Devil May Cry 4/Walkthrough

"A Devil CAN cry!!"
While it helps to be good at the game, there are many aspects that you should attempt to master so that you can obtain more power and make combat less difficult. If you only obtain D and C grades, you will be unable to upgrade as much, (both power-ups & upgrades) and thus by the middle of the game (When Dante makes his first playable appearance) you will have a much more difficult time getting through the game.

How to make the Devil Cry
DMC4 pretty much follows the same principles of the any other DMC game (except DMC2). The game takes place within one giant world, in this case Fortuna, and you must traverse through it killing demons in order to progress to the next area, occasionally fighting a dreaded boss to obtain weapons or power-ups. This is the essence of DMC4, although there have been some considerable changes that have been received with mixed opinions. It is these that dictate your strategies and some of these changes you must embrace in order to ace this game.

A New 'Nero'
One might be skeptical about Nero, as he has no Devil Trigger (to start that is), and his only possessions are that 'Harley Davidson' Red Queen sword, a dual barrel 6-shooter revolver called Blue Rose, and a demonic arm called the Devil Bringer used to dish out punishment to his foes. Once you learn the order in which these weapons must be used to counter, attack and stun enemies, you will start to be grateful for their abilities. In other words, Nero is one of the easiest characters in the game to master and is one of the most capable of attacking enemies.

Nero's lowdown:

The Red Queen
The Red Queen is Nero’s only sword, it is only one edged but don't make that sway you as his combos are lethal and deadly. Here is its combo list:


 * Combo A: &times; 4 (a combo that is standard), quick and finishes with a stunning hack, good for starting combos or linking to others.
 * Combo B: &times; 3, then,  (hold), a more powerful variant of combo A, the stunning hack becomes charged and hits harder.
 * Combo C: &times; 2, then  &times; 3, a speedy radial combo, great for when you get cornered or need a style meter boost.
 * Combo D: &times; 1, then  &times; infinite, a rapidly vicious attack great for singled-out enemies, also good to Max-Act.
 * High roller:, pull back and , a attack that take the fight to the sky, allowing for more powerful attacks to follow.
 * Shuffle:, push forward, pull  back then , a difficult attack to master and establish into combo, mainly a counter attack.
 * Streak:, push forward and , a devastating attack for power and range, great for clearing enemy cluster and getting up close.
 * Air rave: (in air) &times; 4, speedy sword attacks in the air
 * Roulette spin: (in air) &times; 3, then,, a attack that allows you to gain altitude, great for prolonging aerial assaults
 * Split: (in air), push forward and , a powerful attack from air to ground, great combo finish.
 * Calibur: (in air), pull back, push  forward and , a Streak in the air, okay move for bosses and angels.
 * Rainbow: after Speed engages,, a attack that isn't widely known, good starter to battles.
 * Exceed: . rev up your sword to deliver more powerful versions of Split, Calibur, Shuffle, Streak, and High Roller.
 * Max-Act: immediately after an attack, press to max out your Exceed meter.

The Blue Rose
This is Nero's only gun, a dual barrel six shooter (? WTH). It is good at delivering rapid attacks and is quite powerful, however its true function is known when you charge up the shots, their are three levels, each get more powerful as you hold it down, but when and where you use this weapon is crucial to evading some really powerful attacks.


 * Charge shot 1: hold till arm glows blue, a quick shot that knocks an enemy of its feet, or if already knocked of its feet, flings them into the air. Also good at countering some attacks.
 * Charge shot 2: hold till arm glows pink, a more powerful shot that ignites small enemies and can damage multiple enemies, good against mephistos or Fausts.
 * Charge shot 3: hold till arm glows red, the most powerful shot, hits enemy with small shock wave (invisible) and damages surrounding enemies, after a 3 second delay sends enemy sky high or stuns them.

The Devil Bringer
Nero's trade mark and source of his natural magical power, a versatile tool that makes combo stringing easy when mastered.


 * Buster: press, an uppercut that grips enemies, is followed by a throw or hold.
 * Hold: press and hold after a grab, allows one to use and enemy as a shield, difficult to find appropriate areas of use, but good for immobilizing some enemies.
 * Throw: press after a grab, allows one to deliver a powerful finish to an enemy, throws are different for enemies great combo finisher.
 * Snatch: and, a versatile trick, launch a ghost arm at an targeted enemy and yank them towards you, can be performed in air, good for starting combos

Devil Trigger
Press. Nero's ghost arm animates into a ethereal samurai, adds double slashing capability, and extends Bringer throws.


 * Maximum Bet:, pull back,  and  simultaneously. An attack that surrounds you and attacks enemies, good for extending your combos into SS ranks after a good combo.
 * Ultimate Showdown:, push forward,  and  simultaneously, a attack that performs a set combo of extreme lethality, great for catapulting a combo even further on medium sized enemies or ground based bosses.

Our old 'Fiend?' Dante
What? Dante's a bad guy? Well you're going to have to play the game to find this one out, but soon you will switch between Nero to Dante and back track through the game. Is this a good thing? Tired of Nero's "linear" fighting style? Well Dante's is frantic; take Nero's move list, multiply by 4, and that's about how many moves this guy can do! There's the returning style system from DMC3, but instead of switching at an altar you switch with the directional buttons. This can either be good or bad based on your preferences, either its good because now you can instantly switch between "Trickster" and "Swordmaster" and dish lightning speed punishment, or you can say this will make things messy. Both are correct, Dante can pull off some of the longest combos, but this doesn't mean that you're super owning. I personally find fighting fast is really hard with Dante; switching between styles, guns and devil arms to exact the most effective form of punishment, you have to be a fricking super computer to go at that pace, so fighting smart with Dante is crucial, match your output (gun, style, sword) to the correct enemy and use their most effective combos and tactics. If you can do this the combo points will slowly accumulate and you have a less likely chance that you will be hit when chaining them.

Dante's lowdown:

Rebellion
Dante's trademark sword. Appeared in DMC 2 and 3 (replacing force edge in DMC1) as your default weapon. One of the most easily grasped weapons of the game, boasts awesome speed and combo lengths with powerful finishers, combined with a Coyote-A it makes a mean "balance" fighter.


 * Reb. Combo A: &times; 3. An simple hard hitting 3 slash combo.
 * Reb. Combo B:, then, &times; 3. A surround spinning attack, great for attacking a small cluster of enemies.
 * Reb. Combo B mill stab: Reb. Combo B, then rapid . After a Combo B, stabs you sword into the closest enemy, great attack for intense combos on a single enemy.
 * Helm splitter: (in air) . Dive down into enemies and deliver this omnipotent attack, great finisher.
 * Stinger:, forward and . Drive straight into your enemies, great for closing distance and stunning small enemies.
 * High time:, backward and . Swing your sword into an upper-cut and rise into the air, great precursor for aerial combos.

Swordmaster style

 * Propeller: . A ground passed upper-cut twirl of you blade, good for stunning and string combos
 * Shredder: and "hold" after propeller. This is another oldie, but its revision makes it awesome, hold down the  button and you will keep twirling the sword for an extended amount of time, great for intense individual attacks and sometimes counters.
 * Air rave: (in air)