badcrumble
Member
All those plus the newer Vergil moves in DmC.
I like Osiris too even though it uses moves from other weapons. I always wanted a true Scythe weapon for a DMC game.
Yeah, the Vergil moves are quite cool. [Nevan's totally a scythe, though! ]
Something I'd find really cool to add if the series were to retain its focus on launching/juggling/aerial combo chaining and crowd control that DmC focused so heavily on, by the way, would be ways for enemies to fill out their own aerial movesets. I don't mind the basic concept of the game focusing more and more on juggling and aerial combat, but the reason those things worked well when they were more challenging to do was because the majority of enemies are basically helpless when they're airborne. I'd love it if an enemy you knocked into the air could counter you with a Killer Bee-esque move, for example, or break out of your midair combo and start hitting you back *before* descending to the ground.
If there's a way forward for greater advancement of the series, I think it's less about additions to the playable-character moveset (which has been maturing quite reliably) and more about enhancing the way enemies work. I think giving them their own set of aerial moves could potentially be a great focus for DMD-exclusive enemy moveset stuff as well - removing juggling as a stun-based crutch (by making certain enemies punish you for it, or at least giving them reliable countermoves for it) would be really awesome and force you to seriously think on your toes, and I personally find that more fun than just making it more difficult to get enemies into the air.
I understand the importance of juggling to the combo video scene, but that's why enemy behavior would still need to be predictable - it'd look even more stylish if, for example, a certain enemy counters your juggle move by teleporting to right behind your head, so in the same combo as the launch you could also ready your counterattack for what you know they're going to do and make sure that they teleport right into the middle of your next move.