User:Oscuritaforze/PSP BBS notes: Difference between revisions

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A character name in parenthesis next to an item on the list indicates that I've tested it with that character, but that it should be tested with other characters. All items are tested on critical mode unless otherwise indicated.
A character name in parenthesis next to an item on the list indicates that I've tested it with that character, but that it should be tested with other characters. All items are tested on critical mode unless otherwise indicated.


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==Temporary notes/To-do==
==Temporary notes/To-do==
(This section contains miscellaneous notes that don't fit in anywhere else - at least not yet - as well as a list of things to check.)
(This section contains miscellaneous notes that don't fit in anywhere else - at least not yet - as well as a list of things to check.)
*Possibly the weirdest thing I've had happen to date: immediately after MF threw out Laser Orbs, I triggered Time Reversal by hitting him with Cyclone's Strike Raid-like opener, got hit by the Whirlwind counter, tanked some laser hits with Once More, then MF summoned some clones. I block-countered to destroy some clones, cleared the rest with Reversal Slash. Then...the rest of the lasers hit me, I visibly staggered, but I took ''no damage''. I really need to figure out what caused this...it might've been the Time Reversal while the orbs were already out?
*Wheel Master seems to consistently fall over after 20 hits.
*Wheel Master seems to consistently fall over after 20 hits.
*Need to check bonuses for each character: Aqua is listed in the mechanics guide as gaining 6 bonuses to deck capacity while the other two only get 5. She's also listed as getting 6 10-HP bonuses and 4 5-HP ones in total, but that should put her critical mode HP at 78 rather than the 75 she actually has.
*Need to check bonuses for each character: Aqua is listed in the mechanics guide as gaining 6 bonuses to deck capacity while the other two only get 5. She's also listed as getting 6 10-HP bonuses and 4 5-HP ones in total, but that should put her critical mode HP at 78 rather than the 75 she actually has.
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**It also seems to let your finish commands deal way more damage than they're supposed to, I don't know the details yet.
**It also seems to let your finish commands deal way more damage than they're supposed to, I don't know the details yet.
**Terranort in Terra's story takes about 20 hits from surges per HP bar with EXP Zero at level 1, which suggests about 10 damage per hit.
**Terranort in Terra's story takes about 20 hits from surges per HP bar with EXP Zero at level 1, which suggests about 10 damage per hit.
*I'm beginning to suspect that enemies in certain Mirage Arena events had their stats tweaked for the international release. This throws all of the math I did in the "Guide" section about Mega Flare damage inconsistencies. Will need more testing, but my initial guess is that enemies in A Time to Chill have a defense of 18 instead of the 16 listed in the guide [because Ice Colossus loses exactly 400 HP in 25 hits (16 damage per hit) from Ven at level 50 with Sweetstack (32 str); removing the guaranteed 1.2x crits = 16 / 1.2 = 13.33, rounded up to 14]. (It's also possible that the general "tiers" of stats are still correct and some events were just bumped up a tier, in which case the A Time to Chill enemies have 19 defense. Given the math above, this seems unlikely for A Time to Chill, specifically.)
*I'm beginning to suspect that enemies in certain Mirage Arena events had their stats tweaked for the international release. This throws off all of the math I did in the "Guide" section about Mega Flare damage inconsistencies. Will need more testing, but my initial guess is that enemies in A Time to Chill have a defense of 18 instead of the 16 listed in the guide [because Ice Colossus loses exactly 400 HP in 25 hits (16 damage per hit) from Ven at level 50 with Sweetstack (32 str); removing the guaranteed 1.2x crits = 16 / 1.2 = 13.33, rounded up to 14]. (It's also possible that the general "tiers" of stats are still correct and some events were just bumped up a tier, in which case the A Time to Chill enemies have 19 defense. Given the math above, this seems unlikely for A Time to Chill, specifically.)
**Will also need to check this for every other Arena mission, preferably with a lower level character. Also need to work out a flow for determining enemy attack stats and multipliers.
**Will also need to check this for every other Arena mission, preferably with a lower level character. Also need to work out a flow for determining enemy attack stats and multipliers.
**Maybe I should map out multiplier info for every command before tackling this?
**Maybe I should map out multiplier info for every command before tackling this?
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**Heal Strike is described as consisting of three "Dashes" and one "Spin Swing", wherein only the latter heals. Personally I'd call them "Surges" and just "Swings" (since Terra's is an uppercut), but the actual inaccuracy here is that there are two of each type of attack (meaning you are healed twice). Guide says this heals 15% of max HP; this is accurate for all characters (Terra restored 106 * 0.15 = 15.9, rounded down to 15; Aqua healed 97 * 0.15 = 14.55, rounded down to 14; Ven healed 87 * 0.15 = 13.05, rounded down to 13).
**Heal Strike is described as consisting of three "Dashes" and one "Spin Swing", wherein only the latter heals. Personally I'd call them "Surges" and just "Swings" (since Terra's is an uppercut), but the actual inaccuracy here is that there are two of each type of attack (meaning you are healed twice). Guide says this heals 15% of max HP; this is accurate for all characters (Terra restored 106 * 0.15 = 15.9, rounded down to 15; Aqua healed 97 * 0.15 = 14.55, rounded down to 14; Ven healed 87 * 0.15 = 13.05, rounded down to 13).
**(NEEDS LOWER DIFFICULTY TESTING) Description of Cinderella's D-Link's Regen ability is "Recover 1% max HP every 1 second. Will always recover at least 1 HP." I already knew the recovery interval was off (which makes sense, as you'd be basically immune to death otherwise), but now I also know that the recovery % is off too. From 1 HP as Aqua, I have verified that a single tick of Regen restored 3 HP, which is either 3% or 4% of her maximum of 97. Testing with Terra confirmed that it is 4%, as he recovered 4 of his maximum 106 HP (3% would have recovered 3 HP; incidentally, 5% would've recovered 5). [It would not surprise me if the interval and recovery % were both quadrupled (4% of HP recovered every 4 seconds) for the international release specifically to make MF (the only superboss which D-Links are enabled against) more difficult.] ADDENDUM: Originally said interval and recovery were tripled; updated with information from testing as Terra to show that they were quadrupled instead. SECOND ADDENDUM: Going frame-by-frame in a video, it appears that the recovery interval is always exactly 3 seconds.
**(NEEDS LOWER DIFFICULTY TESTING) Description of Cinderella's D-Link's Regen ability is "Recover 1% max HP every 1 second. Will always recover at least 1 HP." I already knew the recovery interval was off (which makes sense, as you'd be basically immune to death otherwise), but now I also know that the recovery % is off too. From 1 HP as Aqua, I have verified that a single tick of Regen restored 3 HP, which is either 3% or 4% of her maximum of 97. Testing with Terra confirmed that it is 4%, as he recovered 4 of his maximum 106 HP (3% would have recovered 3 HP; incidentally, 5% would've recovered 5). [It would not surprise me if the interval and recovery % were both quadrupled (4% of HP recovered every 4 seconds) for the international release specifically to make MF (the only superboss which D-Links are enabled against) more difficult.] ADDENDUM: Originally said interval and recovery were tripled; updated with information from testing as Terra to show that they were quadrupled instead. SECOND ADDENDUM: Going frame-by-frame in a video, it appears that the recovery interval is always exactly 3 seconds.
***There's no circumstance under which this could recover ''less'' than 1 HP, but I would like to see if the minimum recovery hasn't been increased. [Ven with no HP Boosts equipped recovered 2 HP out of 67 max (which, incidentally, works for either 3% or 4% but no more or less). Can't get the interval any lower without testing earlier in the game.]
***There's no circumstance under which this could recover ''less'' than 1 HP (would require <25 max HP), but I would like to see if the minimum recovery hasn't been increased. [Ven with no HP Boosts equipped recovered 2 HP out of 67 max (which, incidentally, works for either 3% or 4% but no more or less). Can't get the interval any lower without testing earlier in the game.] 7/22/2023: specifically, need to test with <50 HP, as rounding would put recovery at 1 HP per tick.
**Damage calculations section says that the difficulty multiplier is calculated after damage is capped based on what is taking damage. This doesn't seem to be true, as it would mean that a) normal enemies (damage capped at: max HP) shouldn't be able to be defeated in one hit on critical mode (which they can), and b) barring critical hits, you shouldn't be able to take a bar (200 HP) off a boss (damage capped at: 25) in fewer than 16 hits (which I'm certain you can; I've taken MF from just barely over one bar of HP to zero in exactly 7 hits[[#footnote1|^]]<span id="footnote1recall"></span>). Elemental affinities seem to work as outlined in the guide; normal enemies with fire resistance can't be defeated in one hit by Mega Flare no matter how high the magic stat.
**Damage calculations section says that the difficulty multiplier is calculated after damage is capped based on what is taking damage. This doesn't seem to be true, as it would mean that a) normal enemies (damage capped at: max HP) shouldn't be able to be defeated in one hit on critical mode (which they can), and b) barring critical hits, you shouldn't be able to take a bar (200 HP) off a boss (damage capped at: 25) in fewer than 16 hits (which I'm certain you can; I've taken MF from just barely over one bar of HP to zero in exactly 7 hits[[#footnote1|^]]<span id="footnote1recall"></span>). Elemental affinities seem to work as outlined in the guide; normal enemies with fire resistance can't be defeated in one hit by Mega Flare no matter how high the magic stat.
***Down in another section, I brought up the question of whether there's actually a 0.5x difficulty multiplier for critical mode at all. The only things I've seen thus far that point to "yes" are casual observation that [[Flood]]s in Radiant Garden (18 HP and 6 defense, according to the wiki) aren't defeated in one hit by Terra with 31 str unless he gets a critical hit, which could just be the wiki's numbers being wrong (this is post-game where Radiant Garden has a battle level of 6 rather than 4); and Ice Colossus taking more hits than expected (though ''not'' twice as many) to fully deplete one bar of HP. Will need to test damage numbers (against MF, Ice Colossus, etc.) on a normal mode playthrough compared to the observations noted below.
***Down in another section, I brought up the question of whether there's actually a 0.5x difficulty multiplier for critical mode at all. The only things I've seen thus far that point to "yes" are casual observation that [[Flood]]s in Radiant Garden (18 HP and 6 defense, according to the wiki) aren't defeated in one hit by Terra with 31 str unless he gets a critical hit, which could just be the wiki's numbers being wrong (this is post-game where Radiant Garden has a battle level of 6 rather than 4); and Ice Colossus taking more hits than expected (though ''not'' twice as many) to fully deplete one bar of HP. Will need to test damage numbers (against MF, Ice Colossus, etc.) on a normal mode playthrough compared to the observations noted below.
