Editing Game:Terra-Xehanort
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|BBSmagn=x0 | |BBSmagn=x0 | ||
|BBSwarp=x0 | |BBSwarp=x0 | ||
|BBSrewardT=[[ | |BBSrewardT=[[Xehanort's Report 11]] | ||
|BBSworldT=Keyblade Graveyard | |BBSworldT=Keyblade Graveyard | ||
|BBSloc1A=Radiant Garden | |BBSloc1A=Radiant Garden | ||
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|game2=Kingdom Hearts III | |game2=Kingdom Hearts III | ||
|tab1= | |tab1=KHBbS | ||
|tab2=KHIII | |tab2=KHIII | ||
|type=Entelechy | |type=Entelechy | ||
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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 | 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 to Dark Haze, 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 | Often after two or three Dark Haze 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, thus he should be physically attacked mainly from behind to avoid retaliation whenever possible. | ||
Aside from this, Terra-Xehanort would normally choose to make the first move with his own version of Terra's Ars Solum or Dark Impluse abilities when enough time passes. Regardless, the best move to make against his dashing tactic and any of his normal combo attacks is to use Block and immediately follow with a Counter Hammer. This will do great amounts of damage to Terra-Xehanort, causing him to | Aside from this, Terra-Xehanort would normally choose to make the first move with his own version of Terra's Ars Solum or Dark Impluse abilities when enough time passes. Regardless, the best move to make against his dashing tactic and any of his normal combo attacks is to use Block and immediately follow with a Counter Hammer. This will do great amounts of damage to Terra-Xehanort, causing him to Dark Haze away from the player. However, it should be noted that Dark Haze (and Dark Impulse) will not be interrupted when blocked, and Terra-Xehanort may use an unexpected attack after a Dark Haze that can't be blocked normally. Unlike Dark Haze however, Terra-Xehanort can still be damaged during Dark Impulse but still cannot be interrupted from either direct damage or blocking. | ||
However, the boss can make use of the aforementioned Dark Impulse to instead warp away somewhere through a grounded-pool of darkness and when he reappears, he may attempt to unleash a surrounding surge of darkness that must be dodged; he may also attempt to followup with other combo attacks from Dark Impulse once more, inflicting massive damage. This should also be Blocked to open the boss to damage once more from Counter Hammer, while once again, he may not be flinched (requiring the timing of Counter Hammer's invincibility to avoid damage altogether). | However, the boss can make use of the aforementioned Dark Impulse to instead warp away somewhere through a grounded-pool of darkness and when he reappears, he may attempt to unleash a surrounding surge of darkness that must be dodged; he may also attempt to followup with other combo attacks from Dark Impulse once more, inflicting massive damage. This should also be Blocked to open the boss to damage once more from Counter Hammer, while once again, he may not be flinched (requiring the timing of Counter Hammer's invincibility to avoid damage altogether). | ||
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He may also utilize the Dark Volley Shotlock, but the dark projectiles he fires can be deflected back at him with Block for damage. | He may also utilize the Dark Volley Shotlock, but the dark projectiles he fires can be deflected back at him with Block for damage. | ||
As Terra-Xehanort's HP starts to dwindle, his true power is unleashed. He may use a variation of the | As Terra-Xehanort's HP starts to dwindle, his true power is unleashed. He may use a variation of the Meteor spell, causing several large rocks to erupt from the ground and bombard the player. While this attack can potentially deal heavy damage, it can be defended against with a well-timed Block. Don't try to go for Terra-Xehanort at this time as he will escape by teleporting. He may also summon a large meteor if the player is at close range. | ||
Usually when the player is at close range, Terra-Xehanort may cause large pillars of rock to shoot out from the ground around him, in a similar fashion to the Quake spell. | Usually when the player is at close range, Terra-Xehanort may cause large pillars of rock to shoot out from the ground around him, in a similar fashion to the Quake spell. | ||
