
CHARACTER DESCRIPTION
The Devil Hunter Nero. DMC5‘s easy to learn and hard to master character. Nero has a decent set of fundamentals and a fairly high skill ceiling that makes him a good character to start learning DMC5 with if its your first time playing.
He does a great job of introducing core combat principles present on all characters without feeling too overwhelming. He also has his own unique mechanics that are very fun to use and engage with. He gives up some variety and damage output compared to Dante & Vergil, and he has a few enemies that he can potentially struggle to deal with. Which means it’s important to learn how to use Nero’s full set of tools if you want to get the most out of him.
Also, THE TIME HAS COME AND SO HAVE I.
Contents:
- Button Layout
- Movelist
- Standout Moves
- Nero’s Difficulty
BUTTON LAYOUT


Nero’s default buttons layout is OK. But given how useful Charge Shot is, it is recommended to map Gun Attack to a trigger and then move Devil Bringer to a face button so that you can hold down the gun charge while fighting. Moving Break Away to the directional pad and Devil Trigger to a trigger also helps normalize Nero with the rest of the cast.
But in any case, you should play with whichever button layout you are most comfortable with.
MOVELIST
Since the full movelist can be viewed at any point through the pause menu, the movelist here will aim to detail more practical uses and/or hidden properties for each move. Also, for the purpose of keeping this movelist concise, the red orb cost of moves and basic abilities that are available on all characters will not be listed here. Please view those in-game.
The damage values listed below are Dante Must Die difficulty Void Mode estimates tested on enemies with normal attack affinity. Lower difficulties increase player damage output and some enemies take more damage from different types of attacks, so please keep that in mind.
Special Abilities
Important skills that provide Nero with utility.
⮞Show/Hide Movelist
NAME | MOVE DESCRIPTION |
---|---|
Enemy Step | Command: Press the Jump Button when near an enemy while in the air.
Use enemies as a stepping stone to cancel any air move at any point. A fundamental component of combos. |
Air Hike | Command: Press the Jump Button while in the air
Performs a double jump. |
Table Hopper | Command: Lock-on + LeftStick Horizontally + Jump. (The same as Side Roll, but with Perfect Timing)
Performs a stylish invulnerable dodge. Can be followed up with Table Hopper 2 and 3 which are consecutive fully invul ground dashes that can be sent in any direction. |
Wire Snatch | Command: Lock-on + Devil Breaker
Sends out a wire to reel enemies in. If the target is a Heavy or Super Heavy weight class, Nero will instead grapple towards the enemy. Can grab enemies through their Armor. |
Red Queen