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**(NEEDS MORE REPETITION, NORMAL MODE TESTING, AND ***ESPECIALLY*** NON-ARENA TESTING) As Terra at level 43, I used Mega Flare with 25 magic and Fire Boost 3 on Buckle Bruisers and Sonic Blasters in the Mirage Arena (event was A Time to Chill, meaning 16 defense and respectively 168/137 HP). Without triggering Ignite, it did not kill any of them; this much was expected. However, the HP they were left on seems too low: the former were reduced to around a fifth to a quarter health, while the latter were reduced to a portion of HP that just reached the gap between the "H" and the "P" beneath the bar - with repeat testing, I estimate that I did about 125-127 damage to each enemy. According to calculations, both of them should have taken ((25 - 16) * 15.5 * 1.3) / 2 = ~90-91 damage. This would've left Buckle Bruisers at a little under half health and Sonic Blasters at a little over quarter health. With the same stats and no Fire Boosts equipped, I estimate that each of these enemies took about 98-100 damage. This roughly tracks with Fire Boost being listed as a 10% increase to base damage per level, but there's still a discrepancy between how much damage should have been done [which was ((25 - 16) * 15.5) / 2 = ~70)] and how much actually was. This roughly tracks with enemies having 4 less defense OR Mega Flare having a significantly higher multiplier. (Addendum: another possibility is the damage multiplier for critical mode not being what it's generally assumed as.) Ruled out enemies having lower defense by checking with a normal attack, which looks like it did the 18 damage I expected it to do (31 attack vs. 16 defense, x1.2 due to guaranteed critical hit from Sweetstack)[[#footnote2|^^]]<span id="footnote2recall"></span>. This leads me to believe Mega Flare has a significantly higher multiplier.
**(NEEDS MORE REPETITION, NORMAL MODE TESTING, AND ***ESPECIALLY*** NON-ARENA TESTING) As Terra at level 43, I used Mega Flare with 25 magic and Fire Boost 3 on Buckle Bruisers and Sonic Blasters in the Mirage Arena (event was A Time to Chill, meaning 16 defense and respectively 168/137 HP). Without triggering Ignite, it did not kill any of them; this much was expected. However, the HP they were left on seems too low: the former were reduced to around a fifth to a quarter health, while the latter were reduced to a portion of HP that just reached the gap between the "H" and the "P" beneath the bar - with repeat testing, I estimate that I did about 125-127 damage to each enemy. According to calculations, both of them should have taken ((25 - 16) * 15.5 * 1.3) / 2 = ~90-91 damage. This would've left Buckle Bruisers at a little under half health and Sonic Blasters at a little over quarter health. With the same stats and no Fire Boosts equipped, I estimate that each of these enemies took about 98-100 damage. This roughly tracks with Fire Boost being listed as a 10% increase to base damage per level, but there's still a discrepancy between how much damage should have been done [which was ((25 - 16) * 15.5) / 2 = ~70)] and how much actually was. This roughly tracks with enemies having 4 less defense OR Mega Flare having a significantly higher multiplier. (Addendum: another possibility is the damage multiplier for critical mode not being what it's generally assumed as.) Ruled out enemies having lower defense by checking with a normal attack, which looks like it did the 18 damage I expected it to do (31 attack vs. 16 defense, x1.2 due to guaranteed critical hit from Sweetstack)[[#footnote2|^^]]<span id="footnote2recall"></span>. This leads me to believe Mega Flare has a significantly higher multiplier.
***Additional data: Leveled up once, boosting magic by 1. Damage without Fire Boosts went from 98-100 to about 110. This tracks to about a 20-22x multiplier for Mega Flare level 6. Leaning towards 22x. Tried using a level 1 and level 3 Mega Flare, still without Fire Boost. The difference is negligible, maybe accounting for a few points of damage between the two and level 6. This tracks with most other commands being +0.1 or so to the multiplier per level. My guess is it starts at 21x and goes up by 0.2 per level for a final total of 22x. Trying again with Pixie Petal equipped shows that each point of magic adds 10-11 damage without Fire Boost.
***Additional data: Leveled up once, boosting magic by 1. Damage without Fire Boosts went from 98-100 to about 110. This tracks to about a 20-22x multiplier for Mega Flare level 6. Leaning towards 22x. Tried using a level 1 and level 3 Mega Flare, still without Fire Boost. The difference is negligible, maybe accounting for a few points of damage between the two and level 6. This tracks with most other commands being +0.1 or so to the multiplier per level. My guess is it starts at 21x and goes up by 0.2 per level for a final total of 22x. Trying again with Pixie Petal equipped shows that each point of magic adds 10-11 damage without Fire Boost.
***Equipping Chaos Ripper to test with lower magic (specifically, 20) gave incongruent results: enemies in A Time to Chill with 16 defense appeared to take about 35-36 (later testing indicates: 30) damage, which points to a multiplier of 18x; more bafflingly, enemies in Keepers of the Arena (def: 19) appeared to take ONE damage, which doesn't make any sense with any multiplier. The only guess I have that explains both of these is Chaos Ripper having a hidden penalty to spellcasting in addition to its low magic stat [supporting this, damage dealt was almost exactly 1/2 what it should've been based on the "~10 damage per point of magic" noted above (addendum: ?????)]. An explanation for the latter but not the former is damage being set to 1 regardless of multipliers (including Fire Boost and weakness) if (attack - defense) * difficulty_mult ≤ 1. ADDENDUM: This idea still seems to have merit, though I now think the way it works is to set damage dealt to 1 if (attack - defense) ≤ 0. I haven't extensively tested it, but it seems that having even 1 more attack than the enemy's defense at least lets multipliers on your attacks work properly.
***Equipping Chaos Ripper to test with lower magic (specifically, 20) gave incongruent results: enemies in A Time to Chill with 16 defense appeared to take about 35-36 (later testing indicates: 30) damage, which points to a multiplier of 18x; more bafflingly, enemies in Keepers of the Arena (def: 19) appeared to take ONE damage, which doesn't make any sense with any multiplier. The only guess I have that explains both of these is Chaos Ripper having a hidden penalty to spellcasting in addition to its low magic stat [supporting this, damage dealt was almost exactly 1/2 what it should've been based on the "~10 damage per point of magic" noted above (addendum: ?????)]. An explanation for the latter but not the former is damage being set to 1 regardless of multipliers (including Fire Boost and weakness) if (attack - defense) * difficulty_mult ≤ 1. ADDENDUM: This idea still seems to have merit, though I now think the way it works is to set damage dealt to 1 if (attack - defense) ≤ 0. I haven't extensively tested it, but it seems that having even 1 more attack than the enemy's defense at least lets multipliers on your attacks work properly (6/25/2023: confirmed. Having at least 1 more str than an enemy has def means your multipliers will work; having less str than the enemy's defense means damage = 1). 3/25/2023: Perhaps Keepers of the Arena also had its stats buffed for the international version, like I'm speculating A Time to Chill did. If so, then it would explain Mega Flare dealing 1 damage - enemies would have at least 20, perhaps 21 defense.
***Actual numbers vs. A Time to Chill - 20 magic (Chaos Ripper): 29-30 damage; 23 magic: 69-70 damage
***Actual numbers vs. A Time to Chill - 20 magic (Chaos Ripper): 29-30 damage; 23 magic: 69-70 damage


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**Usually this is the last enemy defeated, but individual 1-EXP ticks from EXP Walker are counted as well.
**Usually this is the last enemy defeated, but individual 1-EXP ticks from EXP Walker are counted as well.
*Treasure Magnet and HP Prize Plus may be kept off in order to allow EXP Chance to be kept active for as long as possible.
*Treasure Magnet and HP Prize Plus may be kept off in order to allow EXP Chance to be kept active for as long as possible.
*Attempting to abuse EXP Walker by setting up endless walking will have your character stop walking after a while.
*Attempting to abuse EXP Walker by setting up endless walking will have your character stop walking after a while. There are ways around this, however.
===Locations===
===Locations===
(All of the numbers here assume EXP Chance is active. Difficulties lower than critical mode will get more EXP. Each method will indicate whether "EXP per clear" takes Victory Pose into account or if it is counted separately. Time per clear is an estimate measured from entry of the room to re-entry of the room after the encounter is completed.)
(All of the numbers here assume EXP Chance is active. Difficulties lower than critical mode will get more EXP. Each method will indicate whether "EXP per clear" takes Victory Pose into account or if it is counted separately. Time per clear is an estimate measured from entry of the room to re-entry of the room after the encounter is completed.)
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==D-Links==
==D-Links==
*Multiple/general:
**Cinderella and Snow White have non-cure commands that act like cure - Magic Mending and Doc, respectively. They have better properties than even curaga (lower cooldown and higher healing), but they do not benefit from Leaf Bracer.
**D-Link command gauge rates are tied to the finisher you have equipped rather than the actual level of the link.
*Pete:
*Pete:
**Command gauge takes 42 normal attacks to fill at level 1 (putting it at a 20% rate), and 41 Confusion/Binding Strikes at level 2 (10% rate). [For reference, normal attacks fill the base command gauge in 9 hits (12% per swing).]
**Command gauge takes 42 normal attacks/elemental dodges (21 Confusion/Binding Strikes) to fill at level 1 (putting it at a ~20% rate), and 41 Confusion/Binding Strikes (83-84 normal attacks/elemental dodges) at level 2 (~10% rate). [For reference, normal attacks fill the base command gauge in 9 hits (12% per swing).]
**Taunt is a healing command for him.
**Theory: Steal is activated when an attack crits. 7/22/2023: confirmed.
**Reduces your crit rate (my guess would be by half), presumably due to the above. Will need to test if this is on the D-Link in general, or tied to the Steal ability.
**Bonus command gauge rate is based on picking up drops from enemies. The rate seems small but consistent (maybe 2-3%), regardless of what is picked up: large and small prizes as well as items and D-Link emblems all fill the gauge the same amount.
**Bonus command gauge rate is based on picking up drops from enemies. The rate seems small but consistent (maybe 2-3%), regardless of what is picked up: large and small prizes as well as items and D-Link emblems all fill the gauge the same amount.
**Rumble Rave immediately teleports you to the ground if you drive off a cliff.
**Rumble Rave immediately teleports you to the ground if you drive off a cliff.
**Rumble Rave deals 0 damage to MF and all of his clones; will need to see if this applies to other bosses. My guess is that it's related to whether the boss is immune to Tornado or not.
**Rumble Rave does nothing to MF and all of his clones; will need to see if this applies to other bosses. My guess is that it's related to whether the boss is immune to Tornado or not.
*Cinderella:
*Cinderella:
**Enchanted Step behaves differently depending on whether it's used by Aqua, or Terra/Ven. In the former case, it is basically a clone of Barrier Surge (ie. it blocks attacks rather than rendering you fully invincible); in the latter case, it is a sidegrade to Fire/Thunder Surge (in that it deals less damage in exchange for a much lower cooldown and letting you gain height at the end, but is still fully invincible).
**Enchanted Step behaves differently depending on whether it's used by Aqua, or Terra/Ven. In the former case, it is basically a clone of Barrier Surge (ie. it blocks attacks rather than rendering you fully invincible); in the latter case, it is a sidegrade to Fire/Thunder Surge (in that it deals less damage in exchange for a much lower cooldown and letting you gain height at the end, but is still fully invincible).
