Editing Dark Inferno

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For the disappearing attack, Dark Inferno will combine its swords, impale them into the ground, and spawn a dark pool. The Dark Inferno will spawn several white orbs and then disappear into the ground, sending the orbs to track and surround Sora. It is possible to attack Dark Inferno and interrupt the attack, but that is not recommended. Avoid the orbs by jumping over them and using Doubleflight to gain more height, and then glide around the battlefield, as the orbs will not be able to hit Sora as long as he's moving. The orbs will fly at Sora in 2 sets. Keep an eye on the exact spot where Dark Inferno vanished, and try to glide in a circle that ends at that point. After the orbs have vanished, Dark Inferno will return at the same spot it vanished in, and will be open to attack for a short period.
For the disappearing attack, Dark Inferno will combine its swords, impale them into the ground, and spawn a dark pool. The Dark Inferno will spawn several white orbs and then disappear into the ground, sending the orbs to track and surround Sora. It is possible to attack Dark Inferno and interrupt the attack, but that is not recommended. Avoid the orbs by jumping over them and using Doubleflight to gain more height, and then glide around the battlefield, as the orbs will not be able to hit Sora as long as he's moving. The orbs will fly at Sora in 2 sets. Keep an eye on the exact spot where Dark Inferno vanished, and try to glide in a circle that ends at that point. After the orbs have vanished, Dark Inferno will return at the same spot it vanished in, and will be open to attack for a short period.


When punished, the Dark Inferno can be attacked with nearly two full combos. When its retaliation point is reached, the boss will block with its swords. Striking it again in this stance will cause it to retaliate with two blockable slashes and an unblockable slash. However, using magic will not trigger this counter-attack, so Sora can use magic to get in a little extra damage and, if PRO codes are on, heal via [[Wizard's Ruse]].
When punished, the Dark Inferno can be attacked with nearly two full combos, but it is recommended that Sora stops his second combo before the boss blocks with its swords. Striking Dark Inferno again while it is blocking will result in Sora's attack getting knocked back and the Dark Inferno countering with two blockable slashes and one unblockable slash. However, using magic will not trigger this counter-attack, so Sora can use magic to get in a little extra damage. If PRO codes are on, using magic at this time is a good opportunity to heal via [[Wizard's Ruse]].


The Dark Inferno's second phase activates after it loses five health bars of its health, signified by it crossing its swords over itself quickly and glowing purple. Unlike other hidden bosses, the Dark Inferno will not add new attacks as its health gets lower, but simply compile its attacks on top of each other, and perform them more sporadically. Its spin attack now has increased range, and its dark orb attack summons more orbs. The Dark Inferno will also flash white occasionally, indicating that it is about to start another attack.
After five health bars of the boss's health have been depleted, the Dark Inferno will cross its swords over itself quickly and it will start to glow purple. Unlike other hidden bosses, the Dark Inferno will not add new attacks as its health gets lower, but simply compile its attacks on top of each other, and perform them more sporadically. Its spin attack now has increased range, and its dark orb attack summons more orbs. The Dark Inferno will also flash white occasionally, indicating that it is about to start another attack.


The 7-hit combo no longer ends with the Dark Inferno landing - instead, it will dodge away and perform either spin attack or a 3-hit combo right afterward. Block the first 6 hits, dodge the seventh hit, wait, and then deal with the spin or 3-hit combo the same as in phase 1 (airstep/falling slash on spin, reprisal on second hit of 3-hit combo, etc)  
The 7-hit combo no longer ends with the Dark Inferno landing - instead, it will dodge away and perform either spin attack or a 3-hit combo right afterward. Block the first 6 hits, dodge the seventh hit, wait, and then deal with the spin or 3-hit combo the same as in phase 1 (airstep/falling slash on spin, reprisal on second hit of 3-hit combo, etc)  
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The disappearing attack works the same, but the orbs will fly at Sora in 3 sets instead of 2. Avoid them same as before, and try to land at the spot the Dark Inferno disappeared at. If Sora doesn't punish the Dark Inferno in time upon it re-appearing, it will flash white and follow-up with a spin attack - this can be punished with the Airstep method or Falling Slash method, as before.
The disappearing attack works the same, but the orbs will fly at Sora in 3 sets instead of 2. Avoid them same as before, and try to land at the spot the Dark Inferno disappeared at. If Sora doesn't punish the Dark Inferno in time upon it re-appearing, it will flash white and follow-up with a spin attack - this can be punished with the Airstep method or Falling Slash method, as before.


After eleven health bars of the boss's health have been depleted, the Dark Inferno will activate its third, final, and most deadly phase, signified by it glowing red. In this phase, the boss is immune to Fire-type attacks.
After eleven health bars of the boss's health have been depleted, the Dark Inferno will begin to glow red. This is its last phase, but also its most deadly. Note that in this phase, the Dark Inferno is immune to Fire-type attacks.


The 7-hit combo is now a 15-hit combo - the Dark inferno will approach with 6 slashes, flash white, perform 2 more slashes, flash white again and pause, do 6 more slashes, and finally finish with 1 unblockable slash. Block the first set of 6, and use the white flashes to help with timing blocks for the set of 2 and set of 6. Be careful with the last 6, as there is a slight delay before it starts. Dodge roll to avoid the last hit. Dark Inferno will dodge away and may do a spin attack or 3-hit combo - punish these the same as in phase 2.
The 7-hit combo is now a 15-hit combo - the Dark inferno will approach with 6 slashes, flash white, perform 2 more slashes, flash white again and pause, do 6 more slashes, and finally finish with 1 unblockable slash. Block the first set of 6, and use the white flashes to help with timing blocks for the set of 2 and set of 6. Be careful with the last 6, as there is a slight delay before it starts. Dodge roll to avoid the last hit. Dark Inferno will dodge away and may do a spin attack or 3-hit combo - punish these the same as in phase 2.
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===Dark Inferno χ===
===Dark Inferno χ===
The Dark Inferno χ is fought as the first boss in ''Re Mind''. While its attack patterns are the same, its health is much lower, and it spends the entire battle in its first phase.
The Dark Inferno χ is fought as the first boss in ''Re Mind''. While its attack patterns are the same, it has a lot less HP and remains in phase 1 for the entire battle.


==Videos==
==Videos==

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