Nero’s primary melee weapon. Inflicts Slash Damage and is his bread and butter and his main source of attacks and damage. Has a good amount of tools allowing him to cover distance, launch and juggle enemies. Also has an invul move and moves with super armor.
Red Queen is fitted with a combustion engine which manifests in Nero’s movelist in the form of the Exceed mechanic. Pressing the Exceed button revs the sword which can store up to 3 Exceed stocks. The following Red Queen attacks will then consume stocks for increased power, hits and added Fire Elemental Damage. Special moves can consume up to 3 stocks at once for powered up EX versions.
Additionally, with the EX-Act & MAX-Act skills, you can use Exceed while attacking with Red Queen to gain stocks. This applies to every Red Queen attack. The Exceed Window for each attack is unique but can be thought of as “the moment the attack hits”. Practice the timing and keep the heat on.
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NAME | DMG | MOVE DESCRIPTION |
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Red Queen Combo A | 140 | Command: Melee Attack x4
Basic 4 hit combo with the Red Queen. Final hit causes knockback. |
Red Queen Combo B | 322 | Command: Melee Attack, delay, Melee Attack repeatedly
Up to 8 furious bashing strikes with the Red Queen. Finisher causes knockback and ends with a cool pose. |
Red Queen Combo C | 210 | Command: Melee Attack x2, delay, Melee Attack x4
Stylish 7 combos swinging the Red Queen around Nero. Decent area of effect. Final hit causes knockback. |
Red Queen Combo D | 225 | Command: Melee Attack x3, delay, Melee Attack
Same as Combo A but with a harder finisher that ground bounces enemies. |
Aerial Combo | 150 | Command: Melee Attack x3 in the Air
3 hit Aerial Combo with Red Queen. Final hit sends enemies downward and causes knockdown. |
Roulette Spin | 225 | Command: Melee Attack x2, delay, Melee Attack in the Air
Rising spin attack that has height gain. |
High Roller | 45 | Command: Lock-on + LeftStick Back + Melee Attack
Launches enemies into the air. Hold Melee Attack to follow them upwards. |
EX High Roller | Lv1:54 Lv2:82 Lv3:113 |
Command: Lock-on + LeftStick Back + Melee Attack with Exceed Stocks
Exceed powered High Roller. Each stock multiplies the amount of times the special move is performed. Launches enemies into the air. Hold Melee Attack to follow them upwards. |
Streak | 60 | Command: Lock-on + LeftStick Forward+ Melee Attack
Rushing attack that moves forward and slahes with Red Queen. Causes knockback. |
EX Streak | Lv1:72 Lv2:180 Lv3:216 |
Command: Lock-on + LeftStick Forward+ Melee Attack with Exceed Stocks
Exceed powered Streak. Each stock multiplies the amount of times the special move is performed. Causes knockback. |
Split | 37 | Command: Lock-on + LeftStick Back + Melee Attack in the Air
Helm Breaker. Sends enemies downwards with the final hit on the ground causing knockback. |
Double Down | Lv1:78 Lv2:117 Lv3:162 |
Command: Lock-on + LeftStick Back + Melee Attack in the Air with Exceed Stocks
Exceed powered Split. Each stock enhances the damage of the attack. Sends enemies downwards with the final hit on the ground causing knockback. |
Calibur | 60 | Command: Lock-on + LeftStick Back-to-Forward+ Melee Attack in the Air
Aerial Streak. Flies forward and slashes enemies causing knockback. |
EX Calibur | Lv1:72 Lv2:108 Lv3:150 |
Command: Lock-on + LeftStick Back-to-Forward+ Melee Attack in the Air with Exceed Stocks
Exceed powered Calibur. Each stock enhances the damage of the attack. Flies forward and slashes enemies causing knockback. |
Shuffle | 60 | Command: Lock-on + LeftStick Back-to-Forward+ Melee Attack
Steps back and then leans in with an upwards sword slash that knocks enemies upwards and away. |
EX Shuffle | Lv1:72 Lv2:108 Lv3:150 |
Command: Lock-on + LeftStick Back-to-Forward+ Melee Attack with Exceed Stocks
Exceed powered Shuffle. Each stock multiplies the amount of times the special move is performed. Steps back and then leans in with an upwards sword slash that knocks enemies upwards and away. |
Payline | 50 | Command: Lock-on + LeftStick Forward+ Melee Attack in the Air
A divekick that surprisingly does not knock enemies away. Restands grounded enemies. Has super armor. |
EX Payline | Lv1:65 Lv2:127 Lv3:180 |
Command: Lock-on + LeftStick Forward+ Melee Attack in the Air with Exceed Stocks
Exceed powered Payline. Each stock enhances the damage of the attack. A divekick that surprisingly does not knock enemies away. Restands grounded enemies. Has super armor. |
Hard Way | 100 | Command: Hold Melee Attack, release when Red Queen shines
Leaps to an enemy and smacks them downwards causing ground bounce. Nero moves quite far. Has super armor. |
Blue Rose

Nero’s double barreled revolver and his go-to for ranged attacks. Inflicts Piercing Damage, fires twice and has a powerful charged shot as well as decent crumple stun potential on the hollow tip bullets ‘High Shot‘.
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NAME | DMG | MOVE DESCRIPTION |
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Normal Shot | 18 | Command: Gun Attack
Fires 2 bullets at once. Blue Rose can juggle heavier enemies. |
Color Up | – | Command: Hold Gun Attack
Loads the hollow tip ammo used for High Shot into Blue Rose. |
High Shot | 75 | Command: Gun Attack while having stocks in the Bullet Gauge
Uses the ammo loaded into Blue Rose from Color Up. Fires powerful hollow tip ammo that inflicts crumple stun on enemies. |
Charge Shot | Lv1:125 Lv2:175 Lv3:325 |
Command: Hold Gun Attack and then release when Nero’s left arm glows.
Fires powerful Charged Shots that serve as mines that stagger targets then explode, causing knockback. Will launch grounded enemies instead. Each charge level is stronger than the last, with Lv3 planting an additional mine that will launch enemies upwards after a few seconds. |
Devil Bringer