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*Reversal (and Reversal Slash by extension) seem to be able to trigger only once per attack.
*Reversal (and Reversal Slash by extension) seem to be able to trigger only once per attack.
===Aqua===
===Aqua===
*Falling speed increases after she guards twice or more in midair. Under normal circumstances, she can only midair guard twice from jump + doubleflight.
*Falling speed increases after she guards twice or more in midair. Under normal circumstances, she can only midair guard twice from jump + doubleflight. 5/6/2023: Seems falling speed increases every time she guards in succession in midair.
===General/Shared===
===General/Shared===
*All elemental dodges seem to give the same amount of command gauge as normal attacks.
*Window for inputting a reprisal command after successfully blocking seems to be about 5/6 of a second (25 frames @ 30fps).
*Landing lag can be cancelled (or at least shortened) by jumping during it. This may only be true during non-hitstun landing lag. This has major applications for both combos and survival.
*Landing lag can be cancelled (or at least shortened) by jumping during it. This may only be true during non-hitstun landing lag. This has major applications for both combos and survival.
*The Zack D-Link's Attack Deflector will block physical attacks 50% of the time, but it only activates if your character would be able to use their block action in that moment. This means it will activate for Aqua while in midair, but not for Terra or Ven.
*The Zack D-Link's Attack Deflector will block physical attacks 50% of the time, but it only activates if your character would be able to use their block action in that moment. This means it will activate for Aqua while in midair, but not for Terra or Ven.
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*If you take non-knockback damage while in midair, there will be a brief window where you can use another action (ie. Cure or block). If this window passes, then you will go into normal aerial endlag and not be able to do anything until you land (then you must either wait out landing lag or jump to cancel it).
*If you take non-knockback damage while in midair, there will be a brief window where you can use another action (ie. Cure or block). If this window passes, then you will go into normal aerial endlag and not be able to do anything until you land (then you must either wait out landing lag or jump to cancel it).
*If the command gauge is completely filled while you are knocked back, then your finish command will not appear / your commands will not freeze (if you fulfill the requirements for a command style change) until you stop being knocked back. If this happens, you can buffer a D-Link activation, which causes the full command gauge to transfer to the D-Link so you can use a D-Link finish command immediately. The easiest place I've seen for this to happen is by setting mines and standing among them while MF is about to start Raging Storm.
*If the command gauge is completely filled while you are knocked back, then your finish command will not appear / your commands will not freeze (if you fulfill the requirements for a command style change) until you stop being knocked back. If this happens, you can buffer a D-Link activation, which causes the full command gauge to transfer to the D-Link so you can use a D-Link finish command immediately. The easiest place I've seen for this to happen is by setting mines and standing among them while MF is about to start Raging Storm.
**Steps to replicate, plus extra notes:
**#Being in knockback lets you retain control of your command menu no matter what, probably a side effect of them wanting you to still have access to your reprisal command.
**#However, this also allows you to navigate to and select a D-Link. If you do this, then the D-Link will be buffered and your reprisal is locked out.
**#For some reason, your buffered D-Link change takes priority over anything else that would happen after knockback ends.
**#The game seems to remember the other things that are supposed to happen after knockback ends, and tries to apply them after the D-Link takes effect.
**##Having a pending command style/finish command leads to your command gauge being instantly filled to the max.
**##If you were hit by Whirlwind to the Void, you will do the D-Link activation animation and fully heal before your commands are scattered. You won't actually enter the D-Link.
**##Will need to test what happens if both of these things happen at once.
**##If you have a level 2 command style pending, then the game will hang indefinitely on the D-Link activation animation.
*Ventus can use certain magic commands, then (usually[[#footnote3|^]]<span id="footnote3recall"></span>) air slide out of them immediately. Commands I've tried this with are both versions of Mines and the top tiers of Fire (as well as Fission Firaga), Thunder, Blizzard, Zero Gravity, and Aero commands, though I'm sure there are others - probably the status spells too. Terra can do this too but seems to be worse and less consistent about it. He also seems to have a smaller (or maybe just different?) list of valid commands - he can't air slide out of Mines or Aero, for instance. Notable general absences are Cure and Magnet, which never seem to allow this behavior for any character. When this behavior doesn't occur, characters lose more height from using the command than they do from using their base attack command (or, in Terra's case, Sonic Impact). (Aqua can't do this with any command, perhaps as compensation for her ability to block in midair and double jump.)
*Ventus can use certain magic commands, then (usually[[#footnote3|^]]<span id="footnote3recall"></span>) air slide out of them immediately. Commands I've tried this with are both versions of Mines and the top tiers of Fire (as well as Fission Firaga), Thunder, Blizzard, Zero Gravity, and Aero commands, though I'm sure there are others - probably the status spells too. Terra can do this too but seems to be worse and less consistent about it. He also seems to have a smaller (or maybe just different?) list of valid commands - he can't air slide out of Mines or Aero, for instance. Notable general absences are Cure and Magnet, which never seem to allow this behavior for any character. When this behavior doesn't occur, characters lose more height from using the command than they do from using their base attack command (or, in Terra's case, Sonic Impact). (Aqua can't do this with any command, perhaps as compensation for her ability to block in midair and double jump.)
**This is strictly a midair phenomenon. On the ground, characters just execute the action in question once the command's normal endlag is done. Characters who can do this can also attack instead of dodging, and I imagine if Aqua were able to do this she'd be able to block or teleport. Will need to make charts (or at least lists) of commands which are air-enabled and/or can immediately be air dodged out of to keep all of this straight...
**This is strictly a midair phenomenon. On the ground, characters just execute the action in question once the command's normal endlag is done. Characters who can do this can also attack instead of dodging, and I imagine if Aqua were able to do this she'd be able to block or teleport. Will need to make charts (or at least lists) of commands which are air-enabled and/or can immediately be air dodged out of to keep all of this straight...
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***Basic attacks (Zack D-Link active) - expected: 21 hits; in practice: 21 hits (ALL critical; 37 damage per hit; seems like the description of Berserk in the game mechanics guide is correct; do need to test with 25% and 50% crit rate Keyblades, however)
***Basic attacks (Zack D-Link active) - expected: 21 hits; in practice: 21 hits (ALL critical; 37 damage per hit; seems like the description of Berserk in the game mechanics guide is correct; do need to test with 25% and 50% crit rate Keyblades, however)
***Basic attacks (Sweetstack equipped; 56 strength, 55 magic, 100% crit rate, listed 1.2x multiplier) - expected: 25 hits; in practice: 25 hits (ALL critical; 30 damage per hit; this does correlate with a 1.2x crit multiplier)
***Basic attacks (Sweetstack equipped; 56 strength, 55 magic, 100% crit rate, listed 1.2x multiplier) - expected: 25 hits; in practice: 25 hits (ALL critical; 30 damage per hit; this does correlate with a 1.2x crit multiplier)
*Rumble Racing Arena medal calculations
**(All first place, except where otherwise noted)
**Country Chase
***2 players, 1 lap: 5
***2 players, 1 lap, 2nd place: 3
***3 players, 1 lap: 7
***4 players, 1 lap: 10
***5 players, 1 lap: 13
***6 players, 1 lap: 17
***6 players, 1 lap, 2nd place: 13
***6 players, 1 lap, 3rd place: 10
**Disney Drive
***2 players, 1 lap: 11
***2 players, 1 lap, 2nd place: 9
***3 players, 1 lap: 13
***4 players, 1 lap: 16
***5 players, 1 lap: 19
***6 players, 1 lap: 23
**Grand Spree
***2 players, 1 lap: 13
***3 players, 1 lap: 15
***4 players, 1 lap: 18
***5 players, 1 lap: 21
***6 players, 1 lap: 25
**Castle Circuit
***2 players, 1 lap: 18
***2 players, 2 laps: 36
***3 players, 1 lap: 20
***4 players, 1 lap: 23
***5 players, 1 lap: 26
***6 players, 1 lap: 30
***6 players, 9 laps: 270
**CONCLUSION: Each course has a base medal count for a hypothetical 1-player race. Each additional player adds a specific amount of medals (2 for the first two, 3 for the next two, 4 for the last). This adjusted count is multiplied by the number of laps for the final medal reward. If you come in a place lower than first, the racers who finished before you aren't counted in those calculations (ie. if you come in 3rd in a six player race, it's counted as if you won a race with four players).


<span id="footnote3"></span>[[#footnote3recall|^]]The exceptions may be related to the "Aqua's falling speed" point above, or they may be due to a hidden cooldown or input window narrowing based on using it too many times in a row. I could also see them being related to the order in which you sequentially use commands with this behavior, or any number of other factors.
<span id="footnote3"></span>[[#footnote3recall|^]]The exceptions may be related to the "Aqua's falling speed" point above, or they may be due to a hidden cooldown or input window narrowing based on using it too many times in a row. I could also see them being related to the order in which you sequentially use commands with this behavior, or any number of other factors.
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[Getting accurate hit counts would probably require a beginner (or at least normal) mode playthrough, as several attacks (most notably Sonic Blade) hit multiple times per "swing" when it doesn't look like they would. Elements of his attacks are determined by what they're reduced by: any of the screens, Donald, Goofy, or nothing.]
[Getting accurate hit counts would probably require a beginner (or at least normal) mode playthrough, as several attacks (most notably Sonic Blade) hit multiple times per "swing" when it doesn't look like they would. Elements of his attacks are determined by what they're reduced by: any of the screens, Donald, Goofy, or nothing.]


