Devil May Cry Wiki

Editing

Balrog (Devil Arm)

1
  • The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit. If you are undoing an edit that is …
Latest revision Your text
Line 46: Line 46:
 
A special mechanic known as "Ignition" allows the weapon to light up on fire and deal additional fire damage to enemies: it is also a prerequisite for using the Swordmaster moves Real Impact and Pyromania. It also governs whether there is a visible fire trail to Rolling Blaze, though Rolling Blaze still deals damage even without Ignition. Balrog will enter the Ignition state if Dante scores ten sequential hits in Blow Mode (getting hit, evading or jumping will reset the count, dodging with Welter Move will not) or performs the "Heat Up" dance move in Kick mode for a short time. If the weapon is inactive for a period of time, the fire will fade away, and it will have to be ignited again. Balrog will voice a countdown as Ignition runs out. The duration before it expires can be upgraded.
 
A special mechanic known as "Ignition" allows the weapon to light up on fire and deal additional fire damage to enemies: it is also a prerequisite for using the Swordmaster moves Real Impact and Pyromania. It also governs whether there is a visible fire trail to Rolling Blaze, though Rolling Blaze still deals damage even without Ignition. Balrog will enter the Ignition state if Dante scores ten sequential hits in Blow Mode (getting hit, evading or jumping will reset the count, dodging with Welter Move will not) or performs the "Heat Up" dance move in Kick mode for a short time. If the weapon is inactive for a period of time, the fire will fade away, and it will have to be ignited again. Balrog will voice a countdown as Ignition runs out. The duration before it expires can be upgraded.
   
Blow Mode is a style resembling boxing: it is highly focused, short-ranged, and the less mobile of the two modes, with inferior ability to move between enemies. The basic attack is an infinitely repeatable machine-gun jab which triggers Ignition after ten hits: holding the button allows Dante to enter "Welter Move" which allows small side dodges that do not break the Ignition count as normal dodges do, with the option to end a dodge with a powerful counter-blow. The forward attack is a strong straight which does not knock enemies away, which can be followed with an uppercut that does. The air combo is three hits, the last of which is a down-strike that sends enemies to the ground.
+
Blow Mode is a style resembling boxing: it is highly focused, short-ranged, and the less mobile of the two modes, with inferior ability to move between enemies. The basic attack is an infinitely repeatable machine-gun jab which triggers Ignition after ten hits: holding the button allows Dante to enter "welter" while allows small side dodges that do not break the Ignition count as normal dodges do, with the option to end a dodge with a powerful counter-blow. The forward attack is a strong straight which does not knock enemies away, which can be followed with an uppercut that does. The air combo is three hits, the last of which is a down-strike that sends enemies to the ground.
   
 
The Swordmaster moves in this mode are mostly the same as previous gauntlet weapons. Middle Break is a powerful forward punch that will leave a brief swirl of wind in the air that stunlocks and deals damage over time: with Ignition, it will be a more powerful swirl of flames. The classic ground-slam punch is still present, but now only accessible in the air. Rising Dragon returns, but is implemented a little differently: by default it is just a lunging uppercut called Minimum Dragon, but if the player repeatedly hits the style button it can be performed at two additional levels of power, called Rising Dragon and Divine Dragon. In short, rather than being hold-to-charge, it functions rather like a [[Crazy Combo]] now. Balrog also has Real Impact: as in the previous games, it is a short-range punch with a long windup which will launch into a mighty jumping uppercut which scores two additional hits if the first hit connects. As in ''DMC 4'', it can be [[Distortion|distorted]] for additional damage.
 
The Swordmaster moves in this mode are mostly the same as previous gauntlet weapons. Middle Break is a powerful forward punch that will leave a brief swirl of wind in the air that stunlocks and deals damage over time: with Ignition, it will be a more powerful swirl of flames. The classic ground-slam punch is still present, but now only accessible in the air. Rising Dragon returns, but is implemented a little differently: by default it is just a lunging uppercut called Minimum Dragon, but if the player repeatedly hits the style button it can be performed at two additional levels of power, called Rising Dragon and Divine Dragon. In short, rather than being hold-to-charge, it functions rather like a [[Crazy Combo]] now. Balrog also has Real Impact: as in the previous games, it is a short-range punch with a long windup which will launch into a mighty jumping uppercut which scores two additional hits if the first hit connects. As in ''DMC 4'', it can be [[Distortion|distorted]] for additional damage.
  Loading editor
Below are some commonly used wiki markup codes. Simply click on what you want to use and it will appear in the edit box above.

View this template