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Something I messed around with while figuring out the Devil Breakers. My primary concern with them is how they--on their own--augment what Nero can do, pretty much disregarding the damage and any specific use case. I'm also not interested in the big damage long animation specials that they all have. Timestamps and my take on the Devil Breakers... 00:02 Overture Big ass hitbox with slight variations depending on the position of the enemy relative to Nero and the environment. 00:25 Gerbera & Gerbera GP01 It gives Nero an alternate means of movement independant of any target. GP01 removes the neutral push and replaces that with pure vertical dashes. 00:53 Punch Line Able to continuously stagger enemy although not too reliably, and rocket arm surfing. The timing for when Nero can call back the arm is still something I can't quite get used to. 01:30 Helter-Skelter Hitbox is notable for parrying by accident. I'm more interested in how it moves Nero forward without pushing back enemies like Calibur does. 01:48 Tomboy Changes how Nero works entirely. It's convenient to combo in and out of it in the air, less so on the ground. Not too much variety in the moveset though. 02:20 Buster Arm Gets completely replaced by Devil Bringer. Buster Arm forces Devil Bringer to release held enemies thus making it entirely obsolete for both to exist at the same time. 02:34 Rawhide A rather limited melee moveset. It tends to slightly displace enemies closer to Nero. 02:50 Ragtime There's potential for interesting setups thanks to the auto-tracking. 03:19 Pasta Breaker Pushes then pulls in grounded enemies. The same doesn't apply to enemies in midair unfortunately. 04:01 Sweet Surrender ... 04:23 Mega Buster A secondary projectile with no vertical tracking. P/S: Some of the "combos" are more planned out than others, with Buster Arm and Sweet Surrender basically included for completion's sake. I recorded these over the span of multiple days and lost track of how often I used the drop kick move.