Devil Bringer as well as Devil Trigger related moves and passive abilities.
⮞Show/Hide Movelist
NAME | DMG | MOVE DESCRIPTION |
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Devil Trigger | 50 | Command: Devil Trigger button with at least 3 blocks of DT
Pulls Nero’s Devil Trigger. Increases speed, power, defense, gains HP recovery, super armor and adds summon swords to ranged attacks. Can be used to cancel certain moves like Calibur. DT activation has invul when the animation plays out. |
Flat Top | – | Command: Press the Jump Button while in the air after Air Hike.
Performs a triple jump. Continue to hold the Jump Button to glide afterwards. |
Snatch | – | Command: Lock-on + Devil Bringer
Sends out a hand to reel enemies in. If the target is a Heavy or Super Heavy weight class, Nero will instead grapple towards the enemy. Can grab enemies through their Super Armor. The same as Wire Snatch. Becomes Dual Snatch while in Devil Trigger. Allows Nero to reel in 2 nearby Demons at once. |
Buster | Enemy dependent |
Command: Devil Bringer while near an Enemy. Larger enemies will need to be stunned first.
Performs an enemy specific grab attack. Perform an alternate variation when airborne. Gets buffed in Devil Trigger and becomes Devil Buster. One of Nero’s power attacks. Depending on the enemy, you can press the Devil Bringer button repeatedly to deal more damage. (Exceed button on Empusa Queen & Artemis boss) |
Hold | – | Command: Devil Bringer while near an Enemy. Larger enemies will need to be stunned first.
Holds up an enemy and uses them as a meat shield. Defends Nero from damage on his front right side. All enemy weight classes that aren’t Super Heavy or Bosses (or ambient demons) can be Held. |
Summoned Swords | 7 | Command: Gun Attack while in Devil Trigger.
Sends a spinning blade fragment at the target along with gunfire. Can also be performed during any action while in DT. Charge Shots release multiple Summoned Swords at once. |
Bringer Claw | +0.5x of corresponding attack | Command: Melee Attack while in Devil Trigger.
Follows up melee attacks with phantom slashes. Happens automatically on Red Queen attacks in DT. |
Bringer Knuckle | 15 | Command: Devil Bringer during certain actions.
A phantom punch that locks enemies down while Nero performs other actions. The easiest way to understand Bringer Knuckle is to use it during an attack that has knockback like Streak/Calibur and watch how it keeps Light & Medium weight enemies in place. Gets buffed in Devil Trigger and becomes Double Bringer Knuckle and hits twice. |
Maximum Bet | Lv1:175 Lv2:580 Lv3:1060 |
Command: Lock-on + LeftStick Back + Melee + Devil Breaker while in Devil Trigger. Costs 1 Block of Devil Trigger Creates a wide X projectile that travels far and has knockback. Has 2 more levels of charge and each level adds width, damage and hits. |
Showdown | 1260 | Command: Lock-on + LeftStick Forward+ Melee + Devil Breaker while in Devil Trigger. Costs 2 Blocks of Devil Trigger After a long startup, Nero draws a not-Yamato and performs a dual blades combo along with the Red Queen. The rest of the combo will not come out if the first hit whiffs. You can use Bringer Knuckles during the startup. The final strike has an Exceed window. |
Devil Breakers
Nero’s prosthetic arms that provide him with a wide variety of attacks and abilities. He can hold up to 8 total and he can only cycle through them by, as the name implies, breaking them. Break Away which has it’s own dedicated button, blows up your currently equipped arm to escape damage via a large invul window but this should only be used as a last resort or if you want to quickly change arms. Use Devil Trigger activation instead for quick access to invul.
Each arm has a Break Age skill which functions as a power move for that corresponding arm, but breaks it in the process. Your currently equipped arm can also break if you get hit while you are using it or while you are holding down the Devil Breaker button to charge a Break Age. Use your breakers cleverly, and with care.
Overture

