Sorry for the double post but I made a little Lucifer combo based around the Ecstasy glitch,
I was going to edit my post but apparently I'm not allowed now >.<
When you say JC really close to the ground, are we talking like doing an empty hop out of nothing, then trying to do an air attack and JC that?
If so, it's likely both a case of rushed/bad inputs for Rebellion, Yamato, Buster/Snatch, Red Queen's Aerial Rave and Gilgamesh. Remember in DMC3 you could generally get any air attack as low to the ground as long as you made two very clean inputs with your jump and melee button (No sliding!). DMC4 still has this as a requirement from what I can tell but for the weapons/attacks above, it seems Capcom added a weird nerf where a certain amount of frames need to pass between releasing the jump and hitting the melee/style button before it'll register as a proper attack which is why sometimes the minimum height seems inconsistent - If you hold jump for too long and try to attack in the same spot in the air vs. the super soft tap it won't come out.
Funny enough and totally on-topic for this thread, Lucifer doesn't suffer from either problem. You can slide from jump and melee all day and it'll come out regardless of height every time. Same goes for all the gun normal attacks (Which is a buff from DMC3 where you needed clean inputs) and Royal Guard. Sky Stars don't have a minimal height, but they do require clean inputs to get low sky stars (which you can easily get so low to the ground they may as well be a dash) as does Red Queen's Split which makes Split pretty rad as a alternative to revving.
Ah that will be what it is then, cheers man. Good to know it's an error on my end that I can fix rather than something technical.
I'll work on making the inputs cleaner in those cases. I do tend to slip slide all over the place!
Which is a buff from DMC3 where you needed clean inputs
Never tried it with E&I or Artemis, but the Shotgun was piss easy, and nice in that Dante moved independently of the shot.
much better even though the player is not sooo skilled
A good rule of thumb with the camera behind Dante from a very light tap to get used to spacing your jump-melee inputs out - You basically want to get the melee input when Dante's hands are over his head kinda like Mega Man, but before he tucks his head down. That's the sweet spot from a very light tap.
All the Lucifer Love.
Nah son, this is.
We're Americans! We don't quit just because we're wrong.
We just keep doing the wrong thing until it turns out right.
Needs more Climax.
/That's one of my recent favorites otherwise. Thought I posted it before in here.