Short Combo: 1.0x (?, single-blade hits/normal hits), 1.5x (?, double-blade hits/finisher) ; ? hits [physical]: blockable; possibly same as below, outside of this attack being more punishable at the end and also seeming to have less super armor; counterattacks might also be able to hit him during this
Short Combo: 1.0x (?, single-blade hits/normal hits), 1.5x (?, double-blade hits/finisher) ; ? hits [physical]: blockable; possibly same as below, outside of this attack being more punishable at the end (to the point of being punishable ''before'' it fully ends) and also seeming to have less super armor; counterattacks might also be able to hit him during this


Long Combo: 1.0x (?, single-blade hits/normal hits), 1.5x (?, double-blade hits/short combo finisher), >1.5x (maybe 2.0x?, actual finisher); ? hits [physical]: blockable; it seems that he is usually immune to damage from counterattacks (but ''only'' counterattacks) during this attack, though timing your counter well at the end of the combo will allow it to deal damage; certain attacks (most notably normals) that hit his weapons during this attack will be deflected as if blocked; the only way one of your attacks will interrupt him during this move is if he activates one of his defensive actions as a result of you hitting him during it - otherwise, this attack is super armored throughout
Long Combo: 1.0x (?, single-blade hits/normal hits), 1.5x (?, double-blade hits/short combo finisher), >1.5x (maybe 2.0x?, actual finisher); ? hits [physical]: blockable; it seems that he is usually immune to damage from counterattacks (but ''only'' counterattacks) during this attack, though timing your counter well at the end of the combo will allow it to deal damage; certain attacks (most notably normals) that hit his weapons during this attack will be deflected as if blocked; the only way one of your attacks will interrupt him during this move is if he activates one of his defensive actions as a result of you hitting him during it - otherwise, this attack is super armored throughout
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Whirlwind to the Void: 2.0x, 1 hit [probably null]; if you are hit by this, then your D-Link will deactivate once your commands are scattered, and the actual scattering will be slightly delayed from if you didn't have a D-Link active; if you are killed by this while you have a fully leveled Aqua link active, then your commands won't be scattered after Auto-Life finishes resolving; there's a slight delay (made worse by having a D-Link active) between your commands scattering and you being able to do some actions (notably blocking); in phase two, your commands bounce around for longer (maybe twice as long) before becoming collectible again (this could just be how it feels, however, due to how hectic phase 2 is - need to actually time this); similarly to X-Wave, he really likes retrying this attack after it's whiff punished (though it can't really be interrupted like X-Wave due to him seeming to have super armor before actually firing the whirlwind)
Whirlwind to the Void: 2.0x, 1 hit [probably null]; if you are hit by this, then your D-Link will deactivate once your commands are scattered, and the actual scattering will be slightly delayed from if you didn't have a D-Link active; if you are killed by this while you have a fully leveled Aqua link active, then your commands won't be scattered after Auto-Life finishes resolving; there's a slight delay (made worse by having a D-Link active) between your commands scattering and you being able to do some actions (notably blocking); in phase two, your commands bounce around for longer (maybe twice as long) before becoming collectible again (this could just be how it feels, however, due to how hectic phase 2 is - need to actually time this); similarly to X-Wave, he really likes retrying this attack after it's whiff punished (though it can't really be interrupted like X-Wave due to him seeming to have super armor before actually firing the whirlwind)


Raging Storm: 1.5x, variable hits [probably null]: don't think this is fire element because it deals the same amount of damage whether Fire Screen is active or not; lasts a set amount of time which can be wasted by attacking him; without any interruptions, lasts long enough for six full dashes (need to fully time it); usually hits twice per pass, but can be more or less depending on your height off the ground and location in the arena, as well as whether or not he hits you dead on; has a hitbox before the fire even appears, and can start running towards you before the fire appears too if you attack him during the startup; phase one has him run in straight lines towards you (aiming to run past you), teleporting to approach from different angles (potentially including directly on top of you, if you are close enough to the edge of the arena); attacking him while he's dashing towards you will sometimes cause him to double back to dodge; actually hitting him seems to make him do little staggered teleports towards you for the rest of the move (or at least until he successfully passes you, at which point he'll resume previous behavior); phase two has him continue using his normal moveset while the fire is active
Raging Storm: 1.5x, variable hits [probably null]: don't think this is fire element because it deals the same amount of damage whether Fire Screen is active or not; lasts a set amount of time which can be wasted by attacking him; without any interruptions, lasts long enough for six full dashes (need to fully time it); each fire pillar has its own hitbox, and each individual hitbox has a cooldown for how often it can hit you; usually hits twice per pass, but can be more or less depending on your height off the ground and location in the arena, as well as whether or not he hits you dead on; has a hitbox before the fire even appears, and can start running towards you before the fire appears too if you attack him during the startup; phase one has him run in straight lines towards you (aiming to run past you), teleporting to approach from different angles (potentially including directly on top of you, if you are close enough to the edge of the arena); attacking him while he's dashing towards you will sometimes cause him to double back to dodge; actually hitting him seems to make him do little staggered teleports towards you for the rest of the move (or at least until he successfully passes you, at which point he'll resume previous behavior); phase two has him continue using his normal moveset while the fire is active


Doom: 1.5x, 1 hit [seemingly physical, not that it matters much]: blockable; normally starts being used in phase two; Doom is a status effect - Cinderella's D-Link gets a full command gauge from it; you die regardless of remaining health if the count reaches 0; base count is 5, minus one for every subsequent time you get hit by it; each count seems to last roughly 2/3 of a second; requires button mashing to escape (seems to require 13 button presses regardless of which hit it is); if the starting count is 3 or lower, mashing speed requirements become absurd; being hit during this will immediately break you out of it, but that is irrelevant most of the time due to requiring active Fireworks or very high levels (94+ for Terra, no lower than 99 for Aqua, impossible for Ven) to have more than 1 HP left after being hit by this to begin with
Doom: 1.5x, 1 hit [seemingly physical, not that it matters much]: blockable; normally starts being used in phase two; Doom is a status effect - Cinderella's D-Link gets a full command gauge from it; you die regardless of remaining health if the count reaches 0; base count is 5, minus one for every subsequent time you get hit by it; each count seems to last roughly 2/3 of a second; requires button mashing to escape (seems to require 13 button presses regardless of which hit it is); if the starting count is 3 or lower, mashing speed requirements become absurd; being hit during this will immediately break you out of it, but that is irrelevant most of the time due to requiring active Fireworks or very high levels (94+ for Terra, no lower than 99 for Aqua, impossible for Ven) to have more than 1 HP left after being hit by this to begin with
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****Normal stagger - From most attacks. Puts him in a 1-second stagger animation. Can trigger Time Reversal.
****Normal stagger - From most attacks. Puts him in a 1-second stagger animation. Can trigger Time Reversal.
****Knockback - From certain powerful attacks (such as the second hit of Terra's midair combo), as well as multiple attacks in a row when he's in midair. Puts him in a slightly longer stagger animation. Can trigger Time Reversal.
****Knockback - From certain powerful attacks (such as the second hit of Terra's midair combo), as well as multiple attacks in a row when he's in midair. Puts him in a slightly longer stagger animation. Can trigger Time Reversal.
****Air-toss - From a select few attacks, including the first hits of Aerial Slam and Brutal Blast, Aqua's base Finish command, as well as Fission Firaga. ''Cannot'' trigger Time Reversal.
****Air-toss - From a select few attacks, including the first hits of Aerial Slam and Brutal Blast, Aqua's base Finish command, as well as Fission Firaga. ''Cannot'' trigger Time Reversal. 6/3/2023: he also doesn't seem to be able to trigger Time Reversal for the duration of being in this stagger state.


Renewal Barrier: He assumes a guarding stance that lasts for a second or two (though the actual block seems to last longer than the animation; need to time both of these) before he uses this move; if you don't attack during this time, then he won't block anything or recover any health. He uses this attack if he is a) staggered for too many attacks in a row, or b) takes too many hits in a row even without staggering. He doesn't always use this attack in these situations; sometimes he instead dashes away and starts a different move - similar to what he sometimes does if you attack him without an opening. Severely punishes certain multihit attacks (notably, Peter Pan's level 1 finish command can crash the game, at least in the HD rereleases), but not all moves are punished as much as would be expected. Pretty sure there's nothing he can't block with this, nor do I think there's anything he can't respond to with this. He can block things like mines and status effect spells (ie. things which deal no damage to him), though whether he regains health or not varies (the former do, some of the latter do not).
Renewal Barrier: He assumes a guarding stance that lasts for a second or two (though the actual block seems to last longer than the animation; need to time both of these) before he uses this move; if you don't attack during this time, then he won't block anything or recover any health. He uses this attack if he is a) staggered for too many attacks in a row, or b) takes too many hits in a row even without staggering. He doesn't always use this attack in these situations; sometimes he instead dashes away and starts a different move - similar to what he sometimes does if you attack him without an opening. Severely punishes certain multihit attacks (notably, Peter Pan's level 1 finish command can crash the game, at least in the HD rereleases), but not all moves are punished as much as would be expected. Pretty sure there's nothing he can't block with this, nor do I think there's anything he can't respond to with this. He can block things like mines and status effect spells (ie. things which deal no damage to him), though whether he regains health or not varies (the former do, some of the latter do not).
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*I've heard it claimed that critical hits are more likely to trigger Time Reversal. I'm going to need to test this more, but if it's true, then from my observation it's pretty negligible: I've gotten long strings of hits in with Ultima Weapon without issue just the same as with Earthshaker/Rainfell.
*I've heard it claimed that critical hits are more likely to trigger Time Reversal. I'm going to need to test this more, but if it's true, then from my observation it's pretty negligible: I've gotten long strings of hits in with Ultima Weapon without issue just the same as with Earthshaker/Rainfell.
*How I think his defensive move selection works:
**(None of this will come to definitive conclusions, thanks to the nature of variance)
**When he's hit, he rolls the dice on all of his moves in the order of block (30%) -> time stop (15%) -> warp (30%).
**There is a "Counter Start Count" parameter (initial value of 4) in the BBSUM documentation that I suspect increases as you hit him and decreases as he hits you (and/or as he activates a retaliation). As it increases, I believe one or both of two things happens:
***The chances of each individual action increase/decrease relative to each other. My guess is warp chance increases while block/time stop chances decrease.
***The absolute chance of him retaliating increases.
**When he's hit in the middle of certain attacks (especially Whirlwind, X-Slash, combos; sometimes Sonic Blade), he seems to favor warping a short distance away and restarting that move over the other actions. However, he can still do the other actions.
**When he's hit by a projectile, he has a separate 50% dodge chance, though it's unclear whether this replaces or adds to his normal warp chance. He can still block or time stop when hit by a projectile.
*During phase 2 lasers or Raging Storm, the best thing he can be doing is long combo. It wastes time on those attacks while actually making things ''easier'' on you - you don't need to do funky timing with dodges/cures, and you don't need to worry about him using something more dangerous like Doom.
*The short-range dodges he often does while approaching you give him some invincibility, sometimes seeming to start before the dodge even starts.


<span id="footnote5"></span>[[#footnote5recall|^]]This has the side effect of making me fairly sure that his defense value is 27, as that is also the same as Vanitas Remnant and it was already my best guess.
<span id="footnote5"></span>[[#footnote5recall|^]]This has the side effect of making me fairly sure that his defense value is 27, as that is also the same as Vanitas Remnant and it was already my best guess.
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*Dodge Roll/Cartwheel - Mash square for literal permanent invincibility.
*Dodge Roll/Cartwheel - Mash square for literal permanent invincibility.
*Slide - Mash square for not-quite-permanent invincibility.
*Slide - Mash square for not-quite-permanent invincibility.
*Renewal Block/Barrier - He has a lot of blockable attacks, and this lets you heal off of them. May be the reason why you can't deal damage on counterattacks sometimes, however?
*Cure/Cura/Curaga - Endless invincible healing with a not-too-unreasonable reload time of 15 seconds with all Magic Hastes installed. Has significant endlag which can easily lead to loops where you keep getting hit after healing ad infinitum, due to how fast this boss attacks. This can be mitigated by jumping before use, but midair endlag means you can still easily get hit by something before being able to act.