An easy to use Devil Breaker that deals Blunt Damage. Its primary attack changes depending on the position of the enemy and its knockback can be stopped with Bringer Knuckles depending on enemy weight class.
⮞Show/Hide Movelist
NAME | DMG | MOVE DESCRIPTION |
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Battery | 140+ | Command: Devil Breaker
An electric charged palm strike. The move changes depending on the state of the target. If enemy is above of Nero, Battery will cause knockback. If enemy is above, Battery will launch. If enemy is underneath, Battery will ground bounce. If the enemy is standing near a wall Battery will cause crumple stun. |
Exploder | 365 | Command: Hold Devil Breaker, then release when Nero’s right arm glows.
Break Age attack. Implants the armed Overture into the enemy in front of Nero and then causes knockback. The Overture arm will now function as a time-bomb that can be detonated with gunfire or other certain ranged attacks. When it detonates, it launches the target upwards. If Nero misses when trying to implant the arm, it will not be consumed. |
Gerbera

A movement based Devil Breaker that provides Nero with invul dodges. Shockwaves deal Blunt Damage and can carry enemies in the direction Nero dodges. Gerbera GP-01 which was one of the DLC arms has a different variation of the Jocky which has a more utility than the original one.
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NAME | DMG | MOVE DESCRIPTION |
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Jocky | 25-50 | Command: Devil Breaker or LeftStick+Devil Breaker
With no directional input, creates a brief shockwave shield in front of Nero that can parry attacks or send projectiles back and causes knockback. |
Jocky (GP-01) | 25-50 | Command: Devil Breaker or LeftStick+Devil Breaker
With no directional input, Nero sends himself vertically upward and launches any nearby enemies with him too. If used with no direction input in the air, Nero sends himself downward along with nearby enemies. Both variations have invul. |
Stamen Ray | 775 | Command: Hold Devil Breaker, then release when Nero’s right arm glows.
Break Age attack. Fires a powerful laser and gives them a taste of the good shit. |
Petal Ray | 460+ | Command: Hold Devil Breaker, then release in the air while Nero’s right arm glows.
Air Break Age attack. Fires multiple laser projectiles that ricochet off floors and walls. Considerably more devastating in enclosed spaces and smaller rooms. |
Punch Line

A rocket punch with homing capabilities that deals Blunt Damage. Nero can ride the rocket arm like a skateboard and perform a variety of tricks.
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NAME | DMG | MOVE DESCRIPTION |
---|---|---|
Jet Gadget | 146+ | Command: Devil Breaker
Sends out Punchline to orbit around the target dealing damage. If an enemy is caught with the punching part of the attack, it will cause knockback. You may call it back with the Devil Breaker button. Holding Devil Breaker as Punchline returns to Nero will let him ride on top of it as if it’s a skateboard. (You can ride on it for longer at higher style ranks) While riding on Punchline you can perform tricks with Melee, Gun and Devil Breaker. You can swing Bringer Knuckles with the Devil Bringer button and dismount with the Jump button. Use Gun Attack button while riding to quickly change direction. |
Boost Knuckle | 750 | Command: Hold Devil Breaker, then release when Nero’s right arm glows.
Break Age attack. A high powered uppercut using all the propulsion power in Punchline. Long startup, but launches Super Heavies and even knocks some bosses off their feet. If you do it in the air, you can send enemies crashing into the ground with a downwards strike. Can swing Bringer Knuckles during startup. |
Tomboy

An arm that overhauls Red Queen & Blue Rose on activation. It disables lock-on while active and can be a bit rough to handle without technique, hence the name.
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NAME | DMG | MOVE DESCRIPTION |
---|---|---|
One Night Stand | 25 | Command: Devil Breaker
Activates Tomboy to power up Red Queen & Blue Rose allowing access to the special attacks listed below. Press the Devil Breaker button again to deactivate. If you are close enough to an enemy in the air, the activation can be canceled with Enemy Step. |
Rendezvous | – | Command: Hold Devil Breaker, then release when Nero’s right arm glows.
Break Age action. Activates Tomboy to power up Red Queen & Blue Rose allowing access to the special attacks listed below. Even if you take damage while Tomboy is active, it will not break. But it will break after a certain amount of time. Cannot be deactivated by using the Devil Breaker button. |
EX Shot | 40 | Command: Gun Attack while Tomboy is active
Fires powerful penetrating shots that can be aimed. Causes knockback. Also possible in the air. Can swing Bringer Knuckles while in aim stance. Recommended to pop DT if you feel threated while aiming and need some invul. |
EX Charge Shot | 125 | Command: Hold Gun Attack while Tomboy is active, release when gun barrel is orange.
Fires an even more powerful canon-like shot that penetrates enemies. Inflicts Guard Break and also causes knockback. |
Red Queen Combo EX | 1020 | Command: Melee Attackx7 while Tomboy is active
Swings the Red Queen wildly. Up to 14 strikes that increase in speed resulting in a spinning finisher that ground bounces the enemy. |
Red Queen Air EX | 185 | Command: Melee Attackx2 in the Air while Tomboy is active
A powered Helm Breaker that sends Nero and the enemy to the ground and causes knockback. |
Bloody Queen | 125 | Command: Lock-on + Melee Attack while Tomboy is active
A wide arc uppercut that launches enemies. Can be chained on successful consecutive hits. |
Bloody Queen Air | ~170 | Command: Lock-on + Melee Attack in the Air while Tomboy is active
Spins furiously to the ground and creates a bouncing explosion that launches enemies. More hits if higher. |
Helter Skelter

