Okay I will start with the spiders.This is simple really , they are weak to stinger.If you stinger them they block and spring back to attack you so stinger again damaging them by repeatedly stingering them, you effectively stunlock them.
The fallen or angels are weak against rebellions regular melee attack on the ground. They hover in mid air and if you stay close and do the 3 hit attack repeatedly you will hit them constantly , and there attacks will miss you.
For those who wish to beat Cerberus with no damage do as follows. Equip the Cerberus nunchucks and spiral go to the bottom left corner of his chamber and switch cancel spiral by repeatedly switching between spiral and whatever the other gun you have is and mashing shoot. Keep the nunchucks equipped and have swordmaster on as when Cerberus drops the ice shards , you need to bring up the ice sphere around yourself to not take damage. Just keep shooting the heads, and he will die pretty quick depending on the difficulty level.
I am not going in any particular order here so next up is Nevan
She is weak against beowolf after avoiding her electric attacks get close, she will do a spinning blade move , simply do the dash back charge punch move for beowolf.Hold it til she stops, while also holding DT charging your DT runes.Now when she stops release the charge punch and DTE on impact , this will drop her guard for you to attack whatever way you want to, but I find killer bee JC to be the most effective way to drop her health.Simply repeat as much as necessary. When she is low on health she will dash towards you to grab you and drain your health so , jump over her or fire at her til he is close and then dodge.After you dodge she can be attacked.
these guys aren't hard to kill , as you have to look away from them to make them vulnerable spiral and kallina ann are great to take them out.Make a quick turn and then shoot and they will die.
When fighting these devils, pay attention to all of them if possible. Unlike Hells, they can cause harm even when they are far away, Abyss can throw the magic-imbued blade of their scythes with no warning except an audio cue of a slight groan. Jump, roll or use trickster to avoid the blades. An Abyss disappearing in the ground with a wave effect means that it is teleporting. It will reappear somewhere else jumping out of the ground and it will always complete this movement throwing away the blade of its scythe. The teleportation can be cancelled if the Abyss is knocked back just before it goes into the ground. However with good timing jumping along with it and hitting it in the middle air can also prove effective. If counter attacking is not an option just dodge the energy blade, as it is always thrown in a straight line towards you.
Also it is weak too and frozen by cerberus. When they are knocked backward by a knockback attack, like stinger they will backflip and perform a dashing slash like a Hell Lust. However, they are vulnerable to attacks that knock them into the air like high time and whirlwind.When they fall, use real impact and tornado to quickly finish them off. Alternatively, use the same moves when they block, as they will not move away or liquefy and Real Impact can break almost any defense.
these guys are not tough but when there are more than one it can be tricky anyway
The Hell Vanguard's two most dangerous moves are both of its teleportation attacks. When it disappears, a water-like rippling effect on the ground or in the air will warn of where it will come from. If the ripple is on the ground, the Vanguard will burst out of the ground from beneath Dante/Vergil and attack them as it flies into the air. If the ripple is in the air, the Vanguard will perform a highly damaging dash attack through Dante/Vergil. Both attacks are signaled by the Vanguard throwing its head back and making a sound as if from a gong or low-pitched bell. When you hear that sound , focus on running and dodging. Royal guard is effective against it if you can correctly time the Royal Block. Otherwise, simply counter its scythe attacks with standard sword swings then roll away or jump up til it strikes down and it is open to attack just remember to run jump and dodge its teleporting attacks
During the first battle, he is very annoying, and he does not flinch if he's hit unless you strike while he fans himself with his sceptre this is triggered by shooting him with a gun, but spiral and artemis are most effective. You are free to do your most punishing and powerful combos while he's doing this. After this, Jester vanishes and summons a flurry of energy spheres and behaves more like a circus ringmaster. He still won't flinch while doing this. The spheres can be unpredictable and hard to avoid, but he summons them in one of three attack patterns
Scrambled where the spheres bounce around the whole area. This is his most unpredictable attack,
Circulating, where the spheres move around the area in an orderly, yet slow and circular fashion;This is the easiest to avoid, and finally,
Waves where the spheres come from a single portal above Jester, but in quick, devastating waves of three spheres in all directions; this is extremely hard to avoid if you are anywhere near Jester. The only way to endure the waves unhurt is through timing your rolling and staying far from Jester while he's doing this.
The second and third battles are similar to the first one, only with three major differences
1:They can be skipped
2:Jester attacks a bit more aggressively
3:When about half his health has been depleted, Jester will summon a giant, smiling ball to ride and attack with.
When he summons the ball, Jester's arsenal of attacks will change slightly. Sometimes, the "ball" will shoot a bomb from its mouth. Another ability it has is the uncanny ability to use the spectral hand found on demonic door barriers to attack, usually when Jester uses his spheres, You can tell if the ball will use it if it appears to be straining something. Then, there are the four large demonic barriers the ball summons when Jester uses any sphere pattern. Finally, the ball has the ability to explode when you attack Jester with a Devil Arm before he attacks. Once you make your move, Jester vanishes. The ball laughs and explodes a short time later. Jester then summons a new ball. A quick strategy is to take advantage of the fact that you can actually make Jester tired while he's on the ball. Then, barrage him with cerberus aerials and avoid his attacks.
