Pretty sure the guy who asked Itsuno specifically said "jump cancel".
Doesn't quite mean that something wasn't lost in translation :x
LOL Judgment Cut End, Lady's grenades and lvl 3 Kalina Ann missile, and DmC's Demon Dodge's damage buff say hello.
Nothing has the level of destruction close to a Distorted Real Impact done on a Dante Must Die-level boss. Sure, maybe a Demon Dodge combo on a Human-level boss in DmC could take one out in seconds, but unless all those videos of people plowing through every boss in DMC4 using Distortion weren't done on the highest difficulty level possible...
Yeah. Exactly. You wanna make me buy that when they made the animation for Nero's Charge Shot in the air and Dante's "aerial" Guard stance they didn't intend it to function like that? Please.
Remember that the only mocapped gameplay animations in DMC4 were the taunts, as Reuben Langdon himself said. All of the other ones were made manually. Therefore, everything you see when the character is moving in combat was designed and conciously animated that way.
Dude, you're not quite getting what I'm saying. Yes, they made an animation for Nero being pushed back from the recoil of his charged shot, and yes, they made an aerial version of Dante's guarding animation. None of that means that inertia was intentionally created to allow people to fly over enemies while doing Rainstorm or zip all over the place while guarding in midair. All of those techniques require the uses of in-game physics, but they were not an intentional creation. In a game series that prides itself on slick-looking animations (like Nero's animation to the aerial charged shot recoil), do you really think they would create an intentional mechanic that looks as utterly jank-ass as Jump Canceling and Guard Flying?
I get where you're coming from, but the only actual game breaker to me is Distortion. Especially if applied to Real Impact, cause it's the easier to execute and anyone can perform it, takes little skill. The other techniques, if mastered (and I underline 'mastered'... they're not something any average player can do, so...), can make you untouchable, but they're there mostly for stylishness, not practicality. You know, stylish action. What Devil May Cry is all about.
Stylish action, sure, but based on all of the mechanics and animations
they give you in the game. Gotta be painfully honest here, most of the things people do in DMC3 and 4 does not look stylish, it looks ugly as sin. Watching a character skip back to the beginning of an animation for half a second over and over again due to perpetual jump cancels, or flying around the room in a completely ungraceful pose like guarding, does not
look stylish
. I watch TrueStyle videos and I get bored at the repetition, but as soon as someone pulls out some awesome set-ups or a combo that results in a stylish finish, I wake up. The fact that the meta for this entire community has come down to a bunch of dick measuring of who can break animations the most is rather disheartening when the series is chock full of so many beautifully done animations.
This isn't to say that it's not amazing that people are able to do all that stuff, and the concept of
being able to fly around the room with the right amount of technical know-how is cool, but the way it looks in execution is very bleh. It's like taking a dutch angled selfie in front of the Mona Lisa.
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But I know what you're getting at, Foxy. I don't think there's any reason to worry. DmC was specifically made as a game that could open the doors for new players to the rest of what the franchise has to offer, it's entry bar was low, but its ceiling high. Like I mentioned before, they should really just do a better job at balancing the difficulty levels in a way that actually makes sense, where Easy is actually
easy by gaming standards, and not just DMC's.