Phantom - Nero Angelo - Griffon - Nightmare - Mundus
Description:
It would be hard to describe the true nature of this dark knight without spoiling the story for those of you who haven't finished it, so I will simply say this: He's a knight dressed in black, he carries a sword bigger then
yours and he's about 7 feet tall. He never says much preferring to taunt you with that infernal laugh. Ha ha ha.
Sound:
The aforementioned laugh, various grunts, a whooshing noise when he teleports.
Attacks:
-sword combo (light-heavy, medium to close): He performs a variation of Dante's three hit combo, ending with a High Time, Jump Slash attack.
-samurai slice (heavy, close-medium): Nelo dashes at Dante, slicing him in half. He does this if you counter his normal combo too many times.
-fireball(heavy, medium-far): Nelo crouches a little and pulls a hand behind him. He focuses energy in the palm for about a second and a half, and then lets loose with a blue fireball that travels in a straight line.
-teleport (no damage, any range): When the pressure is too much, or if Dante tries to keep to far away, Nelo will vanish in a flash of blue flame and reappear elsewhere.
-sword rain: Nelo teleports high above the arena. From his vantage point, he summons a circle of glowing swords which dangle above Dante's head. After a little while, he makes them rain down on Dante.
-taunt(no damage, any range): Nelo stands and laughs. Used after he finishes his sword combo.
Strategy:
You face him at three different points in the game. Nero Angelo can be fairly difficult if you just wail on him relentlessly. He can block all of Dante's attacks (including Air Raid and Inferno), and does so on a regular basis. He also seems to take little (if any) damage from guns. Use Alastor the first two times you meet him, and Ifrit for the last one.
To avoid his sword combo, either run away from him or roll out of the way. He can change directions while doing the combo to track you, so be careful. He's not as fast as Dante with the combo due to his sword's size, but he does a lot more damage than Dante (on DMD mode a single swipe will take off a full life bar of Dante's health-ouch). You can also counter his attack by hitting his sword while he attacks. If you clash swords, Nero's sword will swing back, and he'll be WIDE open as he tries to regain control of the giant blade. Hit him with your strongest attack, such as the Stinger or quick combo.
When Nero goes for a fireball, he is a sitting duck. He takes ages to charge up a blast, so you can easily get to him and attack. If you fail to get to him, remember that the fireball travels in a straight line, so changing heights or rolling will avoid it.
You can hit him for a max of 4 hits on any combo. Anything more than that and he will block, counter or teleport.
When Nero blocks, he can not change direction. Either wait for him to release his block and resume battle, or jump over him and do a downward Jump Slash to nail him on the back. He will take damage and stagger out of his blocking stance.
When Nero tries to counter the attack, he will more than likely use a standard combo. Clashing blades will stun him, but for some reason on a counter he's stunned for a little less time (it may have been my imagination but I am looking into this) So attack quickly or use the break to move out of range. He may also try to counter with the samurai slice, which is EXTREMELY fast and has some good range on execution. It is possible to counter it, but it is very hard to do so. 95% of the time, at close range, if he uses this attack you'll be hit.
When Nero teleports, you will see a red line appear where he lands. He usually initiates an attack the instant he reappears, so be wary. Depending on his range, he will either combo (close), slice (medium) or shoot a fireball (far). Attack accordingly.
In his third battle, Nero gains more speed and better vision, so he can be tricky. This battle also shows how big he really is compared to Dante ^^. To avoid his sword rain, wait for them to fall and roll out of the way, or if you have it, use the Ifrit's Rolling Blaze to shatter them before he even has a chance to use them.When you have full DT, use Ifrit's Kick13 move (in DT it's an automatic 5 hit into a juggling kick combo) repeatedly. This move sucks DT like no other, but it does cool damage and gives you the initiative if he blocks. Handguns are also useful for
building DT gauges, although they do no damage.
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