Just some thoughts on Devil Breakers. Not explicit ranking but broad categorizing.
Gerbera: Both versions. I value the Gerberas extremely highly for their aerial mobility, to the point I think it makes up for their lackluster Break Ages. I never use the Stamen Ray in normal combat since it leaves you stationary for so long, and the Petal Ray is pretty circumstantial. It kinda feels like the basic technique is too valuable to lose in exchange for either a lot of the time.
Punch Line: Great for harassment and singular enemy control. Jet Gadget is a bit gimmicky but fun (love the skate course for it in 15), and Boost Knuckle is extremely powerful without needing much setup.
Ragtime: While I do find the basic technique a bit hard to use (I still haven't plumbed its full depths either), its Break Age is one of the most overtly powerful abilities in the game. One of the safest and most reliable ways for Nero to dispose of Furies too, which was a Godsend on HaH.
Overture: Simplicity personified. A very straightforward, widely applicable attack that's good for deflects and staggering enemies. I don't use the Break Age that often, but in general the Overture is great as a no-frills weapon to slip into combos.
Buster: Ridiculously powerful, even out-stripping the Devil Bringer with ease. I only take it for specific purpose though (bosses, some elite enemies), since for normal battles and style building the Devil Bringer grab you can use without cost is sufficient.
Tomboy: It's a lot of fun but the window for being broken because you got hit using it is so large.
Rawhide: The basic AOE doesn't have as much reach as I'd like, the Wire Snatch upgrade is the definition of circumstantial, and the Break Age takes setup to get proper use out of.
Helter Skelter: Just awful, really. Slow to use, very long animation that leaves you extremely vulnerable.
Sweet Surrender, Pasta Breaker, Mega Buster: Just gimmicks.
Edited by HomelessOne, 04 April 2019 - 11:42 PM.