I replayed through the entire series and I notice that in earlier games, enemies always have their own specific physics, like how when you weaken a Shadow, it's a floating ball over a puddle of black ink.
You can nudge it a bit but that's that.
The Sins are just floating masks with deceptive cloaks and once the masks are destroyed, they're gone.
In DMC4 however, almost all the enemies are designed to allow launching and aerial combos.
Even if Mephistos and Fausts appear as clones of the Sins or Fallen, they have a "tangible" form that allows you swat around and launch into the air for an air combo.
The Blitz's basic mechanic is like that of Shadows in the first game except that when you remove their shielding, they become a combo-able enemy, with physics similar to a more resilient Frost.
Even the bosses of DMC4 allows launching and combos, such as Credo and Sanctus.
You couldn't launch Vergil into the air when you fight him in DMC3.
Another thing worth mentioning is how the "tangibility" carries over to DmC, where they make sure almost all the enemies have physics that makes them very combo-able.
You can nudge it a bit but that's that.
The Sins are just floating masks with deceptive cloaks and once the masks are destroyed, they're gone.
In DMC4 however, almost all the enemies are designed to allow launching and aerial combos.
Even if Mephistos and Fausts appear as clones of the Sins or Fallen, they have a "tangible" form that allows you swat around and launch into the air for an air combo.
The Blitz's basic mechanic is like that of Shadows in the first game except that when you remove their shielding, they become a combo-able enemy, with physics similar to a more resilient Frost.
Even the bosses of DMC4 allows launching and combos, such as Credo and Sanctus.
You couldn't launch Vergil into the air when you fight him in DMC3.
Another thing worth mentioning is how the "tangibility" carries over to DmC, where they make sure almost all the enemies have physics that makes them very combo-able.