*Cure/Cura/Curaga - Endless invincible healing with a not-too-unreasonable reload time of 15 seconds with all Magic Hastes installed. Has significant endlag which can easily lead to loops where you keep getting hit after healing ad infinitum, due to how fast this boss attacks. This can be mitigated by jumping before use, but midair endlag means you can still easily get hit by something before being able to act.
*Thunder/Fire Surge - Hit multiple times for high damage, fully invincible, aren't crippled by invisibility, short reload time means having ~3 or more in a deck with 5x Attack Haste allows endless spamming...their reputation as some of the best commands in the game (especially for this fight) is well-earned.
*Thunder/Fire Surge - Hit multiple times for high damage, fully invincible, aren't crippled by invisibility, short reload time means having ~3 or more in a deck with 5x Attack Haste allows endless spamming...their reputation as some of the best commands in the game (especially for this fight) is well-earned. The multiple hits can be a double-edged sword, however, as this attack has a bit of endlag and triggering warp right before it can easily lead to you getting hit without being able to do anything about it. Fire Surge knocks back, Thunder Surge just staggers.
*Mines - He is immune to damage from these, but they're also the most reliable way by far to activate his jumping dodge. If you figure out the timing on his intangibility ending after his jump, this effectively allows you to set traps for him. Failing that, they can also delay his actions to keep you alive. They also still fill the command gauge, so they can be used for finishers or style changes.
*Mines - He is immune to damage from these, but they're also the most reliable way by far to activate his jumping dodge. If you figure out the timing on his intangibility ending after his jump, this effectively allows you to set traps for him. Failing that, they can also delay his actions to keep you alive. They also still fill the command gauge, so they can be used for finishers or style changes.


====Everyone====
====Everyone====
*Surprise! 2 - A slower version of Explosion which requires you to enter a button sequence, otherwise it stuns you. It does at least have a potentially higher reward, as it hits more times and forces the enemy to drop munny and HP orbs (though its invincibility doesn't last long enough for you to pick them up).
*Explosion - A very popular finish command for this fight, but I wasn't actually that impressed by it thanks to its long startup. It does have a large blast radius which helps if you happen to get it during invisibility, and I assume this is why so many people use it.
*Ice Slide - Once you shuffle your commands around so this doesn't trigger Doom in phase one, it's a solid sidegrade from normal Air Slide. Unlike Firewheel/Thunder Roll, this doesn't trade all of its invincibility for the ability to deal damage. Instead, it still retains invincibility on most of the animation, only losing some at the end. In return, it opens up several options for you, like dealing relatively safe damage (including while he's invisible), wasting time on Raging Storm, and even comboing into another attack (in particular, I've had some success with Ice Slide -> Aerial Slam during Raging Storm). The catch seems to be that the hitbox this produces is parriable<span id="footnote6recall"></span>[[#footnote6|^]] (at least for Terra?), which can lead to problems if you try dashing by him during a combo. The invincibility also ends before the hitbox does, meaning the tail end of this move can be affected by Time Reversal.
*Ice Slide - Once you shuffle your commands around so this doesn't trigger Doom in phase one, it's a solid sidegrade from normal Air Slide. Unlike Firewheel/Thunder Roll, this doesn't trade all of its invincibility for the ability to deal damage. Instead, it still retains invincibility on most of the animation, only losing some at the end. In return, it opens up several options for you, like dealing relatively safe damage (including while he's invisible), wasting time on Raging Storm, and even comboing into another attack (in particular, I've had some success with Ice Slide -> Aerial Slam during Raging Storm). The catch seems to be that the hitbox this produces is parriable<span id="footnote6recall"></span>[[#footnote6|^]] (at least for Terra?), which can lead to problems if you try dashing by him during a combo. The invincibility also ends before the hitbox does, meaning the tail end of this move can be affected by Time Reversal.
*Items in general - If Item Bracer existed in this game, then items would be my preferred healing method due to much lower end lag than Cure. Even without Item Bracer, however, they do still have their place - Megalixirs fully restore your D-Link gauge without having a year of startup like Balloon Letters, and will fully restore your HP as a bonus. I haven't experimented with other items against him, but I imagine a (Mega/Hi-)Potion above an invincible command (surge or Aerial Slam, probably) could do some work in letting you get damage on him immediately after healing.
*Items in general - If Item Bracer existed in this game, then items would be my preferred healing method due to much lower end lag than Cure. Even without Item Bracer, however, they do still have their place - Megalixirs fully restore your D-Link gauge without having a year of startup like Balloon Letters, and will fully restore your HP as a bonus. I haven't experimented with other items against him, but I imagine a (Mega/Hi-)Potion above an invincible command (surge or Aerial Slam, probably) could do some work in letting you get damage on him immediately after healing.
**Ice Cream - Is only as good as the style it puts you into. Aqua/Ven have the option of Milky Way before they have Sky Climber to let them immediately get a normal finish command, which can be a neat strat.
**Ice Cream - Is only as good as the style it puts you into. Aqua/Ven have the option of Milky Way before they have Sky Climber to let them immediately get a normal finish command, which can be a neat strat.
*Blocks/Barriers besides Renewal - May be worth trying to see if they make counterattack damage consistent. Update: they seem to, but you're giving up a lot for this utility.
*Sliding Dash - One of few commands that can combo into the same things your normal combo can, which makes it more safe to throw out than many moves. Its range means that it can secure punishes that you would otherwise miss, too. However, I still think its best use is in just extending air stalls (by untargeting then using it in midair after an air slide).
*Sliding Dash - One of few commands that can combo into the same things your normal combo can, which makes it more safe to throw out than many moves. Its range means that it can secure punishes that you would otherwise miss, too. However, I still think its best use is in just extending air stalls (by untargeting then using it in midair after an air slide).
*Blizzard Edge - Probably the best of the edge commands due to the extra damage from the ice shard, but that isn't really saying much. It's still too slow and unwieldy to hit with when it isn't being comboed into, and the reward it gives when it ''is'' being comboed into isn't worth the risk.
*Blizzard Edge - Probably the best of the edge commands due to the extra damage from the ice shard, but that isn't really saying much. It's still too slow and unwieldy to hit with when it isn't being comboed into, and the reward it gives when it ''is'' being comboed into isn't worth the risk.
*Confusion Strike - Actually kinda OK if you have a finish command ready which you don't want to use just yet. Single hit commands like this don't have a ton of risk, though time stop is always a concern. I'm pretty sure Fire Strike is a strictly superior version of this, as it knocks back instead of just staggering.
*Fire Strike - Confirmed better version of the other strikes, as it does knock back.
*Aerial Slam - Sleeper hit. Air-enabled and fully invincible, which makes it ideal for landing safely. First two hits are all but guaranteed if no other attacks precede them; the last hit is unreliable but powerful and very close to unpunishable. You can even stop after any of the hits to try doing something creative instead of going forward the last hit. It's also the best (IMO) counter to Raging Storm that's available to all characters - hitting with it [which does take a little bit of timing (and/or possibly luck)] allows you to just wait out the rest of the move by air stalling. Biggest problem this has is that whiffing with the first hit does not let you continue to the extensions, which cuts down the invincibility significantly. This combined with how short a whiff lasts makes it pretty easy to get into a bad situation through careless use of this move.
*Aerial Slam - Sleeper hit. Air-enabled and fully invincible, which makes it ideal for landing safely. First two hits are all but guaranteed if no other attacks precede them; the last hit is unreliable but powerful and very close to unpunishable. You can even stop after any of the hits to try doing something creative instead of going forward the last hit. It's also the best (IMO) counter to Raging Storm that's available to all characters - hitting with it [which does take a little bit of timing (and/or possibly luck)] allows you to just wait out the rest of the move by air stalling. Biggest problem this has is that whiffing with the first hit does not let you continue to the extensions, which cuts down the invincibility significantly. This combined with how short a whiff lasts makes it pretty easy to get into a bad situation through careless use of this move.
*Blitz - Opening with it without hit confirming actually often allows all three hits to successfully connect. Otherwise, you'll probably want to cut one of the extensions. Can trigger Time Reversal and has the same problem as normal attacks when it does (namely, pressing triangle will buffer the next swing and lock you into it). Overall, probably only worth it at a low level, as it's basically doing three normal combo finishers in a row, with all the associated risks and rewards that description implies.
*Blitz - Opening with it without hit confirming actually often allows all three hits to successfully connect. Otherwise, you'll probably want to cut one of the extensions. Can trigger Time Reversal and has the same problem as normal attacks when it does (namely, pressing triangle will buffer the next swing and lock you into it). Overall, probably only worth it at a low level, as it's basically doing three normal combo finishers in a row, with all the associated risks and rewards that description implies.
*Sonic Blade - Can be used from just about anywhere for a few almost-free hits so long as he's not in the middle of an attack. Same deal with Time Reversal as Blitz above.
*Sonic Blade - Can be used from just about anywhere for a few almost-free hits so long as he's not in the middle of an attack. Same deal with Time Reversal as Blitz above. 07/10/2023: Better than I gave it credit for if you can avoid being trigger-happy on the triangle button. Knocks MF back and often lets you end far away from him, which means it enables the same kind of stuff as Terra's normal midair horizontal slash. Hitting from its maximum distance is needed to give you a chance at avoiding most counters he pulls out, however.
*Magnet Spiral - Some ''weird'' behavior with this one. The magnet pull effect this attack puts out count as several separate attacks, and he reacts as such so long as he isn't in any kind of super armor move. This means that he will teleport around, cancel/restart attacks, and even put up Renewal Barrier (which restores an absurd amount of HP off of these pseudo-attacks in spite of them doing no damage). I even got knocked down to 1 HP during this attack, executed the actual damaging spin attack, and then got snagged by Colision Magnet...which proceeded to deal no damage as if Once More was in effect.
*Magnet Spiral - Some ''weird'' behavior with this one. The magnet pull effect this attack puts out count as several separate attacks, and he reacts as such so long as he isn't in any kind of super armor move. This means that he will teleport around, cancel/restart attacks, and even put up Renewal Barrier (which restores an absurd amount of HP off of these pseudo-attacks in spite of them doing no damage). I even got knocked down to 1 HP during this attack, executed the actual damaging spin attack, and then got snagged by Colision Magnet...which proceeded to deal no damage as if Once More was in effect.
*Zero Graviga - He may be immune to the status effect, but this still works properly as far as the quick moderate AoE damage is concerned. Its vertical tolerance is a little bit suspect, however. Doesn't stagger him at all - even right after a Whirlwind to the Void or X-Wave - but can cause him to raise his guard (ie. prepare Renewal Barrier). If this actually hits his guard, it actually causes ''you'' to stagger, for some reason.
*Zero Graviga - He may be immune to the status effect, but this still works properly as far as the quick moderate AoE damage is concerned. Its vertical tolerance is a little bit suspect, however. Doesn't stagger him at all - even right after a Whirlwind to the Void or X-Wave - but can cause him to raise his guard (ie. prepare Renewal Barrier). If this actually hits his guard, it actually causes ''you'' to stagger, for some reason.