A straightforward but useful arm with guard break potential and an invul Break Age attack. Monkey Business, one of the DLC arms also functions like Helter Skelter.
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NAME | DMG | MOVE DESCRIPTION |
---|---|---|
Drill Rig | 30,78,203 | Command: Devil Breaker repeatedly
Drills into an enemy with Helter Skelter. Air OK. Seems to not be able to be parried by blocking enemies leading to relatively painless guard break. Has 3 levels of drill and a finisher that causes knockback. |
Drill Master | 265 | Command: Hold Devil Breaker, then release when Nero’s right arm glows.
Break Age attack. A rising uppercut that launches enemies. Has invul. Inflicts guard break on any and all hits. |
Ragtime

A special Devil Breaker that has the power to slow time. Does not deal damage, but offers an interesting ability that is exclusive to Nero.
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NAME | DMG | MOVE DESCRIPTION |
---|---|---|
Slow Sphere | – | Command: Devil Breaker
Creates a small time sphere that slows down everything that touches it. Does not work on bosses. |
Slow World | – | Command: Hold Devil Breaker, then release when Nero’s right arm glows.
Break Age ability. Slows down time for everything in the area, except you. Works on all enemies including bosses, projectiles and environmental hazards. |
Rawhide

A blade whip type arm that has good area of effect attacks while being easy to use. Buffs Wiresnatch while equipped to add a dropkick when Nero is unable to reel enemies in normally. You can also reel in Heavier Weights with Wiresnatch if they are staggering. Inflicts heavy stun damage.
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NAME | DMG | MOVE DESCRIPTION |
---|---|---|
Side Winder | 85 134 |
Command: Devil Breaker x3. Command: Devil Breaker, delay, Devil Breaker repeatedly. The rawhide becomes a whip of blades that Nero swings around himself with a decent area of effect. Inflicts some heavy stun damage. The final hit of both combos causes knockback. Air OK |
Loop The Loop | 305 | Command: Hold Devil Breaker, then release when Nero’s right arm glows.
Break Age attack. Snatches up nearby enemies for an area of effect swinging attack that throws them into the ground. Medium weight class enemies get launched, Heavies (excluding Lusachia, Judecca) get grounded. Super Heavy and bosses have a different large range spinning attack executed instead. |
Buster Arm

Powers up Nero’s Buster attack. Neo Buster doubles Buster damage on enemies (1.7x on bosses). Super Buster on bosses is a flat rate at 2.3x but the multiplier for normal enemies can vary from 5.25x to 15.0x depending on the enemy type. This arm is very strong.
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NAME | DMG | MOVE DESCRIPTION |
---|---|---|
Neo Buster | Enemy dependent |
Command: Devil Breaker while near an Enemy. Larger enemies will need to be stunned first.
Performs an enemy specific grab attack. Perform an alternate variation when airborne. The Buster Arm will break if you get hit while using it. |
Super Buster | Enemy dependent |
Command: Hold Devil Breaker, then release when Nero’s right arm glows while near an Enemy. Larger enemies will need to be stunned first.
Break Age attack. Performs an enemy specific grab attack. Perform an alternate variation when airborne. Very high damage, and the arm won’t break if you get interrupted during the attack. |
⮞Show/Hide Super Buster DMG info
Super Buster DMG Multiplier |
ENEMY NAME |
---|---|
15.0x | Empusa, Green Empusa, Red Empusa, Hell Caina, Hell Antenora, Pyrobat, Hellbat, Riot, Chaos, Fury, Baphomet, Lusachia, Nobody |
8.0x | Death Scissors, Scudo Angelo, Proto Angelo |
5.25x | Empusa Queen, Hell Judecca, Behemoth, |
Pasta Breaker

