Editing Armored Ventus Nightmare
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==Strategy== | ==Strategy== | ||
The Armored Ventus Nightmare has less health than {{ns|Game|Young Xehanort}} (5 HP bars), but often melts into the ground like a [[Shadow]] does and more frequently, making locking on challenging. Riku can follow its path by seeing his position on the map in the bottom screen, but this is tricky and may prove too much of a distraction. At these points, it may be better to stop moving and be prepared to guard until Riku has either locked back on or spotted it. In general, the Nightmare mimics Ventus's fighting style, making use of fast combos, counterattacks, and reprisals. Because of this, Dark Barrier and Counter Aura are recommended as they block and hit in any direction and provides invincibility frames from some of its more brutal attacks. As for Dream Eaters, it may help to have at least one with a healing ability, but other than that, it does not particularly matter. Since very few attack commands will be effective, one may consider bulking up on Cure spells and items or on projectiles. Ironically, the air is generally a blind spot for the Nightmare, so if Riku has a command that can be quickly executed from the safety of a double jump like Firaga Burst, that may also help. Flowmotion attacks from above can also help. | The Armored Ventus Nightmare has less health than {{ns|Game|Young Xehanort}} (5 HP bars), but often melts into the ground like a [[Shadow]] does and more frequently, making locking on challenging. Riku can follow its path by seeing his position on the map in the bottom screen, but this is tricky and may prove too much of a distraction. At these points, it may be better to stop moving and be prepared to guard until Riku has either locked back on or spotted it. In general, the Nightmare mimics Ventus's fighting style, making use of fast combos, counterattacks, and reprisals. Because of this, Dark Barrier and Counter Aura are recommended as they block and hit in any direction and provides invincibility frames from some of its more brutal attacks. As for Dream Eaters, it may help to have at least one with a healing ability, but other than that, it does not particularly matter. Since very few attack commands will be effective, one may consider bulking up on Cure spells and items or on projectiles. Ironically, the air is generally a blind spot for the Nightmare, so if Riku has a command that can be quickly executed from the safety of a double jump like Firaga Burst, that may also help. Flowmotion attacks from above can also help. | ||
When it turns the background white, the Dream Eaters are removed from the party temporarily, and the enemy may follow it up with one of two abilities. It will either generate four orbs of darkness that bounce around the arena and seek out Riku, or attack by moving towards Riku and using combos. In the former case, Riku cannot block these orbs and can only dodge. This is best achieved by using Flowmotion to jump up the sides of the arena, where the orbs will not follow, as dodging normally will not evade all of them. In the latter case, the Nightmare can be damaged. Again, Counter Aura will prove effective here. In either case, timing is critical for defense and it will eventually melt back into the ground, returning the arena to normal. | When it turns the background white, the Dream Eaters are removed from the party temporarily, and the enemy may follow it up with one of two abilities. It will either generate four orbs of darkness that bounce around the arena and seek out Riku, or attack by moving towards Riku and using combos. In the former case, Riku cannot block these orbs and can only dodge. This is best achieved by using Flowmotion to jump up the sides of the arena, where the orbs will not follow, as dodging normally will not evade all of them. In the latter case, the Nightmare can be damaged. Again, Counter Aura will prove effective here. In either case, timing is critical for defense and it will eventually melt back into the ground, returning the arena to normal. | ||
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|△ | |△ | ||
|Attacks with a variety of moves. Uses up to 3-4 attacks in succession. | |Attacks with a variety of moves. Uses up to 3-4 attacks in succession. | ||
| | |Rising Horizontal Sweep has the user perform a spin attack while jumping and releasing a few dark liquids around it.<br>Spin Swing performs a Keyblade sweep similarily to Ventus's [[Counter Rush]], and by extension the Dark Slash attack. Can be used as a separate attack.<br>Rush Swing is a four-hit combo, with the first two hits dealing no damage. Used after Rising Horizontal Sweep.<br>Rush Quadruple Thrust is an advancing spin attack similar to the combo finish of [[Fever Pitch]]. Used after a Rush Swing.<br>Dark Tornado is a dark pillar surrounding the user that knocks the opponent back. Used after a Rush Swing or as a separate attack.<br>The ferocity of the Dark Rave is increased after using Crawler Attack, where the user performs up to four attacks more often. | ||
< | |||
|Spin Swing | |Spin Swing | ||
|{{AT|att}} Dark | |{{AT|att}} Dark | ||
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|X | |X | ||
|Dives underground and moves directly beneath the opponent, then jumps out and attacks with a Keyblade swing and whirlpool of darkness. | |Dives underground and moves directly beneath the opponent, then jumps out and attacks with a Keyblade swing and whirlpool of darkness. | ||
|Temporarily turns the arena white, and removes Riku's Dream Eaters from the party ( | |Temporarily turns the arena white, and removes Riku's Dream Eaters from the party (Abilities are still kept). During that time, the Armored Ventus Nightmare cannot use Night Snake or Dark Charge. | ||
}} | }} | ||
{{Atk|{{nihongo|'''Crawler Shot'''|クローラーショット|<br>Kurōrā Shotto}} | {{Atk|{{nihongo|'''Crawler Shot'''|クローラーショット|<br>Kurōrā Shotto}} | ||
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|X | |X | ||
|Dives underground and summons three blobs of dark liquid that fly toward the opponent. | |Dives underground and summons three blobs of dark liquid that fly toward the opponent. | ||
|Used after moving to the middle of the arena, unless at | |Used after moving to the middle of the arena, unless at 1HP, and always starts with this attack. Temporarily turns the arena white, and removes Riku's Dream Eaters from the party (Abilities are still kept). The Armored Ventus Nightmare is invincible during this attack. | ||
}} | }} | ||
{{Atk|{{nihongo|'''Dark Slash'''|ダークスラッシュ|<br>Dāku Surasshu}} | {{Atk|{{nihongo|'''Dark Slash'''|ダークスラッシュ|<br>Dāku Surasshu}} | ||
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|2.0 per hit | |2.0 per hit | ||
|X | |X | ||
|Only used at nearly 1 HP. Locks onto Riku multiple times, recovers to | |Only used at nearly 1 HP. Locks onto Riku multiple times, recovers to 200HP, then charges forward until Riku's Dream Eater Link Gauges drop to 0. Can be nullified by using [[Nightmare Clash]]. | ||
|Used after moving to the middle of the arena. The start of the series of charges is delayed in the international | |Used after moving to the middle of the arena. The Armored Ventus Nightmare won't fall until it has used this attack. The start of the series of charges is delayed in the international version of ''Kingdom Hearts Dream Drop Distance HD''. The Armored Ventus Nightmare will remain invulnerable until its first charge.<ref>KH3D HD JP Dark Charge : https://youtu.be/JjBacMIlluU?si=F6v_QtKVPQt3e6KW&t=598 - US Dark Charge https://youtu.be/Sva2dM47qk0?si=XbFtka-3hcHPt3bW&t=167</ref><br>If Riku succeeds at putting his HP back to 1 with Nightmare Clash, the Armored Ventus Nightmare will be left stunned, while Riku will be able to use the Finish command. If the Armored Ventus Nightmare rallies, it will use Dark Charge again.<br><!-- Confirm if the following is part of Dark Charge -->Whenever Riku's Dream Eater Link Gauges fall to 0, the Nightmare will finish by falling and summoning a very powerful light pillar. Riku afterwards will be left only able to use the Attack and Jump commands. | ||
}} | }} | ||
{{Atk-c}} | {{Atk-c}} |