Nero

Nero is a seasoned demon hunter who runs the demon killing business Devil May Cry alongside his Devil Breaker mechanic, Nico. He is a half-demon who wields a "motorized" flaming broadsword named Red Queen, and totes an armor piercing revolver dubbed Blue Rose. At his mechanical disposal are his Devil Breakers, in which he has many. Some that shock and explode his enemies, or shred them to pieces while reeling them closer, or ones that let him go for wild ride. Nero made his debut in Lawl Hajime June 23rd, 2019, and was the second addition to the roster. Up until now, Nero was the last set to have been done and has since been revised.

Intro: Jet Gadget (Here’s The Punchline)
Nero flies onto the stage on Punchline.

What’s “new”:
Nero’s neutral ground and air attacks can chain into combos like in his source material. When timed correctly, Nero will flash briefly. Combos will leave opponents in the crumbling state, with the input moves being the effective finishers. It’s also possible to cancel out combos into the air or ground finishers, and finishers into each other with strict timing.

Ground
A,A,A,A (Red Queen Combo A)

A→A,A,A,A (Red Queen Combo B)

A,A→A,A,A,A,A (Red Queen Combo C)

A,A,A→A (Red Queen Combo D)

QCF+A (Streak)

Air
A,A,A (Aerial Combo)

A,A→A (Roulette Spin)

DP+A (Split/Double Down)

HCF+ A (Calibur) (Air or Ground)

QCB+A (Payline)

* Nero also possesses a triple jump, where he hovers after the third jump.

Neutral B: Blue Rose
Nero shoots the opponent with his revolver, Blue Rose, which does 3% damage, as guns don’t do too much damage in DMC. Blue Rose can be used to hold opponents in the air to follow up with air combos. Holding the Neutral button will charge up Blue Rose and the attack will do 15% damage and cause knock back.

Down Special: Exceed
Pressing Down Special will fill up the Exceed Gauge by Nero’s HUD. With all three lamps filled, the next three neutral attacks will be faster and hit harder, adding an extra 5%. His Red Queen will also ignite with flourishing flames, adding fire damage to his attacks. But neutral attacks aren’t the only thing that get buffed. His aerials also become stronger the higher the gauge is filled. His “Split” move becomes “Double Down” if any lamp is filled, Calibur sends him farther, Roulette Spin adds an extra hit to the attack, and Payline pins the opponent into the ground.

Max-Act is possible by inputting RDP+B, rather than holding it. This will make Nero swing his Red Queen whilst revving it. It has an 50% chance of filling up the gauge to max, otherwise it does 4% damage. There is a very small chance of Max-Act spiking opponents and dealing a critical hit. Nero can move freely after a Max-Act swing, leading to fast, hardhitting combos. (Can also be done in the air)

Up Special: High Roller/Bloody Queen
Nero propels upward with Red Queen, dealing 13% damage on impact. With a full Exceed Gauge, High Roller hits three times, dealing an extra 10% with fire damage, as well as propelling him higher.

By doing TK+B at the peak of High Roller or Roulette Spin, Nero will activate Tomboy and rapidly spin towards the stage, dealing 6-14% damage to anyone in his path.

Side Special: Wire Snatch/Battery
Nero grabs the opponent with his wire and pulls them closer, dealing 4% of electric damage. Pressing Forward+B with the opponent in his hold will allow Nero to knock the opponent back with Overture, doing 12% electric damage. Back+B has Nero use Battery to stick Overture onto the opponent like a bomb and knock them away, the bomb detonates after 3 seconds, doing 18% damage. Nero’s wire can also be used as a tether.

Critical Parade: Devil Trigger
Nero transforms into his DT form and charges up his Maximum Bet move. After that he sends a large shockwave across the stage, with anyone caught by it being dragged off the stage. Anyone standing near Nero when he DT’s will be dealt 9% damage, while the shockwave does 70-100% damage.