A DLC Devil Breaker that allows you to cycle other Breakers in Nero’s magazine. At a glance, it seems to copy attacks from Punchline and Overture, but Pasta Breaker ‘s ability to shuffle the rest of your breakers around make it worth trying.
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NAME | DMG | MOVE DESCRIPTION |
---|---|---|
Pasta Jet | 73 | Command: Devil Breaker
Sends out Pasta Breaker at an enemy. Unlike Punchline, it doesn’t cause knockback and it digs into them on its round trip path back to you. |
Pasta Mix | 205 | Command: Hold Devil Breaker, then release when Nero’s right arm glows.
Break Age attack. Implants the Pasta Breaker into the enemy in front of Nero and then causes knockback, but the fork will continue to dig into the target keeping them airborne if they aren’t a Super Heavy or a boss. It then launches the target upwards on its final hit. |
Sweet Surrender

A DLC Devil Breaker with a healing function. No other attack or utility options.
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NAME | MOVE DESCRIPTION |
---|---|
Brief Relief | Command: Devil Breaker
Turns on the Sweet Surrender allowing you to slowly gain HP over time. Press Devil Breaker again to turn it off. Taking any hit while it’s active will break it. |
Sweet Release | Command: Hold Devil Breaker, then release when Nero’s right arm glows.
Break Age ability. Jerk the Sweet Surrender off your arm to blow your load all over the floor healing a bit of HP all at once. |
Mega Buster

