Hollow Vergil now has the ability to parry aerial attacks.
Massively increased Hollow Vergil's health across all difficulty levels (to compensate for the player being able to hit him a lot more frequently).
Completely redesigned Hollow Vergil's shield so that he can only block sword illusions (he can no longer block Vergil's standard attacks by default).
Reworked Hollow Vergil's response table.
Hollow Vergil can no longer teleport away from Vergil's attacks - he must always parry the attack first.
Reworked Hollow Vergil's global damage table to match all of the other bosses.
Rebalanced all of Hollow Vergil's attacks to match the new global damage table.
Made Blistering swords available to Hollow Vergil across the entire fight (not just phase #3).
Made Blistering swords a response to Vergil being 11 or more metres away from Hollow Vergil.
Re-timed Blistering swords to match the main game Vergil boss's version.
Reworked the shockwaves on Hollow Vergil's flyby attack so that Vergil isn't hit by them if he evades through the primary strike.
Completely reworked both of the ranged phases of the fight.
During the ranged phase of the fight, Hollow Vergil no longer uses the slower version of the Storm Swords, and uses the phase 2 version instead (we now change the pace of the spawns, not the speed of the attack).
Reworked the meteor sword attack so that the swords now consistently spawn and go off a fixed duration later (previously, the would all spawn together but go off at different times leaving the player with no clue as to which one would go off first).
Completely reworked the meteor sword spawn pattern (instead of 4 swords in a diamond shape, the swords spawn one after the other and alternate spawn locations). The number of swords that spawns increases with difficulty.