He will continue to use the Darkness-based attacks from earlier stages of the battle, which can be defended against in the same ways mentioned above. Terra-Xehanort may also use the Dark Impulse Command Style, which involves him landing several hits with his Keyblade and then striking the player with an immense hand of dark energy (which can break through Block, so dodging is advisable). | He will continue to use the Darkness-based attacks from earlier stages of the battle, which can be defended against in the same ways mentioned above. Terra-Xehanort may also use the Dark Impulse Command Style, which involves him landing several hits with his Keyblade and then striking the player with an immense hand of dark energy (which can break through Block, so dodging is advisable). | ||
Terra-Xehanort will then vanish into the ground, visible only as a pool of darkness on the ground. This pool will travel underneath the player, during which time the boss will attempt another dark hand attack. | Terra-Xehanort will then vanish into the ground, visible only as a pool of darkness on the ground. This pool will travel underneath the player, during which time the boss will attempt another dark hand attack. | ||
This attack requires precise timing to dodge, the player needing to wait for the pool of darkness to travel beneath them and then using the Slide ability, which can also be used to avoid many of Terra-Xehanort's attacks or get the Lingering Will out of attack range. As Terra-Xehanort's HP lowers even further, he will chain the close-range | This attack requires precise timing to dodge, the player needing to wait for the pool of darkness to travel beneath them and then using the Slide ability, which can also be used to avoid many of Terra-Xehanort's attacks or get the Lingering Will out of attack range. As Terra-Xehanort's HP lowers even further, he will chain the close-range rock pillar attack with the Meteor spell. | ||
He lastly will have access to the deadliest attack in his arsenal, Terra's Ultima Cannon Shotlock. Similar to when the Lingering Will is fought as a boss in ''[[Kingdom Hearts II Final Mix]]'', Terra-Xehanort will [[Formchange]] his Keyblade and charge power, firing a single, large orb of energy to hit the Lingering Will. This attack will deal a great amount of damage, and cannot be defended against with Block like in ''Kingdom Hearts II Final Mix''. Instead, the player should use Aerial Slam to deflect it back at him so he takes the damage back, or else they must do whatever they can to stay as far away from the boss as possible or use a Shotlock to gain invincibility. Also, beware when Terra-Xehanort's HP is low as he starts teleporting more frequently. | He lastly will have access to the deadliest attack in his arsenal, Terra's Ultima Cannon Shotlock. Similar to when the Lingering Will is fought as a boss in ''[[Kingdom Hearts II Final Mix]]'', Terra-Xehanort will [[Formchange]] his Keyblade and charge power, firing a single, large orb of energy to hit the Lingering Will. This attack will deal a great amount of damage, and cannot be defended against with Block like in ''Kingdom Hearts II Final Mix''. Instead, the player should use Aerial Slam to deflect it back at him so he takes the damage back, or else they must do whatever they can to stay as far away from the boss as possible or use a Shotlock to gain invincibility. Also, beware when Terra-Xehanort's HP is low as he starts teleporting more frequently. | ||
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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 | It is recommended that the player Cartwheel away from the boss and use the Mine Square ability. Terra-Xehanort will most likely Dark Haze dash 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. | ||
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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====Second Battle==== | ====Second Battle==== | ||
Terra-Xehanort's great rage summons the [[Dark Figure]], which he uses to do much of the fighting during his second battle with Aqua for him. The Dark Figure will use many powerful attacks, and Terra-Xehanort can still use Ars Solum as with previous battles, so use caution. As with the last battle, Aqua can use Command Styles, Shotlocks, and D-Links, and having the Renewal Barrier to heal from successful blocking will also be a big help. | Terra-Xehanort's great rage summons the [[Dark Figure]], which he uses to do much of the fighting during his second battle with Aqua for him. The Dark Figure will use many powerful attacks, and Terra-Xehanort can still use Ars Solum as with previous battles, so use caution. As with the last battle, Aqua can use Command Styles, