Post by Dynamic Hunter on Jan 28, 2015 3:19:25 GMT
The stun mechanics of a Devil Triggered enemy in Devil May Cry 3 differ from an enemy's normal stun mechanics. Usually, an enemy will stun after being hit with any one move. A stun is indicated by a change in enemy posture. They will visibly react to your hit. This can be any move. Only hits with Knockaway properties, on the other hand, will move that enemy. For example, Stinger will knock an enemy back, Hammer will knock an enemy down, and Hightime will launch an enemy. While Devil Triggered, however, an enemy gains five times their natural resistances. One of these resistances is to stun, the other, to knockaway. Every enemy has its own resistances, and every attack in the game as its own stun and knockaway values. Using this, it is possible to launch, doublelaunch, and perform elaborate combos on Devil Triggered enemies. The most important concept to understand regarding this are the two types of Devil Triggered enemy launching. Knockaway Launching, which is applicable on the air and ground, and Stun Launching, which is applicable in the air only. Once these two counters have been broken, they will always return to zero. An important thing to note is that in most instances, an enemy's stun and knockaway counters have the same value, and most moves have the same amount of stun and knockaway points, but this is not always the case.
Knockaway Launching
Knockaway Launching is performed by using a launcher to break an enemy's knockaway counter. Only attacks that will normally knockback, or knockdown, or launch an enemy will go toward this counter. The only way to start an air combo on a DT'd enemy is to break the Knockaway counter with a launcher.
For example, a Sloth, with a knockaway resistance of 60, will launch after :
Helm Breaker (24)
Helm Breaker (24)
Rising Hightime (12)
Or with Vergil:
Stinger (16)
Helm Breaker (32)
Rising Hightime (16)
After which point the knockaway counter returns to zero.
Stun Launching
Stun Launching is only applicable while an enemy is in the air. Any attack, whether it has knockback, knockdown, launch properties or not, will add toward this counter. Even attacks that add toward the knockaway counter will add toward the stun counter. This is important, because it means you can double launch a Devil Triggered enemy by first setting off the Stun Launch counter with a launcher, and then, with the following launcher, the Knockaway counter. This is stun-launching's most useful purpose. It is also important to note that the Stun Launch counter resets to 0 and nothing happens if you go over it with a move that is not a launcher, as there is no such thing as Stunknockback or Stunknockdown. If the move that goes over or completes the Stun Launch counter is a launcher, however, then it Stun Launches. But for Stun Launching, you can do as many non-knockaway moves as you want before adding to the knockaway counter, as long as the final move adding toward the stunlaunch counter arrives at or goes over the enemy's stunlaunch counter and is a launcher.
As an example, from the previous combo on a Devil Triggered sloth, it would be possible to stunlaunch and double launch the enemy by performing the following moves (where S stands for points a move contributes toward the Stun Launch counter and K stands for points a move contribues toward the Knockaway counter):
Hammer (20S, 20K)
Hammer (20S, 20K)
Helm Breaker (12S, 12K)
DT Flux (0S)(0K)
Prop Shredder (12S, 4K)
This hit Stun Launches.
Rising Hightime (12S,12K)
This hit Knockaway Launches.
Or with Vergil:
Full Aerial Rave (24S, 12K)
Helm Breaker (16S, 16K)
DT Flux (0S, 0K)
Rising Sun-First Hit (20S 20K)
This hit Stun Launches.
Rising Sun-Second Hit (20s 20k)
This hit Knockaway Launches.
Once the concept is understood, you can easily create your own combos by using your knowledge ofWeapon stun and knockaway values and applying that to different enemies. The stun value for each hit of the different weapons usually adheres to a simple rule:
Rebellion(Dante): 12
Cerberus(Dante): 12
A&R(Dante): 16
Nevan(Dante): 12
Beowulf(Both): 20
Yamato(Vergil): 12
ForceEdge(Vergil): 16
Wherein it is usually the last hit that has Knockaway properties. So, for example, each hit of Cerberus Combo 1 deals 12 stun points, but the last deals 12 knockaway points. Unless otherwise mentioned, assume the same amount of Stun and Knockaway points for each move.
Next post will have long awaited VALUE TABLES THAT I FUCKING LOST BECAUSE OF AN ACCIDENTAL CTRL BACKSPACE. PLEASE WAIT WARMLY.
Knockaway Launching
Knockaway Launching is performed by using a launcher to break an enemy's knockaway counter. Only attacks that will normally knockback, or knockdown, or launch an enemy will go toward this counter. The only way to start an air combo on a DT'd enemy is to break the Knockaway counter with a launcher.
For example, a Sloth, with a knockaway resistance of 60, will launch after :
Helm Breaker (24)
Helm Breaker (24)
Rising Hightime (12)
Or with Vergil:
Stinger (16)
Helm Breaker (32)
Rising Hightime (16)
After which point the knockaway counter returns to zero.
Stun Launching
Stun Launching is only applicable while an enemy is in the air. Any attack, whether it has knockback, knockdown, launch properties or not, will add toward this counter. Even attacks that add toward the knockaway counter will add toward the stun counter. This is important, because it means you can double launch a Devil Triggered enemy by first setting off the Stun Launch counter with a launcher, and then, with the following launcher, the Knockaway counter. This is stun-launching's most useful purpose. It is also important to note that the Stun Launch counter resets to 0 and nothing happens if you go over it with a move that is not a launcher, as there is no such thing as Stunknockback or Stunknockdown. If the move that goes over or completes the Stun Launch counter is a launcher, however, then it Stun Launches. But for Stun Launching, you can do as many non-knockaway moves as you want before adding to the knockaway counter, as long as the final move adding toward the stunlaunch counter arrives at or goes over the enemy's stunlaunch counter and is a launcher.
As an example, from the previous combo on a Devil Triggered sloth, it would be possible to stunlaunch and double launch the enemy by performing the following moves (where S stands for points a move contributes toward the Stun Launch counter and K stands for points a move contribues toward the Knockaway counter):
Hammer (20S, 20K)
Hammer (20S, 20K)
Helm Breaker (12S, 12K)
DT Flux (0S)(0K)
Prop Shredder (12S, 4K)
This hit Stun Launches.
Rising Hightime (12S,12K)
This hit Knockaway Launches.
Or with Vergil:
Full Aerial Rave (24S, 12K)
Helm Breaker (16S, 16K)
DT Flux (0S, 0K)
Rising Sun-First Hit (20S 20K)
This hit Stun Launches.
Rising Sun-Second Hit (20s 20k)
This hit Knockaway Launches.
Once the concept is understood, you can easily create your own combos by using your knowledge ofWeapon stun and knockaway values and applying that to different enemies. The stun value for each hit of the different weapons usually adheres to a simple rule:
Rebellion(Dante): 12
Cerberus(Dante): 12
A&R(Dante): 16
Nevan(Dante): 12
Beowulf(Both): 20
Yamato(Vergil): 12
ForceEdge(Vergil): 16
Wherein it is usually the last hit that has Knockaway properties. So, for example, each hit of Cerberus Combo 1 deals 12 stun points, but the last deals 12 knockaway points. Unless otherwise mentioned, assume the same amount of Stun and Knockaway points for each move.
Next post will have long awaited VALUE TABLES THAT I FUCKING LOST BECAUSE OF AN ACCIDENTAL CTRL BACKSPACE. PLEASE WAIT WARMLY.