Nelo Angelo serves as a boss and primary rival for Dante and mirrors his moveset. Appears at the end of Mission 4, 11 and 17. Can also be fought in Nightmare Space M20. His fight approaches vary depending on the selected difficulty.
Note: on DMD, Dante Deals 1/3 of Normal damage even in DT.
For Normal and Easy, Holy Water makes this fight scripted. Unless you are playing the PS2 NA or EU release of this game. Dante's damage including Holy Water item is modified into a certain percentage. Therefore, most of these instructions applies to HD Collection and JP PS2 release.
(1) For the first encounter, get in DT and do slash cancel twice then use Holy Water. If you overextend with last hit as he teleports away that is fine he can still get hit from it. Even though, you lose some time. For PS2 NA/EU, you will need to deal another same amount of additional damage before using the item. This means you will be forced to fight him on the second phase.
(2) In Mission 11, you will have to use full melee string after using up HW. It doesn't have to be in DT. However for PS2 NA/EU, you are most likely going to do couple of DT slash cancels.
Mission 14 is self-explanatory (3) but, if you are low in budget then you may resort to DT slash cancel till death. This fight was not tested in PS2 NA/EU.
Holy Water is extremely ineffective against bosses in general, so you will have to fight against them with a proper setup. Luckily for Nelo's case most of the time his phases are consistent as long as you execute it right. Keep in mind that position awareness is the key of Nelo's cycle.
None of these fights were tested in PS2 NA/EU version either.
Phase 1 Cutscene skip Phase 1
Phase 2 & 3 RNG Second Phase
Second Phase You do have to pray a bit for a good RNG. Because in some scenario you will be forced to hit Nelo from his back that causes him to teleport away and may not give you pattern that ends quickly. Before the final teleport, you need to be close to the broken bridge.
Ideally, you want to hit Nelo same way as Phase 1, but this time you do 2 hit cancels until you fully built Runes. Jump away for his meteor pattern then repeat in DT.
Fixed start Start up
Loop and positioning Loop
It's important to adjust Dante's positioning whenever Nelo isn't cornered properly just to keep him in check. As long as you jump away from him with the right distance. The loop will keep going. If your orb route is tight then it's alright to stay with kick-13 Lv1 because that will still work. Inferno is the most important move to buy during that point of the run.
If the loop breaks or the fight goes wrong you can Recover it again, but you will lose a lot of time. Because it's a lot harder to dodge Nelo in this arena.
Sub-Optimal Start Kick-13
Optimal Start Nade
improper position Stinger