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Tomboy

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Tomboy is unlocked at the start of [[Devil May Cry 5 walkthrough/M06|Mission 06: Steel Impact]] along with the Buster Arm. Following this, Tomboys will spawn randomly in missions along with other Devil Breakers, and can be purchased in the store for 1000 [[File:DMC5 Red Orb.png|20px|link=Orbs#Red Orb]].
 
Tomboy is unlocked at the start of [[Devil May Cry 5 walkthrough/M06|Mission 06: Steel Impact]] along with the Buster Arm. Following this, Tomboys will spawn randomly in missions along with other Devil Breakers, and can be purchased in the store for 1000 [[File:DMC5 Red Orb.png|20px|link=Orbs#Red Orb]].
   
Tomboy is functionally unique among the Devil Breakers: it is a device for supercharging Nero's weapons, at the expense of decreased control of them. All the Devil Breaker button does is toggle Tomboy on and off, with a short air guitar-like animation for changing state.
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Tomboy is functionally unique among the Devil Breakers: it is a device for supercharging Nero's weapons, at the expense of decreased control of them. All the Devil Breaker button does is toggle Tomboy on and off, with a short air guitar like animation for both.
   
While Tomboy is activated, Nero cannot rev Red Queen, perform EX Act or MAX Act, or use Color Up or Charge Shot. The EX meter will be preserved in whatever state it was when Tomboy was activated, and is not used for Tomboy-powered strikes: similarly, shots with Tomboy do not deplete the Color Up ammo gauge. Any Charge Shot built up will be lost when Tomboy is activated.
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While Tomboy is activated, Nero cannot rev Red Queen, perform EX Act or MAX Act, or use Color Up. The EX meter will be preserved in whatever state it was when Tomboy was activated, and is not used for Tomboy-powered strikes: similarly, shots with Tomboy do not deplete the Color Up ammo gauge. Any Charge Shot built up will be lost when Tomboy is activated.
   
 
With Tomboy active, Nero's basic sword swings are clumsier and shorter-ranged, but deal increased damage: the basic 7-hit combo ends in a massive ground slam that throws smaller enemies into the air. The air combo starts with a single rolling strike, with the second hit a to-ground strike which is basically a powered-up Split.
 
With Tomboy active, Nero's basic sword swings are clumsier and shorter-ranged, but deal increased damage: the basic 7-hit combo ends in a massive ground slam that throws smaller enemies into the air. The air combo starts with a single rolling strike, with the second hit a to-ground strike which is basically a powered-up Split.
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