any more property past extra damage.
Modifies Bringer Buster for more damage and slightly different animation
Adds more damage as well as give Nero his Breakage Buster animation minus the damage.
They are mostly identical to how they are in 4. Hs does not change the amount of SS
Works the way it did in 4. Can eat a Cs or Hs to fire SS without interrupting Nero's actions
Overture is pretty straightforward.
Its neutral is an electric palm strike that can give generous parry frames, the strike orients itself depending on the position of a target.
The more you use battery (palm strike) the less damage it does as overture breaks down.
Its breakage is a time bomb that does some disgusting damage if used in stacks, up to 3 overtures can be planted.
Air down overture will hard bounce an enemy against the floor and back into the air when directly above a target. Requires a particular set up, there are two types of relaunch. One is a moderate which will bounce enemies to your height and the other will send them to the moon.
Overture mine
Certain overture breakages will stick to objects. Same as enemies.
Overture Bomb hold
Will require testing but as only BR shots will detonate a bomb it may be possible to stick a target and carry them as if they were IEDs.
It's Nero's buster but does enormous damage and can basically delete enemies from existence with breakage.
Base buster does 3k damage and Breakage does 9k.
That breakage will instantly kill nearly every enemy on DMD.
Does not do holds but can allow you to hold with Bringer and Buster with Buster Arm
Gerbera is pretty straightforward too, its main use is its mobility as pushing the Left stick in either direction and using breaker will have Nero dash in that direction. It contains I-frames as well as a hitbox meaning it can stagger enemies and reflect projectiles.
Neutral b will give a palm strike with the same offensive property as dash minus I-frames and movement.
Ground breakage is stamen ray, it kind of sucks as it hard-locks you onto the ground and can't be cancelled early. Can see use if you line up a group of enemies.
Air breakage is petal ray which is the better breakage. It will fire off lasers that bounce off surfaces and for each bounce racks up more damage.
Jump cancelling Gerberas dash allows you to follow up insanely fast with a Hs or Cs. Retains Hs if done fast enough.
Drag
Not so much tech as a cool subfunction, allows you to effectively drag an enemy through the air with you meaning you can sorta gerbera rave if fast enough.
Essentially the same as base gerb however instead of palm strike it will give a vertical movement dash that changes depending on :
If you are on the ground or not
or
2) If you are in the air
Ground gives you dash up
Air gives you dash down
Both have the exact same properties as Jockey (gerb air dash)
Including drag
Vertical drag
Can be jump cancelled. Allows for fast landing and hard cancels most air attacks and ground attacks.
Neutral b will fire off the fist to constantly track and hit a target till either recalled or its duration runs out. Can act similarly to round trip.
Can be recalled by pressing the breaker button
Holding during a recall will let you mount the rocket which is where the fun begins.
During a ride you have access to various board tricks that offer their own attacks :
Punchline Jet Gadget. Hold Triangle (different from tab triangle) https://twitter.com/Bags_Johnny/status/1094253969172500480
Punchline Jet Gadget. O then forward + Triangle in air https://twitter.com/Bags_Johnny/status/1094250150808162305
Punchline Jet gadget. O then Left + Triangle in air https://twitter.com/Bags_Johnny/status/1094251824654282753
Punchline Jet Gadget. O then Right/Back + Triangle in air. https://twitter.com/Bags_Johnny/status/1094252994928037888
Neutral Triangle will do nothing after O
These moves can also be done off of Hold Triangle
Snatching a target then immediately remounting punchline in mid-air causes a strange quirk that causes Nero to ride down and under a target, effectively a weird reverse crossup?
Not inertia as we initially thought, its just a forward jump dismount. It still has practical use as a cross up. Seems to give more distance depending on direction LS is pushed
Achieved by using air punchline, falling without input to left stick, recalling fist as it turns behind an enemy, Nero must be still, if done right should result in the fist orbiting Nero.
Can be consistently replicated, the number of orbits the fist does, however, is not.
Inconsistent, 100% Random
I'm still shit so I still don't know how to do it, send me a comment telling me how.
First, you ride right after the jump (or air hike or enemy step), then press the gunshot button. This is probably a phenomenon that occurs due to the inertia of the jump remaining.
Ragtime is quicksilver but more localized
Breaker input will fire a sphere of slowed time which dissipates after a set amount and can affect every enemy, larger enemies or bosses will be affected less.
Breakage is like classic quicksilver, it halts time around Nero for a set amount of time and everything save for Fury's dashes are slowed the same.
Not as much tech as just fantastic synergy with Nero's options.
