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Nelo 2 (M11)

Boss Attacks

As Nelo 1's, except: 

PP-High Time combo - Nelo will swing his body round and do a low punch, followed by a rapid, Magma Drive-style, uppercut. He will always follow these two fast punches with either a grounded or rising High Time – the rising High Time can be followed by a downward slash or diagonal kick .  

PK combo – A slower combo than the one above, Nelo will swing his body round clockwise, do a gut-level punch, then swing his body round clockwise for a Roundhouse-style kick. This is normally a stand-alone combo, after which Nelo will always taunt.  

The Battle

Pretty much everything written in the Nelo 1 battle section is applicable to Nelo 2. The main differences are that the fight takes place in a different arena and that Nelo doesn't teleport up to a higher tier at preset stages of the battle. When fighting Nelo 2, you should stick to the upper level between where you used the Sign of Chastity and the door you entered through. The only reason to go down to the lower level is to pick up a green orb which is down there - otherwise, it's not a good place to fight Nelo as the camera angles are even worse there than they are at the top.  

Should Nelo teleport up to the narrow ledge running around the arena, don't follow him up there, but grenade-roll from below instead. If he blocks - you'll know by the clanging sound - then you can safely charge up a Meteor Lvl 2. That'll bring him down in a hurry.  

If you want to use Sword-Cancelling, be aware that Nelo 2 blocks in half the number of consecutive hits that Nelo 1 does - 8-10 hits instead of 17-19. You will need to jump away after every 8 slashes to trigger a blue meteor, not 16. 

Otherwise, that just about covers the differences between Nelo 1 and 2! Nelo 2 also has a bit more health, but nothing you're likely to notice.  

As I gave only Alastor strategies in the Nelo 1 section, this time around I will concentrate exclusively on Ifrit. It doesn't matter if you don't have all of the abilities I mention - just use alternative strategies for now. Besides, there are some combos which include few or none bought Ifrit abilities.  

Here are some Ifrit combos for when you get an opening on Nelo's front - only begin them when he is taunting or stunned. Or at the beginning of battle, where Nelo 2 always opens with a taunt right in front of you.  

1. [DT first of all] > Grenade -> fully-charged Ifrit punch -> uncharged Magma Drive > repeat  

- The only tricky part is in setting this combo up, but if you start it at the very beginning when Nelo is taunting, you should be all right. Otherwise, you'll want to only partially charge the punch, since Nelo can recover before he is stunned. Once the combo is in motion, then you can fully charge up the punch every time.  

This combo is a near infinite Ifrit loop, since the uncharged MD parries Nelo for a stun nearly every single time - the only time it doesn't are the rare occasions when Nelo comes out with a different attack. On those occasions, you should jump away and resume the combo when you get an opening again. 

The MD can be substituted with an uncharged Ifrit punch, though that's not quite as effective at stunning Nelo.  

2. [DT first of all] > Grenade -> Inferno -> Auto-Combo -> Grenade -> [jump over the blocking Nelo] -> Inferno on Nelo’s back 

- Here's a combo which will do humungous damage! If you do it at the beginning of battle, jump straight up to do the Inferno, as, if you jump forwards, you'll bump into Nelo. This is for when you have DT to burn. If you DT-cancel the second Inferno (press L1 immediately after inputting the command for the Inferno), you can do this entire combo for 6 runes, otherwise it'll take 8 runes.  

3. [DT first of all] > Inferno -> Auto-Combo -> double taunt 

- This is a less damaging but more DT-friendly version of the above combo. The Auto-Combo will always make Nelo stagger backwards and then block - this gives you loads of time to do at least one double taunt. If you move a few steps backwards, you can sometimes fit in a second double taunt, depending on what Nelo does, but be prepared to cancel out of it to evade. 

4. [DT first of all] > Auto-Combo -> fully-charged Meteor Lvl 2 

- Normally it's hard to find the time to safely charge up a Meteor 2, but this combo will give you enough time. The Auto-Combo, as before, will make Nelo stagger backwards and then block. Meteor Lvl 2, incidentally, is the only attack in the game which can both break Nelo's block and damage him.  

5. [DT first of all] > Charged punch > uncharged PKK > repeat 

- The final 'K' of the PPKK combo will make Nelo block, while the charged Punch breaks the block (it doesn't cause any damage, though) and stuns Nelo. It's easy to get out of synch with this combo, which means playing it by ear to some extent - you have to judge when to charge a Punch or Kick to break Nelo's block. This isn't as hard as it sounds, but all the same I wouldn't recommend this strategy for a total beginner.  

6. Inferno  

- And finally, when all else fails, just use Inferno :p  

If you'd rather attack Nelo from the back, then it's quite straightforward to set up opportunities with Ifrit's flame-kick. Whenever Nelo is walking around, jump over him, and flame-kick his back. This will make him stagger forwards. Move forwards a few steps and do an uncharged punch on his back - if it connects, you can do further hits.  

The most common combo to do on Nelo's back is an uncharged PPK -> Auto-Combo. After that, Nelo will normally teleport away, but if you're very quick, you can send a flurry of uncharged Meteors towards his back after the Auto-Combo. Alternatively, you can try charging a Meteor to greet Nelo after he has finished teleporting, but you will probably need to release it early to forestall any attack he sets up.  

That's pretty much it for Ifrit and Nelo. Oh no, one last thing. I haven't mentioned Rolling Blaze, but it's an extremely helpful ability to have in the Nelo battle. It's an extra protection that you have, plus RB jumps are very handy for parrying Nelo. Also, RB is helpful against the Phantom Swords in the Nelo 3 fight.  


DMD mode
- Joch's 0-damage video demo

Difficulty ratings

First timer: **
DMD mode: ***
Camera angle: ****


DMC1 bosses

» Mission 3 - Phantom 1
» Mission 4 - Nelo Angelo 1
» Mission 8 - Phantom 2
» Mission 9 - Griffon 1
» Mission 11 - Nelo Angelo 2
» Mission 12 - Griffon 2
» Mission 15 - Griffon 3
» Mission 16 - Nightmare 1
» Mission 17 - Nelo Angelo 3
» Mission 18 - Nightmare 2
» Mission 20 - Nightmare 3
» Mission 22 - Mundus 1
» Mission 22 - Mundus 2
» Mission 23 - Mundus 3


Devil May Cry 5 Info

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» Techniques Tutorial
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» DMD SS Walkthrough
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Devil May Cry 2 Info

» Characters
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» Moves
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» Enemies
» Bosses
» Swords
» Guns
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» Exploiting The Game
» Game Script


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» Boss Strategies
» Enemies
» Weapons
» Blue Orbs
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» Free Items
» Free Orbs
» Game Script


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