Editing Game:Terra-Xehanort

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For the final boss fight of [[Terra]]'s scenario, the player takes control of the [[Lingering Will]] in order to battle Terra-Xehanort. It will have access to any abilities Terra had equipped before the battle, with its Keyblade replaced with the [[Ends of the Earth]]. No [[Dimension Link]]s can be used during this battle, and the D-Link Gauge is empty and cannot be filled, but [[Command Style]]s and [[Shotlock]]s are still available.
For the final boss fight of [[Terra]]'s scenario, the player takes control of the [[Lingering Will]] in order to battle Terra-Xehanort. It will have access to any abilities Terra had equipped before the battle, with its Keyblade replaced with the [[Ends of the Earth]]. No [[Dimension Link]]s can be used during this battle, and the D-Link Gauge is empty and cannot be filled, but [[Command Style]]s and [[Shotlock]]s are still available.


Normally in the early stages, Terra-Xehanort will be the same as [[Game:Master Xehanort|Master Xehanort]], being very patient in accordance to the player's moves; however his offense is arguably more punishing with increased mobility due his Sonic Impact, dashing around the battlefield, surrounded in darkness and invulnerable to damage. This normally is used whenever the player tries to attack him recklessly or when traps (e.g. Mine Square) are laid in front of him, and would often cause confusion due to his varying dashing patterns.
Normally in the early stages, Terra-Xehanort will be the same as [[Game:Master Xehanort|Master Xehanort]], being very patient in accordance to the player's moves; however his offense is arguably more punishing with increased mobility due his Sonic, dashing around the battlefield, surrounded in darkness and invulnerable to damage. This normally is used whenever the player tries to attack him recklessly or when traps (e.g. Mine Square) are laid in front of him, and would often cause confusion due to his varying dashing patterns.


Often after two or three Sonic Impact dashes, Terra-Xehanort often performs one of his attacks at random as a counter-finisher, otherwise, if a specific attack or damage-area is ongoing, then Terra-Xehanort will continue to dash-dodge in random directions for the whole duration. Terra-Xehanort also has access to the Block and Counter Hammer combo, as Guard Impact, thus he should be physically attacked mainly from behind to avoid retaliation whenever possible.
Often after two or three Sonic Impact dashes, Terra-Xehanort often performs one of his attacks at random as a counter-finisher, otherwise, if a specific attack or damage-area is ongoing, then Terra-Xehanort will continue to dash-dodge in random directions for the whole duration. Terra-Xehanort also has access to the Block and Counter Hammer combo, as Guard Impact, thus he should be physically attacked mainly from behind to avoid retaliation whenever possible.
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[[Aqua]] travels to [[Radiant Garden]] in search of Terra only to be faced with the possessed version of her old friend last faced in Terra's scenario at the [[Keyblade Graveyard]]. Terra-Xehanort will use a moveset very similar to that battle, but since Aqua's fighting style is different than Terra's, a slightly different strategy should be followed. Aqua has access to both D-Links and Command Styles, as well as Shotlocks. The player should make full use of these special abilities whenever possible.
[[Aqua]] travels to [[Radiant Garden]] in search of Terra only to be faced with the possessed version of her old friend last faced in Terra's scenario at the [[Keyblade Graveyard]]. Terra-Xehanort will use a moveset very similar to that battle, but since Aqua's fighting style is different than Terra's, a slightly different strategy should be followed. Aqua has access to both D-Links and Command Styles, as well as Shotlocks. The player should make full use of these special abilities whenever possible.