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*Rockbreaker Command Style - (NEED TO TEST THIS ONE OUT: videos show it to be useful - including while he's invisible - due to a lingering hitbox. My speculation is that its utility is significantly diminished if you aren't using Slide.)
*Rockbreaker Command Style - (NEED TO TEST THIS ONE OUT: videos show it to be useful - including while he's invisible - due to a lingering hitbox. My speculation is that its utility is significantly diminished if you aren't using Slide.)
*Dark Impulse Command Style - ''Does'' trigger Time Reversal, much to my disappointment - perhaps there's a different factor in other dark element commands that cause them to not do so. At any rate, this is a pretty fun command style to use against him, though I'm unsure how practical it is. The biggest thing to talk about is the uppercut which starts close combos. It is (as far as I've tested so far) the only attack Terra gets which moves him towards enemies that are below him. It also knocks him back rather than just staggering him, which makes the second part of the combo only hit with one or two hits (which is probably a good thing, considering). However, the biggest thing to watch out for is that it is superceded in priority by the distance closer attack, so Terra will probably just attack harmlessly over the enemy's head if they are below him but also sufficiently far away.
*Dark Impulse Command Style - ''Does'' trigger Time Reversal, much to my disappointment - perhaps there's a different factor in other dark element commands that cause them to not do so. At any rate, this is a pretty fun command style to use against him, though I'm unsure how practical it is. The biggest thing to talk about is the uppercut which starts close combos. It is (as far as I've tested so far) the only attack Terra gets which moves him towards enemies that are below him. It also knocks him back rather than just staggering him, which makes the second part of the combo only hit with one or two hits (which is probably a good thing, considering). However, the biggest thing to watch out for is that it is superceded in priority by the distance closer attack, so Terra will probably just attack harmlessly over the enemy's head if they are below him but also sufficiently far away.
*Sonic Impact - Probably better as a mobility move than (super)glide, can be used to surprisingly good effect to dodge attacks like Raging Storm. Shame about no invincibility, as that makes it risky to use in midair thanks to endlag + time stop chance. Maleficent does NOT trigger off of this, so I doubt it works on Ice Slide either.
*Meteor Crash - Risky. The midair hover at the start of the move is out of his reach (as I expected) and the meteors have a really large area of effect, but the dive leaves you vulnerable and being hit at the wrong time by the wrong kind of attack will cancel the meteors outright. The leap basically working as a dodge means that this works against two of the three counters from Time Reversal (the one it doesn't dodge is the kick). It also seems like certain attacks of his will continue targeting your old location during the leap, as I've seen his Sonic Blade whiff entirely from this attack used at the right time. I'd have thought this would be a useful counter to his clones due to the AoE, but it's slow enough that you're likely to get interrupted or just outright die.
*Meteor Crash - Risky. The midair hover at the start of the move is out of his reach (as I expected) and the meteors have a really large area of effect, but the dive leaves you vulnerable and being hit at the wrong time by the wrong kind of attack will cancel the meteors outright. The leap basically working as a dodge means that this works against two of the three counters from Time Reversal (the one it doesn't dodge is the kick). It also seems like certain attacks of his will continue targeting your old location during the leap, as I've seen his Sonic Blade whiff entirely from this attack used at the right time. I'd have thought this would be a useful counter to his clones due to the AoE, but it's slow enough that you're likely to get interrupted or just outright die.
*Chaos Blade - All of the commentary on Sonic Blade applies here, as this is another version of that attack but more costly and with additional downtime between swings. The teleports might give a tiny amount of invincibility, but not enough to matter. ADDENDUM: Revisited this one due to Stickman Sham claiming that it can't trigger Time Reversal. This seems to be true, and I'm thinking this might be a property that applies to dark element attacks in general (SECOND ADDENDUM: nope). Suffice to say, this changes this attacks evaluation significantly, as all it really has to worry about are blocking (which might be beatable by delaying extensions - needs more testing) and the occasional teleport counter.
*Chaos Blade - All of the commentary on Sonic Blade applies here, as this is another version of that attack but more costly and with additional downtime between swings. The teleports might give a tiny amount of invincibility, but not enough to matter. ADDENDUM: Revisited this one due to Stickman Sham claiming that it can't trigger Time Reversal. This seems to be true, and I'm thinking this might be a property that applies to dark element attacks in general (SECOND ADDENDUM: nope). Suffice to say, this changes this attacks evaluation significantly, as all it really has to worry about are blocking (which might be beatable by delaying extensions - needs more testing) and the occasional teleport counter.
*Dark Haze - Tested this due to the above "dark element attacks" theory. It seems to hold true with this command, too: I have never seen Time Reversal trigger from Dark Haze. The command itself isn't particularly exciting. When the conditions are met for skipping its windup (which seem to include attacks and Air Slide in addition to normal Slide), it's kinda like a sidegrade to Sliding Dash. Otherwise, it's a single-hit Sonic Blade. Neither the worst or the best command.
*Dark Haze - Tested this due to the above "dark element attacks" theory. It seems to hold true with this command, too: I have never seen Time Reversal trigger from Dark Haze. The command itself isn't particularly exciting. When the conditions are met for skipping its windup (which seem to include attacks and Air Slide in addition to normal Slide), it's kinda like a sidegrade to Sliding Dash. Otherwise, it's a single-hit Sonic Blade. Neither the worst or the best command.
*Ars Solum - High risk, potentially high reward: I've had this blocked or hit with Time Reversal within the first four swings, but I've also had it perform spectacularly, legitimately getting through the whole combo. Most notable part of this attack is that the last hit before extensions inflicts air toss.
*Ars Solum - High risk, potentially high reward: I've had this blocked or hit with Time Reversal within the first four swings, but I've also had it perform spectacularly, legitimately getting through the whole combo. Most notable part of this attack is that the last hit before extensions inflicts air toss. May sometimes block X-Slash, which would make this a decent response to that attack...if you can navigate to and select it in time.
*Zantetsuken - This is a teleport slash which ''will'' hit if you're locked on and will usually let you walk away unscathed afterwards due to invincible cooldown during the pose (preventing Time Reversal, by the by) after the attack. However, this is majorly limited by how vulnerable you are during its excessively long windup. The only times you can make use of this attack are if you start it while he's in the air for Collision Magnet or starting an X-Wave (and you're guaranteed to take damage in the latter case), if you make time for it somehow (like air tossing him with Fission Firaga or something), or if you just get lucky. I could only realistically see this being being considered at low levels where the single hit at a high multiplier might be valuable. The "failed" version of this attack is also better due to knocking back rather than just staggering and having a shorter ending pose, which uniquely gives a reason to take a lower level version of this command.
*Zantetsuken - This is a teleport slash which ''will'' hit if you're locked on and will usually let you walk away unscathed afterwards due to invincible cooldown during the pose (preventing Time Reversal, by the by) after the attack. However, this is majorly limited by how vulnerable you are during its excessively long windup. The only times you can make use of this attack are if you start it while he's in the air for Collision Magnet or starting an X-Wave (and you're guaranteed to take damage in the latter case), if you make time for it somehow (like air tossing him with Fission Firaga or something), or if you just get lucky. I could only realistically see this being being considered at low levels where the single hit at a high multiplier might be valuable. The "failed" version of this attack is also better due to knocking back rather than just staggering and having a shorter ending pose, which uniquely gives a reason to take a lower level version of this command.
*Brutal Blast - Excellent. The initial blast comes out quickly and air-tosses, which ensures the follow-up spinning strike will hit. Only hits twice so there's little danger of Renewal Barrier, and I don't think either hit can be affected by Time Reversal (only so long as both hits connect - if the second hit is the only one that connects, it can be reversed). Is even more reliable against Raging Storm than Aerial Slam, and makes Aerial Slam easier to follow up with due to his movement pattern change after he's hit.
*Brutal Blast - Excellent. The initial blast comes out quickly and air-tosses, which ensures the follow-up spinning strike will hit. Only hits twice so there's little danger of Renewal Barrier, and I don't think either hit can be affected by Time Reversal (only so long as both hits connect - if the second hit is the only one that connects, it can be reversed). Is even more reliable against Raging Storm than Aerial Slam, and makes Aerial Slam easier to follow up with due to his movement pattern change after he's hit.
*Windcutter - Kinda an inferior version of Brutal Blast. Doesn't have the quick initial blast, comes out more slowly, and hits enough times that Renewal Barrier is more of a possibility. However, it does still inflict air-toss and has a higher damage potential than Brutal Blast, so "an inferior version" doesn't mean bad.
*Windcutter - Kinda an inferior version of Brutal Blast. Doesn't have the quick initial blast, comes out more slowly, and hits enough times that Renewal Barrier is more of a possibility. However, it does still inflict air-toss and has a higher damage potential than Brutal Blast, so "an inferior version" doesn't mean bad. Also, when I say it inflicts air-toss, I mean it does so on every hit (4/12/2023: except the last, which knocks back instead) rather than just the initial shockwave like Brutal Blast, which means it can do well even if it doesn't hit right away, and it can ''never'' be time stopped. This is also part of a really cool (and sorta-kinda guaranteed) combo with Aerial Slam.
*Limit Storm - Easily the worst of these three commands. It hits once, DOESN'T inflict air-toss, and its shtick of "executes immediately if used right after Sacrifice" doesn't matter since Sacrifice is an actively useless liability.
*Limit Storm - Easily the worst of these three commands. It hits once, DOESN'T inflict air-toss, and its shtick of "executes immediately if used right after Sacrifice" doesn't matter since Sacrifice is an actively useless liability.
*Sacrifice - Completely useless. I believe I managed to get it to hit once, it dealt as much damage as Zantetsuken (while not having the utility of hitting from anywhere), and I immediately got hit by a combo afterwards.
*Sacrifice - Completely useless. I believe I managed to get it to hit once, it dealt as much damage as Zantetsuken (while not having the utility of hitting from anywhere), and I immediately got hit by a combo afterwards.
*Quake - Surprisingly and disappointingly does not air-toss him as it does to other enemies, which I was kinda counting on for this to be any good. It ''can'' stagger him or force him to dodge jump, but I don't think those are qualities that justify the space or time.
*Dark Firaga - Really, really bad. Homing is awful compared to other fire magic, and piercing effect doesn't even come close to making up for it. I'm pretty sure it can't even hit the same enemy multiple times like one might expect. I guess it could be OK for clones, but even that's a stretch. (I assume Crawling Fire is the same.)
*Quake - Surprisingly and disappointingly does not air-toss him as it does to other enemies, which I was kinda counting on for this to be any good. It ''can'' stagger him or force him to dodge jump, but I don't think those are qualities that justify the space or time. Also doesn't count as a projectile, so if it's blocked it's canceled. If you are interupted during this attack (perhaps only by knockback?), you will get a zoomed out camera, but only while not locked on - this seems to happen consistently on knockback from attacks like Collision Magnet and Whirlwind to the Void.
*Warp - I mostly tested this out as a joke. All it can do is cause him to raise his guard if used after you manage to hit him enough. It doesn't even heal him if it hits while he's already guarding. (Mostly documenting this as I suspect it's how all non-damaging status spells work on him.)