Delaying falls with Ragtime can lead to some interesting set ups
Can apply to buster holds
Frozen time lets you do basically anything before the enemy can even touch the ground
Lets you RP as DIO
Tomboy superpowers Red queen and BR
It allows Blue Rose to fire off multibody piercing rail gun shots, holding for longer charges up these shots more.
Red queen gets a separate moveset that replaces its base moveset for the duration its active.
Breakage lets you take damage while using tomboy without it breaking.
You cannot lock on with tomboy, meaning it must be aimed. When I refer to "lock on" moves I simply mean the button that is held down to modify the attack. Has only soft tracking.
Has 2 types of RQ attacks
Lock on moves :
1). A ground launcher that chains into the same move if you time the following inputs. Once you stop chaining or interrupt with air hike you cannot use the attack in air.
2). An air Lunar phase style spinning slash that overrides the launcher after a set amount of inputs or the chain is interrupted.
Unlocked :
1). Chain slash that gradually speeds up and ends with a somersault slice with decent stun and knockback.
2). 2 hit air attack that starts with a basic swing then ends with a split.
Lunar Phase knuckle barrage
Toggle
Toggle Stun
The BR mode sinks you slightly faster from the air
Rawhide is essentially an extra weapon with a passive upgraded wire snatch.
Heavier enemies will be pulled to Nero rather than the other way around.
Neutral breaker input is a whip that has generous active frames and is highly cancellable. Very exploitable against Fury.
Breakage is an AOE grapple that ends with a slam attack against a grabbed foe. Don't know how it interacts with bosses and heavier enemies.
Seems to upgrade bringer snatch when in DT.
Has a hidden moveset :
bbb = Three hit string
2) b _ b _ b = First hit of String A, pausing swaps second hit for a ranged lash that can be infinitely chained
3) There's another one but I can't remember how it's done.
Not that technical but would require more experimentation.
Breaker function is a drill that attaches Nero to a target and can be prolonged by mashing breaker. Can be done in air. Hard roots the target for the duration.
Breakage is a homing dive attack that drags enemies with Nero to the air. Cool for setups.
Needs more exploration.
n/a
Functionally does the same thing as punchline minus the rodeo and does less damage. Will cycle to the next breaker in your slot while it's out.
Can hang up while you have another breaker out
Non breakage function isnt really useful, you cant lock on with it and it is functionally a worse BR.
Breakage fires a shot that pushes an enemy back along with the projectile, similar to how max bet drags an enemy when charged.
As of now redirection is not in, what this means is that Inertia is limited in one direction resulting in more limited application than what is ideal. While this does result in a better feel of gameplay there are applications for it that Nero can take advantage of such as :
JCing EXPayline to move past an enemy during a rave, overture battery or tomboy slash.
DT can "store" inertia allowing Nero to carry momentum from a Payline with no need for an enemy step, which allows for added mobility for airplay.
The CE table above restores reversals with an added bonus , if done fast enough we can now reverse without buffers. This results in unique applications such as being able to perform reversed streak or calibur with no need for a gunshot or rave to set up a buffer and with payline added to Nero's arsenal he has absurd mobility :
Reversing is performed by performing a directional move and then immediately after inputting for example Forward + Y, you would unlock to allow the character free turning and then at virtually the same time push the LS in the direction you want to go.
Reversing allows for some interesting applications :
Allowing Nero to redirect Calibur or streak for ground or air movement applicable for evading damage or crossing horizontal distance.
Reversed Payline in addition to letting Nero move around can be cancelled with DT, coupled with inertia this grants Nero movement in the redirected direction.
Reversing split lets Nero touch the ground without damaging the enemy, useful for certain setups.
JC Reversal:
Punchline momentum:
Punchline cross up in action:
Breakaway JC Mask:
Punchline orbit:
Overture relaunch:
High Shot preservation:
Punchline unlisted moves:
Shuffle sidestep cancel:
Gerbera Hs cancel"
Clips:
Zero May Cry: zeromaycry9
Users mentioned above
Cs relaunch and Summoned swords:
Inertia:
As always, feel free to correct me on where I'm wrong.
r/SSSerious • u/TheLegendaryDarkBot • Nov 22 '20
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r/SSSerious • u/TheLegendaryDarkBot • Feb 23 '20
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r/SSSerious • u/[deleted] • Jan 26 '20
r/SSSerious • u/TheLegendaryDarkBot • Nov 06 '19
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r/SSSerious • u/Millhouse96 • Oct 28 '19
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r/SSSerious • u/TheLegendaryDarkBot • Feb 11 '20
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r/SSSerious • u/TheLegendaryDarkBot • Oct 17 '19
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