It is recommended that the player Cartwheel away from the boss and use the Mine Square ability. Terra-Xehanort will most likely Sonic Impact in the player's direction surrounded in darkness as he did in his battle with the Lingering Will, but he will be damaged by the mines, his attack interrupted and opening him to more damage. However just like before, there is a chance he'll most likely dash around any attack that would be landed on him in the open, with trap-based attacks being no exception if Terra-Xehanort happens to dash somewhere else towards a possible blind-spot. Because of this, commands like the aforementioned Mine Square should be used more to limit and control his movement instead of outright trying to damage him. For Level 1 challenges, it is recommended to use Peter Pan's Swordbill D-Link Finish command when catching Terra-Xehanort offguard, it can also be used when he's preparing Ars Solum or using Dark Impulse as he will be locked in his combo and unable to evade the hits with Sonic Impact.  
It is recommended that the player Cartwheel away from the boss and use the Mine Square ability. Terra-Xehanort will most likely Sonic Impact in the player's direction surrounded in darkness as he did in his battle with the Lingering Will, but he will be damaged by the mines, his attack interrupted and opening him to more damage. However just like before, there is a chance he'll most likely dash around any attack that would be landed on him in the open, with trap-based attacks being no exception if Terra-Xehanort happens to dash somewhere else towards a possible blind-spot. Because of this, commands like the aforementioned Mine Square should be used more to limit and control his movement instead of outright trying to damage him. For Level 1 challenges, it is recommended to use Peter Pan's Swordbill D-Link Finish command whenever Terra-Xehanort prepares to use Ars Solum or Dark Impulse, as he will be locked in his combo, becoming unable to use Sonic Impact or Guard Impact, to end the fight early.