*Warp - I mostly tested this out as a joke. All it can do is cause him to raise his guard if used after you manage to hit him enough. It doesn't even heal him if it hits while he's already guarding. (Mostly documenting this as I suspect it's how all non-damaging status spells work on him.)


====Ventus====
====Ventus====
*Thunder Roll - Just as good as Dodge Roll when all you need is a short burst of motion (such as when you're dodging Raging Storm), but otherwise trades a ''lot'' for damage-dealing abilities. At least has the startup i-frame that a lot of commands get, but it might also have a few actual i-frames like normal Dodge Roll.
*Celebration - The worst finish command for this fight, and probably in general. All it does is spawn a few munny and HP prizes, with an invincibility window too short to safely pick them up.
*Air Flair 1 - Better version of the higher level Air Flairs due to lacking the ending spins. A full combo of this air tosses him then knocks him away. Does have limited vertical tolerance; if MF starts an X-Slash, this will not be able to hit him.
*Air Flair 2-4 - The initial combo air tosses him, which is good! However, he is outright immune to the spin attacks, probably for the same reason Tornado doesn't do anything to him.
*Stratosphere - The best ultimate finish command for this fight, in my opinion. Due to being able to delay each extension, you can virtually guarantee 3-4 of the 5 attacks connect even if he tries to block or dodge. (The only way he can guarantee dodging one of the hits is by using Collision Magnet.) Additionally, the final hit has a massive AoE and air tosses if it hits, which covers the ending period where you can't do anything and may even let you hit him a couple more times afterwards. The only downside to this attack is how poorly it works versus invisibility, where the final explosion is the only hit likely to connect.
*Stratosphere - The best ultimate finish command for this fight, in my opinion. Due to being able to delay each extension, you can virtually guarantee 3-4 of the 5 attacks connect even if he tries to block or dodge. (The only way he can guarantee dodging one of the hits is by using Collision Magnet.) Additionally, the final hit has a massive AoE and air tosses if it hits, which covers the ending period where you can't do anything and may even let you hit him a couple more times afterwards. The only downside to this attack is how poorly it works versus invisibility, where the final explosion is the only hit likely to connect.
*Wingblade Command Style - Flashy, powerful, and fun when it works, but I don't know why people specifically call this style out as difficult to break out of - he can Time Reversal out of it just as easily as just about anything else, and I found Ven's other level two styles more useful. Second hit is the standout, as it's basically a dual Strike Raid without the downsides of the actual command. Finisher is two mostly-guaranteed hits, but not much else.
*Wingblade Command Style - Flashy, powerful, and fun when it works, but I don't know why people specifically call this style out as difficult to break out of - he can Time Reversal out of it just as easily as just about anything else, and I found Ven's other level two styles more useful. Second attack in the combo is the standout, as it's basically a dual Strike Raid without the downsides of the actual command. Finisher is two mostly-guaranteed hits, but not much else.
*Cyclone Command Style - Outright useful. First attack from far away is a disjoint which tracks very well, is actually safe to throw out in most circumstances, and which Time Reversal (usually) doesn't even guarantee a hit on. <s>Other attacks are fast, but will probably be stopped by a Renewal Barrier before you can go too crazy with them.</s> Finisher is three hits which are basically guaranteed to hit the damage barrier - normally mediocre, but at least you probably don't have to worry about triggering Renewal Barrier. ADDENDUM: The initial close range spin attack is just as good as the disjoint, due to how ''fast'' it is. It's fast enough that even if he blocks it you can still often hit him with it again after he drops his guard.
*Cyclone Command Style - Outright useful. First attack from far away is a disjoint which tracks very well, is actually safe to throw out in most circumstances, and which Time Reversal (usually) doesn't even guarantee a hit on. <s>Other attacks are fast, but will probably be stopped by a Renewal Barrier before you can go too crazy with them.</s> Finisher is three hits which are basically guaranteed to hit the damage barrier - normally mediocre, but at least you probably don't have to worry about triggering Renewal Barrier. ADDENDUM: The initial close range spin attack is just as good as the disjoint, due to how ''fast'' it is. It's fast enough that even if he blocks it you can still often hit him with it again after he drops his guard.
*Sky Climber Command Style - This style gives you a delay when using almost any ability while grounded (provided you don't dash first), disables your block, and nerfs your grounded dodge move. In spite of these drawbacks, it is way, way, WAY more useful than I ever would have guessed. Specifically, there are two really powerful aspects to this style: all normal attacks now air toss (and thus can't trigger Time Reversal), and there is some part of the modified dodge that allows you to consistently dodge out of Collision Magnet before the damaging hit. The hover/glide that initiates when you dash in midair is good for midair stalling and hovering just out of his reach as well, and your dash itself is buffed from your normal air slide to compensate for the nerf to your grounded dodge. If you're trying to do this fight without a grounded dodge equipped (as I often do), then this style will give you one. All in all, the most difficult part of utilizing this style is the annoying little non-invincible spin your character does upon entering it, since all it does is give you that much more time to be hit by something without being able to do anything about it.
*Sky Climber Command Style - This style gives you a delay when using almost any ability while grounded (provided you don't dash first), disables your block, and nerfs your grounded dodge move. In spite of these drawbacks, it is way, way, WAY more useful than I ever would have guessed. Specifically, there are two really powerful aspects to this style: all normal attacks now air toss (and thus can't trigger Time Reversal), and there is some part of the modified dodge that allows you to consistently dodge out of Collision Magnet before the damaging hit. The hover/glide that initiates when you dash in midair is good for midair stalling and hovering just out of his reach as well, and your dash itself is buffed from your normal air slide to compensate for the nerf to your grounded dodge. If you're trying to do this fight without a grounded dodge equipped (as I often do), then this style will give you one. All in all, the most difficult part of utilizing this style is the annoying little non-invincible spin your character does upon entering it, since all it does is give you that much more time to be hit by something without being able to do anything about it. Finally, this style's finish command has the capacity to be utterly amazing, taking off up to 2 bars on its own.
*Salvation - Is unusably slow outside of trapping him into jumping at it with mines. Even then, it's really difficult to set up and he just teleported out and used Whirlwind to the Void one of the times I actually pulled it off (lol). It being blocked at any point (which is pretty likely) will also cancel the rest of the attack.
*Salvation - Is unusably slow outside of trapping him into jumping at it with mines. Even then, it's really difficult to set up and he just teleported out and used Whirlwind to the Void one of the times I actually pulled it off (lol). It being blocked at any point (which is pretty likely) will also cancel the rest of the attack.
*Tornado Strike - He seems to be outright immune to this one; the command gauge increases, but no damage is dealt and no knockback is sustained. I'm going to guess it's because of the air-spin effect, in which case Tornado will probably have the same non-effect.
*Tornado Strike - He seems to be outright immune to this one; the command gauge increases, but no damage is dealt and no knockback is sustained. I'm going to guess it's because of the air-spin effect, in which case Tornado will probably have the same non-effect.
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====Aqua====
====Aqua====
*Firewheel - Much like Thunder Roll, though I'm pretty sure this doesn't have any i-frames at all. Ghost Drive's teleport cartwheel gives this i-frames while retaining its damaging hitbox, which is quite a potent combination.
*Finish - Longer startup than I would like, but air toss makes up for that and you're absolutely guaranteed to have this no matter how much playtime you have. Need to test this more as an extension of jump attack looping.
*Finish - Longer startup than I would like, but air toss makes up for that and you're absolutely guaranteed to have this no matter how much playtime you have. Need to test this more as an extension of jump attack looping.
*Magic Pulse 1 - Just a worse version of Finish for this fight, as it doesn't inflict air toss.
*Magic Pulse 1-3 - Worse than Aqua's basic Finish command thanks to not air-tossing.
*Magic Pulse 4 - DOES air toss, but only on the first two hits.
*Ice Burst - I put this on to test it a while ago and then just never took it off, so I have a disproportionate amount of data on this one. The spin attack at the start is the most reliably damaging part of the move, while the three ice blasts are more to give him something to dodge so the move ends more safely. Strange corner case: the final projectile can trigger Time Reversal if you're unlucky enough to have it hit him when you're no longer invincible after the move has "officially" ended.
*Ice Burst - I put this on to test it a while ago and then just never took it off, so I have a disproportionate amount of data on this one. The spin attack at the start is the most reliably damaging part of the move, while the three ice blasts are more to give him something to dodge so the move ends more safely. Strange corner case: the final projectile can trigger Time Reversal if you're unlucky enough to have it hit him when you're no longer invincible after the move has "officially" ended.
*Teleport Spike - Middle of the road ultimate finish command. It's a bit difficult to hit him with any given projectile when he's moving around due to slow-moving projectiles, and you don't fire enough projectiles to hit him consistently in spite of this. It is also entirely blanked by invisibility. That said, you have a lot of wiggle room to delay each individual projectile, which can lead to this giving you an immense duration of invincibility if you want to try using it to wait out invisibility (particularly if you start it high in the air, as it doesn't force you to the ground like the many other finish commands).
*Teleport Spike - Middle of the road ultimate finish command. It's a bit difficult to hit him with any given projectile when he's moving around due to slow-moving projectiles, and you don't fire enough projectiles to hit him consistently in spite of this. It is also entirely blanked by invisibility. That said, you have a lot of wiggle room to delay each individual projectile, which can lead to this giving you an immense duration of invincibility if you want to try using it to wait out invisibility (particularly if you start it high in the air, as it doesn't force you to the ground like the many other finish commands). One strange quirk about Teleport Spike is that it seems to give a very generous window for using the Teleport command immediately after it ends, regardless of what move MF is using.
*Spellweaver Command Style - The slow, floaty normal attacks of this style aren't quite as bad as one would expect, as you can still do the short hop -> single hit -> land -> repeat combo you can do normally, it just has different timing. The finisher is famously one of the best in the game due to an absurd hit count, but you need to use it with care against MF due to Renewal Barrier.
*Spellweaver Command Style - The slow, floaty normal attacks of this style aren't quite as bad as one would expect, as you can still do the short hop -> single hit -> land -> repeat combo you can do normally, it just has different timing. The finisher is famously one of the best in the game due to an absurd hit count, but you need to use it with care against MF due to Renewal Barrier. 07/10/2023: This style actually sorta divides itself into nice 3-hit segments thanks to an easy landing cancel on the third hit if you don't continue immediately.
*Bladecharge Command Style - I think this is the worst of Aqua's command styles against MF. The best part of Aqua's version of this style is the absurdly fast jumping slash she does against floating targets. However, since she can't do this against MF very often, it just ends up replacing her attacks with slow and unwieldy ones which aren't safe against Time Reversal and don't have enough going for them to make up for it. Admittedly, the finish command is very powerful, particularly if you manage to save it for when he goes invisible.