During the last battle, the ball has two more attacks: Jester will roll it around, damaging anything in its path, or he will bounce around the area with it.
It's possible to break the ball when Jester is fanning himself. Even though he will summon another one later, doing so will give you more time to attack
these guys are quite easy to take down , they can in fact hurt each other if you draw there attacks and get them positioned in the attack path. The most effective method to take them down is with royal guard and air guard as it's timing is not as bad , add in beowolf killer bee jc and some dte's. If you find them to be too much then using Cerberus on them is effective , as are nevan's air raid and bat attacks.
Geryon starts the fight by running in circles, let him run around. The best time to damage him is when he "Catches his Breath", although a sizeable amount of damage can also be dealt while he's "Circle Running".
When the battle starts, run to the outside of the arena, dodging missiles, and time your Air Hike such that you land on the back of his carriage as he passes under you. It could take a few tries to get the timing right, but Geryon makes several laps. Once on his back, whip out Cerberus or agni and rudra and slash away until he disappears from under you to intiate the next attack phase. When he disappears, start running towards the center of the arena, as that is where Geryon will end up. Dodge the barrages of missiles and close in on Geryon. Switch to Beowulf and just beat the living daylights out of his hind legs. Don't go for the front legs or he will stomp you.When he collapses attack as much as you can and dte, but Stand in between Geryon and the carriage and Air Hike when he activates his "Quicksilver Tantrum".
For the next phase, stay in the exact center of the ring. For whatever reason, the Quicksilver orbs that manifest don't reach that far into the ring. Keep the lock-on button down to instantly turn to face Geryon when he appears and charges at you , then Air Hike and blast away with your gun of choice to do some small damage. Geryon ill charge a few times before Running in a circle again. Simply rinse and repeat.
Also you can cancel the slowing effect of the Quicksilver orbs by using your own quicksilver, but be careful when using your Quicksilver ability around these orbs as they can do the same to you.
This is probably the easiest boss in the game it floats around the area with it‘s only attacks being energy orbs and lightning on it‘s body. Simply stay near the entrance door and it will go through the tunnel underneath you. Jump on it‘s back when it re-emerges ,and use cerbers agni and rudra or rebellion and hack away while charging a dte. Release the dte before it charges it‘s body with electricity. Jump off it will fire spheres of energy at you which can be fired back with a well timed prop or shredder. Keep attacking til it dies.
This is another easy boss and as he is a shadow demon beowolf does,big damage to him. Hit the circular plates on the walls to light up the place. He will dash towards you and do a series of two attacks whike you are hitting the plate, simply double jump to avoid. Then drop and hit the plate again and catch him in the light and keep attacking with beowolf. Make your way around the arena lighting it up repeating the attack pattern. When it is lit up he will appear in the centre stunned now is your chance to do big damage. Use beowolf and attack and dte until it goes dark. Then repeat the process til it dies.
These demons are weak to all attqcks,but especially fire so agni and rudra,do huge damage to it using a+r‘s dash attack on it knocks it allowing you to pummel it further just watch for it‘s attacks it gives an audio cue and rears,it‘s,head,back before it attacks.
DMC4 and DmC have a thread like this so I thought I could make one for DMC3 as well.
Let's start with Enigmas. You can easily deal with them in certain situations exploiting their bug: if they are not framed by the camera, they won't attack you and you're free to shoot em to death.
But that bug is not always exploitable every time you encounter then cause the camera angles don't allow it. Another way to deal with em with Dante is to use Trickster to close the distance and then attack them melee. Use any move that can launch them into the air, it will make them defenseless.
With Vergil, use his teleport to avoid their arrows and then... just know that Starfall destroys them. So use Trick Up and dive kick. They won't stand a chance.
Although my fav tactic is to launch them with Force Edge and then use Yamato's Aerial Rave. If they are still alive, I use Starfall to finish them off just after the Aerial Rave.
I know some newcomers to the series have problems with these guys cause of their speed. They tend to dodge Dante's slashes.
Now, their dash attack is indeed tricky. When they spawn in a pack, attack them as soon as they appear. Ground them or launch them and don't give them breath and you'll be fine.
Generally though, an effective way to deal with these demons is to Stinger them when they prepare their dash. They will be immediately grounded and they won't be able to dodge.
If you still don't have Stinger, stay in a corner and wait for their dash attack (you can easily tell when they will do it, as they make a scream before they attack). Taunt if you're seeing that they're not attacking. After their assault, there will be a slight cooldown time during which they won't move. Attack them at that moment and use the corner to avoid your slashes launch them away.
Vergil's got an easier time with Yamato.
The basic Yamato combo is good, cause the last slash is wide enough and will probably hit them even if they are not right in front of you.
Rapid Slash is also good as it covers a fairly wide area behind Vergil, allowing you to hit them even if they jump over you to avoid your attacks.
Not to mention that Summones Swords have great stun power, so you can spam them, get close and tear these demons up with any combo you can think of.