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Game:Phantom Aqua: Difference between revisions

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==Strategy==
==Strategy==
===First battle===
===First battle===
The first battle against Phantom Aqua is relatively the easiest fight against her. In this form, she only has few attacks. In one, she can disappear and cast six giant ice crystals that can home in on Aqua, which can be blocked or cancelled with any magic spell, preferably Thundaga due to its instantaneous attack. She can also perform teleporting combos, which can be blocked. Whenever she appears vulnerable, the player should hit her with Keyblade combos and she will soon fall. Mixing up the combos with magic makes it possible to defeat this version in a single move.
The first battle against Phantom Aqua is relatively the easiest fight against her. In this form, she only has few attacks. In one, she can disappear and cast six giant ice crystals that can home in on Aqua, which can be blocked or cancelled with any magic spell, preferably Thundaga due to its instantaneous attack. She can also perform teleporting combos, which can be blocked. Whenever she appears vulnerable, attack her with Keyblade combos and she will soon fall. Mixing up the combos with magic makes it possible to defeat this version in a single move.


===Second battle===
===Second battle===
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===Secret boss===
===Secret boss===
The Phantom Aqua reappears as the final, secret boss of the Zodiac boss rush in the World Within. Not only does she boast more health, she has a handful of new attacks. Many of her attacks, old and new, are now unblockable, red variations of the attacks of former forms. This requires that the player rely on carefully-timed Cartwheels to avoid taking damage. In general, all of her attacks will deal massive damage capable of finishing Aqua off in one fell swoop if she did not have Second Chance and Once More. The player has very few, scarcely noticeable openings, but should make the most out of their combos with combinations of physical attacks and magic.
A stronger version of Phantom Aqua is the final boss of the Zodiac boss rush in the World Within. Not only does she boast more health, she has a handful of new attacks. Many of her attacks cannot be blocked in this phase, indicated by red auras, necessitating timed Cartwheels to avoid them. In general, all of her attacks will deal massive damage capable of finishing Aqua off in one fell swoop if she did not have Second Chance and Once More. Phantom Aqua has very few openings, but when she does leave an opening, make the most out of her vulnerable window with combinations of physical attacks and magic.


During the first phase, the Phantom Aqua will attempt to bait the player into attacking her where her previous forms would be vulnerable. Upon an attempt to hit her, the Phantom Aqua will teleport and retaliate with an unblockable melee attack. However, if the player can avoid taking damage and attempt to hit her three times in retaliation as well, the third time will result in the phantom actually opening up and taking damage. Randomly, the phantom may teleport to attempt to hit Aqua with a three-hit unblockable combo with no indication of the attack whatsoever. Another, similar attack has her run at Aqua before teleporting into the air nearby, then immediately teleporting again and beginning a lengthy barrage of teleporting melee attacks that slowly pick up in speed and end with an unblockable attack. If timed right, the player can hit the phantom in the short instance she teleports into the air before her attacks, or the player can interrupt the phantom's starting thrust attack with their own, also with proper timing. If the phantom has already begun the attack, then Barrier will lead to Aqua taking damage from the last attack; An anticipating Barrier Blast will protect her.
During the first phase, the Phantom Aqua will appear vulnerable like her previous forms, but this is actually a bait. Upon an attempt to hit her, the Phantom Aqua will teleport and retaliate with an unblockable melee attack. However, avoiding taking damage and attempting to hit her three times in retaliation as well will force her to leave an opening. Randomly, the phantom may teleport to attempt to hit Aqua with a three-hit unblockable combo with no indication of the attack whatsoever. Another, similar attack has her run at Aqua before teleporting into the air nearby, then immediately teleporting again and beginning a lengthy barrage of teleporting melee attacks that slowly pick up in speed and end with an unblockable attack. While the initial thrust can be parried, Barrier will protect Aqua from the barrage. Counter Blast is necessary to survive the final slash.


Second phase is marked by Phantom Aqua either activating Spellweaver or summoning eight giant ice crystals. The ice crystals can be interrupted with magic, though the phantom will teleport before she hits the ground and leave no opening for a combo. If successful, instead of disappearing while the crystals attack, she will attack the player after the second set unleashes, possibly increasing the damage of her combo if the remaining ice crystals move in during her attack. Spellweaver has been powered up, with the magic orbs becoming orange in color and therefore unblockable. Without warning, she will attack in droves of clones, firing orbs or using melee attacks, with no way to make her vulnerable. Like before, she will using the finishing spin, however, the final ice burst will be unblockable and a well-timed Barrier Blast should be used early in order to allow the player to catch the phantom with their attacks before she is able to teleport away.
The second phase is marked by Phantom Aqua either activating Spellweaver or summoning eight giant ice crystals. The ice crystals can be interrupted with magic, but this time, the phantom instantly teleports away after falling. If not interrupted, Phantom Aqua will strike with unblockable attacks while the ice crystals fall. While using Spellweaver, Phantom Aqua now fires unblockable orbs. Without warning, she will attack in droves of clones, firing orbs or using melee attacks, with no way to make her vulnerable. Like before, she will using the finishing spin, however, the final ice burst will be unblockable and a well-timed Counter Blast should be used early in order to strike the phantom with Keyblade combos.