*Bladecharge Command Style - I think this is the worst of Aqua's command styles against MF. The best part of Aqua's version of this style is the absurdly fast jumping slash she does against floating targets. However, since she can't do this against MF very often, it just ends up replacing her attacks with slow and unwieldy ones which aren't safe against Time Reversal and don't have enough going for them to make up for it. Admittedly, the finish command is very powerful, particularly if you manage to save it for when he goes invisible. 07/10/2023: Air-tossing him beforehand mitigates a lot of the risk of this style and lets you actually use Aqua's anti-air combo.
*Sky Climber Command Style - See Ventus's section.
*Sky Climber Command Style - See Ventus's section.
*Ghost Drive Command Style - The teleports that precede all of this style's normal attacks don't go particularly far, but it does seem like they have some invincibility built into them, which is good because all of said normal attacks are slow multihits. One of this style's true niches, however, is air stalling. None of its attacks besides the combo finisher and the finish command actually lose you any height, and this style has full built-in Combo Master which allows you to attack, Air Slide, use a command, or block after any attack you want (and Air Slides let you keep up the combo afterwards). This can potentially allow you to wait out invisibility in phase two, at least for a little while. This style also has a potentially very strong finish command. [I believe the increased vulnerability on this style's dodge commands is similar to how it is on Terra's dodge commands. That is, I think it either doesn't have full invincibility at the end of the animation, or it doesn't perfectly transition into itself/attacks/commands like vanilla Cartwheel (and to a lesser extent, Air Slide). This observation comes from being hit while trying to use an invincible command directly after using this style's version of Air Slide.] This style also actually ''gives'' invincibility to Firewheel (!!), which I need to play around with more.
*Ghost Drive Command Style - The teleports that precede all of this style's normal attacks don't go particularly far, but it does seem like they have some invincibility built into them, which is good because all of said normal attacks are slow multihits. One of this style's true niches, however, is air stalling. None of its attacks besides the combo finisher and the finish command actually lose you any height, and this style has full built-in Combo Master which allows you to attack, Air Slide, use a command, or block after any attack you want (and Air Slides let you keep up the combo afterwards). This can potentially allow you to wait out invisibility in phase two, at least for a little while. This style also has a potentially very strong finish command. [I believe the increased vulnerability on this style's dodge commands is similar to how it is on Terra's dodge commands. That is, I think it either doesn't have full invincibility at the end of the animation, or it doesn't perfectly transition into itself/attacks/commands like vanilla Cartwheel (and to a lesser extent, Air Slide). This observation comes from being hit while trying to use an invincible command directly after using this style's version of Air Slide. 07/10/2023: Seems obvious in retrospect, but it may just be that you are invincible while teleporting, with a tiny bit of buffer invincibility on either side of the teleport.] This style also actually ''gives'' invincibility to Firewheel (!!), which I need to play around with more.
**One extra note on this style is how doing a single hit will put you really close to the ground, and when you land you can jump again immediately. This leads to some really cool possibilities, but they only occasionally work against MF due to too-high hit counts on the style's attacks.
**One extra note on this style is how doing a single hit will put you really close to the ground, and when you land you can jump again immediately. This leads to some really cool possibilities, but they only occasionally work against MF due to too-high hit counts on the style's attacks.
*Barrier Surge - Non-elemental surge! On the character who gets her normal finisher from non-elemental attack commands! However, it's not as good as it sounds since it doesn't give full invulnerability; instead, it just protects you from blockable attacks.
*Barrier Surge - Non-elemental surge! On the character who gets her normal finisher from non-elemental attack commands! However, it's not as good as it sounds since it doesn't give full invulnerability; instead, it just protects you from blockable attacks.
**Subnote to mention that, when used by Terra and Ven, Cinderella's Enchanted Step is not a full clone of this attack in spite of appearances. It actually gives full invulnerability like elemental surges. Enchanted Step also pops up at the end of the move; this combined with its low reload time allows it to air stall indefinitely.
**Subnote to mention that, when used by Terra and Ven, Cinderella's Enchanted Step is not a full clone of this attack in spite of appearances. It actually gives full invulnerability like elemental surges. Enchanted Step also pops up at the end of the move; this combined with its low reload time allows it to air stall indefinitely.
*Wishing Edge - Slower than Blitz (to the point that it can effectively only be comboed into), but only needs to connect once to deliver all three of its hits. All three hits will be delivered even if he dodges away, and can even make him teleport/guard/stagger with no further action from you. If this is hit by Time Reversal, then the other two hits will do nothing unless he tries to counter with X-Wave (in which case he'll be interrupted basically before he starts). Time Reversal can also activate on hits other than the first.
*Wishing Edge - Slower than Blitz (to the point that it can effectively only be comboed into), but only needs to connect once to deliver all three of its hits. All three hits will be delivered even if he dodges away, and can even make him teleport/guard/stagger with no further action from you. If this is hit by Time Reversal, then the other two hits will do nothing unless he tries to counter with X-Wave (in which case he'll be interrupted basically before he starts). Time Reversal can also activate on hits other than the first.
*Magic Hour - Legitimately useful. Can be used in midair, teleports you to the enemy's location with every attack, and gives invincibility between teleports. You can even delay teleport timing to dodge attacks, which includes two of the three possible counterattacks from Time Reversal (Whirlwind to the Void, however, is a free hit).
*Magic Hour - Legitimately useful. Can be used in midair, teleports you to the enemy's location with every attack, and gives invincibility between teleports. You can even delay teleport timing to dodge attacks, which includes two of the three possible counterattacks from Time Reversal (Whirlwind to the Void, however, is a free hit) - combine with Fireworks to make it basically completely safe. Also, ending it early isn't even as big a risk as you'd think, both because it lets you off in midair (out of reach of some of MF's long combo) and it seems to give you an extended window for using Teleport like Teleport Spike does.
*Time Splicer - Like Magic Hour, but with tighter timing [both for continuing the attack (to the point that delaying the next extension is impossible) and for dodging] and invincibility only during the teleport. Also more prone to triggering Renewal Barrier and healing him for significant HP when it does.
*Time Splicer - Like Magic Hour, but with tighter timing [both for continuing the attack (to the point that delaying the next extension is impossible) and for dodging] and invincibility only during the teleport. Also more prone to triggering Renewal Barrier and healing him for significant HP when it does.
*Triple Blizzaga - Has many of the same strengths and foibles as regular Blizzaga, though the triple cast is both a blessing and a curse. You update your facing with every cast to shoot directly at the enemy, which means that it isn't totally blanked by a single dodge. However, it also locks you into the casting animation for all three ice shards, which means you're more vulnerable than with other spells if the first hit gets countered. It still doesn't have any vertical tolerance at all, so I think this is more trouble than it's worth.
*Triple Blizzaga - Has many of the same strengths and foibles as regular Blizzaga, though the triple cast is both a blessing and a curse. You update your facing with every cast to shoot directly at the enemy, which means that it isn't totally blanked by a single dodge. However, it also locks you into the casting animation for all three ice shards, which means you're more vulnerable than with other spells if the first hit gets countered. It still doesn't have any vertical tolerance at all, so I think this is more trouble than it's worth.
*Ice Barrage - To start with the positives: if he does get hit he'll be air-tossed, and it's a weirdly alright response to Collision Magnet or Raging Storm. However, his dodge jump (which he can respond to it with) neuters this entirely. When he doesn't use his jump, this attack's multiple hits work against you by letting him teleport away from it, canceling the air-toss. If the latter happens, then you'll likely take a free hit as there's a really long delay where you can't do anything after the full ice pillar forms (in spite of Aqua being in the idle pose).
*Ice Barrage - To start with the positives: if he does get hit he'll be air-tossed, and it's a weirdly alright response to Collision Magnet or Raging Storm. However, his dodge jump (which he can respond to it with) neuters this entirely. When he doesn't use his jump, this attack being a multi-hit projectile work against you by giving him a high chance of teleporting away from it, canceling the air-toss. If this happens, then you'll likely take a free hit as there's a really long delay where you can't do anything after the full ice pillar forms (in spite of Aqua being in the idle pose).
*Glacier - See Deep Freeze. The spin that knocks frozen enemies away hits, but doesn't seem to deal damage.
*Glacier - See Deep Freeze. The spin that knocks frozen enemies away hits, but doesn't seem to deal damage.
*Firaga Burst - I've (somehow) never seen Time Reversal trigger off of this, and the large number of projectiles means that he'll often get in a loop of staggering (if you're lucky), teleporting, and canceling/restarting attacks as he gets hit by them. There also might be some invincibility somewhere, somehow, as I've activated this (by mistake) at 1 HP while clones were active, and the clones' combos were just going right through me. Basically, this move is way safer than I'd have expected it to be, which translates to it being way more useful than it has any right to be.
*Firaga Burst - I've (somehow) never seen Time Reversal trigger off of this, and the large number of projectiles means that he'll often get in a loop of staggering (if you're lucky), teleporting, and canceling/restarting attacks as he gets hit by them. There also might be some invincibility somewhere, somehow, as I've activated this (by mistake) at 1 HP while clones were active, and the clones' combos were just going right through me. Basically, this move is way safer than I'd have expected it to be, which translates to it being way more useful than it has any right to be.
*Raging Storm - This is probably the highest risk command Aqua has, and I don't think the reward is worth it. Ludicrously long startup which gets you either interrupted or killed by just about anything means you need to do this during something like a failed Collision Magnet or during the downtime after the end of Laser Orbs. Even then, you're still vulnerable to everything during the attack due to how slowly and awkwardly you float around. It deals high damage and air-tosses him, which can be valuable. However, the biggest reason to use this command (the rapid hit exploit) will just hit enough times to get him to block, which cancels the attack entirely...though that might be what you want if he uses Laser Orbs while you're already executing this command.
*Raging Storm - This is probably the highest risk command Aqua has, and I don't think the reward is worth it. Ludicrously long startup which gets you either interrupted or killed by just about anything means you need to do this during something like a failed Collision Magnet or during the downtime after the end of Laser Orbs. Even then, you're still vulnerable to everything during the attack due to how slowly and awkwardly you float around. It deals high damage and air-tosses him, which can be valuable. However, the biggest reason to use this command (the rapid hit exploit) will just hit enough times to get him to block, which cancels the attack entirely...though that might be what you want if he uses Laser Orbs while you're already executing this command.
*D-Link/Munny/Energy Magnet - Tried as a joke. Predictably, they do nothing (except let him raise his guard...not that you can exploit that, what with these locking you in place).
====D-Links====
*Stitch - The Thunder and Zero Gravity lines are situationally pretty useful against MF (though D-Links in general all but prevent those situations from occurring), and Attack Boost can be good if you're below the damage cap with physical hits, I guess? Otherwise, this is pretty much useless outside of giving you a couple of surges. Level 1 finisher is never going to hit anything; level 2 finisher seems good on paper, but its actual extensions are such short bursts that it ends up doing a whole lot of nothing. Survivability is also off a cliff thanks to one (1) Cura being all it has.


====Shotlocks====
====Shotlocks====