Stuff like this isn't unusual in games, especially for Capcom.
Combos were also a glitch in Street Fighter at first.
Yep and I think it's a testament to gaming as a medium. Graphics, sound, GUI etc etc can be outdated, but if the gameplay/mechanics are good, then that alone will keep the series alive and it'll never age. It's why 13 years on Melee is at EVO. It's why 25 years on GAMEAcho is still hugely popular showing SF2: Turbo matches 25 years on after the game came out.
I hate their business practices, but Capcom really have their shit down when it comes to high quality games. Even in Resident Evil(Mercenaries) it has a community that have that study the game the same was as we do with frame data and hitboxes.
The fact that a lot of people don't know half of the mechanics in DMC is just a testament to the fountain of depth that the series has, and the limitless potential it has to offer you as a player.
Yeah indeed. I honestly can't even imagine what will happen to DMC4 once we see Vergil. This is going to be fucking huge.
And that much stems mostly from what we talked about several pages ago: these games (much like most competitive fighting games) don't do the best job teaching the player about everything that they're capable of on even a middle-tier level of understanding, let alone something more advanced.
But that's the thing, you can only teach so much. I cannot praise Tekken Tag 2, Skullgirls and Guilty Gear xRD enough over their tutorials(even SFxT gave you gems to block and do combos for you). They go through every single thing that you'll need to the point that Guilty Gear xRD even shows you how to escape Milia's unblockable/hard-to-blockable, but if you don't have the dedication to learn, you'll forever be stuck in that rut. It's an unpopular opinion of mine but fighting games over the last 5 years have really gone out of their way to make some of the best tutorials that no over genre even does and yet, it's still considered a genre people find hard to learn. Honestly, those games and their tutorials are to be commended for the amount of effort that even myself can find something new about. But fighting game have had this stigma since they came out. Like I said, it's an unpopular opinion but you have to be motivated(no bad Vergil pun intended) to learn these types of mechanics.
To go back to DMC4, nothing was explained but how exactly do you explain a glitch that even the developers didn't know about?
Inertia Rainstorm
Start at:
(Guns) Ebony and Ivory
(Arms) Rebellion
[Use Mega scarecrow to practice]
First switch to Swordmaster > Perform High Rise(hold) > Toggle to Gilgamesh > Perform Full House (on hit) > Toggle to Gunslinger > *Use special attack* immediately. The inertia frames will be active but let Dante perform a rainstorm over the opponent.
That's the most basic version of I.R too. Explaining that? Even to DMC fans? Always worth a try but I think it's to forums and YouTube honestly. Heck, DMC4 team should try for sure, but it'll get overlooked. Keep in mind DMC4 does have mini tutorials on the menu.
Edit:
And trials and challenge modes in fighting games become obsolete after week 1. I do think something similar to trials and challenges can be used to give an intermediate foundation of the mechanics, which is a lot better than what's currently available.
True but missions by default are something nearly every fighting game player ignores. They're great at setting you up for what the character can do but their practicability, use of meter and spacing is generally unfeasible to do in a real match. Plus when you have 3 years to refine Zero May Cry, you see why developers can only spend so long on making missions. The community is always better than the developers.