Revision as of 06:08, 2 March 2017

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Phantom Aqua is a boss in Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-, fought three times in the story. A stronger version of her also appears as a secret boss.

Strategy

First battle

The first battle against Phantom Aqua is relatively the easiest fight against her. In this form, she only has few attacks. In one, she can disappear and cast six giant ice crystals that can home in on Aqua, which can be blocked or cancelled with any magic spell, preferably Thundaga due to its instantaneous attack. She can also perform teleporting combos, which can be blocked. Whenever she appears vulnerable, attack her with Keyblade combos and she will soon fall. Mixing up the combos with magic makes it possible to defeat this version in a single move.

Second battle

The second battle is nearly identical to the first. Phantom Aqua retains her move set from the first battle, but she uses them more frequently. Still, the same tactics can be used to end her.

Third battle

Phantom Aqua drastically changes her move set in the third battle. Not only does she have three health bars, but she now has access to Spellweaver, so be even more cautious.

She immediately begins the battle by activating Spellweaver. Stay away from her when she does this because the burst she creates from the activation can deliver damage. During this period, she can fire orbs that can track Aqua. Occasionally, she will wander the arena with her clones, telling Aqua various insults and intrusive thoughts. The real one is distinguishable from the normal health bar as opposed to the full single health bar the clones have, as well as teleporting away when Aqua get too close rather than vanishing. If Aqua is unable to locate the real phantom in time, or makes all of the clones vanish, the phantom and nine other clones will reappear and immediately fire off magic orbs. Thundaga is sufficient enough to quickly expose the real Phantom Aqua. To finish the Spellweaver attack, the Phantom Aqua and three clones will use the Spellweaver finisher and surround Aqua, shortly before attempting to close in on her and unleash the final ice-based attack, dealing massive damage. This attack has no escape, as the four will also track Aqua so matter how fast she is moving, and all of them unleash Blizzaga spells that prevent Aqua from attempting to jump to avoid the finisher; The player must use Barrier, and the real phantom will be left wide open for a short instance when the attack finishes. From then on out, she will frequently activate Spellweaver.

Secret boss

A stronger version of Phantom Aqua is the final boss of the Zodiac boss rush in the World Within. Not only does she boast more health, she has a handful of new attacks. Many of her attacks cannot be blocked in this phase, indicated by red auras, necessitating timed Cartwheels to avoid them. In general, all of her attacks will deal massive damage capable of finishing Aqua off in one fell swoop if she did not have Second Chance and Once More. Phantom Aqua has very few openings, but when she does leave an opening, make the most out of her vulnerable window with combinations of physical attacks and magic.

During the first phase, the Phantom Aqua will appear vulnerable like her previous forms, but this is actually a bait. Upon an attempt to hit her, the Phantom Aqua will teleport and retaliate with an unblockable melee attack. However, avoiding taking damage and attempting to hit her three times in retaliation as well will force her to leave an opening. Randomly, the phantom may teleport to attempt to hit Aqua with a three-hit unblockable combo with no indication of the attack whatsoever. Another, similar attack has her run at Aqua before teleporting into the air nearby, then immediately teleporting again and beginning a lengthy barrage of teleporting melee attacks that slowly pick up in speed and end with an unblockable attack. While the initial thrust can be parried, Barrier will protect Aqua from the barrage. Counter Blast is necessary to survive the final slash.

The second phase is marked by Phantom Aqua either activating Spellweaver or summoning eight giant ice crystals. The ice crystals can be interrupted with magic, but this time, the phantom instantly teleports away after falling. If not interrupted, Phantom Aqua will strike with unblockable attacks while the ice crystals fall. While using Spellweaver, Phantom Aqua now fires unblockable orbs. Without warning, she will attack in droves of clones, firing orbs or using melee attacks, with no way to make her vulnerable. Like before, she will using the finishing spin, however, the final ice burst will be unblockable and a well-timed Counter Blast should be used early in order to strike the phantom with Keyblade combos.