Once Terra-Xehanort is back on his feet, however, the player should follow a hit-and-run strategy, bombarding the boss with magic rather than physical attacks and either running or Cartwheeling away immediately afterwards. The player can also use Barrier to defend against Dark Volley, also using a Barrier and Counter Blast combo to prevent damage from most attacks and still deal damage. It is recommended to use Renewal Barrier as it can be a big help with restoring HP from successfully blocking attacks in case any Cure spell is unavailable and also make sure to pack at least two of them in your Command List to help make healing easier, preferably Cura or Curaga, but also be ready to move quickly after healing to avoid damage if possible if you are too close to Terra-Xehanort. Terra-Xehanort will summon rock pillars around him if the player is at close range, so use caution when attempting a combo that involves linking defense to a physical attack that only works at close range. As Terra-Xehanort's HP starts to dwindle, he will gain access to the Dark Impulse Command Style. He also may use Curaga to restore health, thus increasing the length of the battle.  
Once Terra-Xehanort is back on his feet, however, the player should follow a hit-and-run strategy, bombarding the boss with magic rather than physical attacks and either running or Cartwheeling away immediately afterwards. The player can also use Barrier to defend against Dark Volley, also using a Barrier and Counter Blast combo to prevent damage from most attacks and still deal damage. It is recommended to use Renewal Barrier as it can be a big help with restoring HP from successfully blocking attacks in case any Cure spell is unavailable and also make sure to pack at least two of them in your Command List to help make healing easier, preferably Cura or Curaga, but also be ready to move quickly after healing to avoid damage if possible if you are too close to Terra-Xehanort. Terra-Xehanort will summon rock pillars around him if the player is at close range, so use caution when attempting a combo that involves linking defense to a physical attack that only works at close range. As Terra-Xehanort's HP starts to dwindle, he will gain access to the Dark Impulse Command Style. He also may use Curaga to restore health, thus increasing the length of the battle.  
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|—
|—
|0.25
|0.25
|X<ref name="deflect">Can be deflected with a physical command that gives invincibility frames. Terra-Xehanort can take the explosion damage, depending on the timing and the position of the explosion.</ref>
|X<ref name="deflect">Can be deflected with a physical command that gives invincibility frames. Terra-Xehanort can take the explosion damage, depending on the timing.</ref>
|Transforms his Keyblade into a large cannon which fires a single ball of energy. The exploding impact covers nearly 2/3rds of the arena.
|Transforms his Keyblade into a large cannon which fires a single ball of energy. The exploding impact covers nearly 2/3rds of the arena.
|Only used when his HP drops below 50%.
|Only used when his HP drops below 50%.
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Once Vanitas is defeated, Terra-Xehanort will begin using '''Dark Rush''' regardless of where his HP stands, but now Sora and friends will have enough breathing room to deal with him accordingly. With patience, Terra-Xehanort should fall with ease.
Once Vanitas is defeated, Terra-Xehanort will begin using '''Dark Rush''' regardless of where his HP stands, but now Sora and friends will have enough breathing room to deal with him accordingly. With patience, Terra-Xehanort should fall with ease.
{{Atk-o|KH3}}
{{Atk-o|KH3}}
{{atk|col=5|{{nihongo|'''Ars Solum'''|ソロアルカナム|Soro Arukanamu|lit. "Solo Arcanum"}}
{{Atk|{{nihongo|'''Ars Solum'''|ソロアルカナム|Soro Arukanamu|lit. "Solo Arcanum"}}
|Physical
|Physical
|—
|1.0 + 0.2 + 0.2 + 0.4 + 0.2 + 0.4 + 0.6
|1.0 + 0.2 + 0.2 + 0.4 + 0.2 + 0.4 + 0.6
|△ {{note|Negate with Risk Dodge for 6th hit}}
|△ {{note|Negate with Risk Dodge for 6th hit}}
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|Unleashes seven consecutive attacks; ends early if the fourth one misses.
|Unleashes seven consecutive attacks; ends early if the fourth one misses.
}}
}}
{{atk|col=5|{{nihongo|'''Sonic Impact'''|ソニックインパクト|Sonikku Inpakuto}}
{{Atk|{{nihongo|'''Sonic Impact'''|ソニックインパクト|Sonikku Inpakuto}}
|Physical
|Physical
|—
|1.0 per hit
|1.0 per hit
|△ {{note|Deflects the direction of Terra-Xehanort's dash}}
|△ {{note|Deflects the direction of Terra-Xehanort's dash}}
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|Tackles once or twice at high speed.
|Tackles once or twice at high speed.
}}
}}
{{atk|col=5|{{nihongo|'''Dark Volley'''|ダークボレー|Dāku Borē}}
{{Atk|{{nihongo|'''Dark Volley'''|ダークボレー|Dāku Borē}}
|Dark
|Dark
|—
|0.5 per hit
|0.5 per hit
|◯
|◯
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|Fires a barrage of dark homing projectiles; he may shoot directly forward, or spin sideways and scatter them.
|Fires a barrage of dark homing projectiles; he may shoot directly forward, or spin sideways and scatter them.
}}
}}
{{atk|col=5|{{nihongo|'''Aerial Combo'''|エリアルコンボ|Eriaru Konbo}}
{{Atk|{{nihongo|'''Aerial Combo'''|エリアルコンボ|Eriaru Konbo}}
|Physical
|Physical
|—
|0.4 + 0.4 + 1.1
|0.4 + 0.4 + 1.1
|△
|△
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|The Dark Figure appears near an opponent and lashes out, then raises its hands, swings them downward, warps away, and emerges from beneath the ground (sometimes, if its strike misses, it skips its upward swing and goes straight to its "emerge from below" attack).
|The Dark Figure appears near an opponent and lashes out, then raises its hands, swings them downward, warps away, and emerges from beneath the ground (sometimes, if its strike misses, it skips its upward swing and goes straight to its "emerge from below" attack).
}}
}}
{{atk-m|col=5|{{nihongo|'''Sledgehammer'''|スレッジハンマー|<br>Surejjihanmā}}
{{Atk-m|{{nihongo|'''Sledgehammer'''|スレッジハンマー|<br>Surejjihanmā}}
|(fist)
|(fist)
|Dark
|Dark
|—
|1.0
|1.0
|△
|△
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|(dark crystal)
|(dark crystal)
|Physical
|Physical
|—
|1.6
|1.6
|△
|△
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|
|
}}
}}
{{atk-m|col=5|{{nihongo|'''Dark Rush'''|ダークラッシュ|<br>Dāku Rasshu}}
{{Atk-m|{{nihongo|'''Dark Rush'''|ダークラッシュ|<br>Dāku Rasshu}}
|(dark bolts)
|(dark bolts)
|Dark
|Dark
|—
|0.4 per hit
|0.4 per hit
|X
|X
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|(strike)
|(strike)
|Physical
|Physical
|—
|1.0 per hit
|1.0 per hit
|△
|△
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|(dark pillars)
|(dark pillars)
|Dark
|Dark
|—
|2.5
|2.5
|X
|X

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