A DLC Devil Breaker that fires shots that deal Piercing Damage. Changes Nero’s Side Roll and Jump animations to resemble Mega Man.
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NAME | DMG | MOVE DESCRIPTION |
---|---|---|
Mega Shot | 7, 60 | Command: Devil Breaker
Become the blue bomber with rapid fire shots from your arm canon. A charge builds up over time which powers the Mega Shot and deals more damage and hits. You can even run and jump shoot! |
Mega Charge Shot | 400 | Command: Hold Devil Breaker, then release when Nero’s right arm glows.
Break Age attack. A high powered, penetrating Mega Shot that causes knockback. Inflicts guard break. |
Taunts
Gain Devil Trigger gauge while provoking nearby enemies.
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NAME | DMG | MOVE DESCRIPTION |
---|---|---|
Provocation | – | Command: Taunt Button
Performs a taunt depending on your current style ranking. Nero has taunts that can reload his hollow tip ammo, rev his Exceed or equip his hoody. |
Air Provocation | – | Command: Taunt Button while in Air
Jumps in an arc while doing an air skate trick. Has an Exceed window and is great for extending air time. |
Rainbow | 12 | Command: Taunt Button while in running on the ground
Hey Asshole! A low damage dropkick. |
EX Provocation | – | Command: Hold L3+Taunt Button
Taunt awarded for wasting money. The meme dance taunt. Extremely long but gains a fair bit of style. |
Special Provocation | – | Command: Press L3+Taunt Button
Taunt awarded for clearing Bloody Palace with Nero. Pulls a hoody over your head and becomes the one with power. Attack power increases per enemy defeated while in this state (unknown max value?). Cannot be used during DT. Hood comes off when you get hit or activate DT. |
Recovery Provocation | – | Command: Press L3+Taunt Button+Lock-on
Chews some gum which restores a little bit of HP. Can only be used once per mission. |
STANDOUT MOVES
Nero’s Unique Abilities
Special functions that only Nero can do.
- Buster. Damaging grab attacks that lets you bully demons.
- Hold. Demon meat shields.
- Snatch/Wiresnatch. Pulls enemies to you, or grapples to them if they’re too heavy. Pulls Lights and Mediums into an air combo through their Devil Trigger armor. Very useful.
- Bringer Knuckles. Lets you pick up lighter enemies out of knockbacks and pin them up during moves with long startup like Showdown and Break Ages.
- Devil Breakers. Riding rocket skateboards and aiming canons is something only Nero can do.
Invulnerability Skills
Abilities and moves that have invul frames on them allowing you to avoid damage.
- Jump
- Side Roll
- Table Hopper and followups
- Devil Trigger Activation
- Break Away
- Shuffle
- Gerbera – Jocky (not vanilla Gerbera neutral Jocky)
Parrying
You can use many moves to parry but the list below highlights ones that have the most ease of use. This depends on your playstyle and how well you can learn the timing of attacks.
- Split
- High Roller
- Shuffle
- Payline
- Red Queen Combo A first hit
- Gerbera – Jocky
Heavy Stun
Moves that build up the Heavy Stun gauge on enemies. When they get inflicted with Heavy Stun, they are unable to act for a while. It’s indicated by a blue bubble-like effect on the enemy’s head.
- Rawhide – Side Winder
- Rawhide – Loop The Loop
Crumple Stun
Moves that make standing enemies shudder, and then crumple to the floor. Useful for crowd control or ground time on some Heavier demons.
- High Shot
- Overture – Battery (only when enemy standing near wall)
Guard Break
Moves that break shields, and break through blocking enemies defenses.
- Maximum Bet
- Showdown
- Gerbera – Stamen Ray
- Tomboy – EX Charge Shot
- Helter Skelter – Drill Rig
- Helter Skelter – Drill Master
- Mega Buster – Mega Charge Shot
Super Armor
Moves that allows you to power through incoming attacks uninterrupted. You still take damage though.
- Payline
- Hard Way
- Devil Trigger state adds some super armor
Launchers
Moves that launch enemies upwards and let you combo them in the air.
- High Roller
- Charge Shot Lv3 2nd explosion
- Charge Shot only when enemy is grounded
- Overture – Exploder explosion
- Gerbera GP01 – Jocky ground neutral Jocky only
- Punchline – Boost Knuckle while on the ground
- Tomboy – Bloody Queen
- Tomboy – Bloody Queen Air final hit
- Rawhide – Loop The Loop
- Pasta Breaker – Pasta Mix final hit
Ground Bounce
Moves that hit enemies downwards and they bounce into the air off the floor. Less useful on Heavier enemies or when enemies are in Devil Trigger.
- Red Queen Combo D final hit
- Hard Way
- Overture – Battery (if enemy is grounded)
- Tomboy – Red Queen Combo EX final hit
Crowd Control
Useful for Legendary Dark Knight difficulty.
- Red Queen Combo C
- Rawhide – Side Winder
- Rawhide – Loop The Loop
High Damaging Attacks
Attacks that put up big damage in a relatively short space of time. What you should look for if you wanna deal damage to a boss when an opening arises.
- Charge Shot Lv3
- Buster
- Maximum Bet
- Showdown
- Overture – Exploder
- Gerbera – Stamen Ray
- Gerbera – Petal Ray especially in enclosed places
- Punch Line – Boost Knuckle
- Buster Arm – Neo Buster
- Buster Arm – Super Buster
NERO’S DIFFICULTY
Despite being a relatively straightforward character on paper, Nero has quite the learning curve if you want to get good with him. He is capable of functioning without his more complex mechanics like Exceed & Bringer Knuckles, but each of them add layers of depth to his combat style. Also, given how his Devil Breakers are on a fixed linear cycle, they can feel a bit restricted despite the variety they provide.
Overall, you need creativity, practice and knowledge of his Devil Bringers to master Nero.
Below is a list of concepts that constitute to Nero’s difficulty:
- Exceed window timing are different for every Red Queen move
- Given how useful Charge Shot Lv3, Break Ages and Hold are, Nero can end up holding down a lot of buttons at any given time
- Becoming familiar with the usefulness of Bringer Knuckles and the timing for them can be tricky
- His total number of attacks is a lot lower compared to Dante & Vergil, so he has less sauce to work with
- Breakers have useful abilities, but you don’t have free access to all them so you have to plan what to bring into a mission
- Deciding when to use Break Ages requires some thought and foresight for the rest of the mission/boss fight
- You have to release Lock-on to use Breakers or else you get Wiresnatch
- Nero’s damage output is generally slightly below average
- Nero’s high damaging moves require some kind of resource (Break Age, DT stock)
- No reliable access to inflicting Hard Knockdowns on demons
- Red Queen’s bonus hits gained from Exceed and during Devil Trigger can actually work against Nero on demons like Fury and Lusachia that allow a certain number of hits before they teleport away
For more information on Nero enemy strategies or how to approach certain demons or bosses, please have a look at the DMC5 Demon DB or the DMC5 Boss DB.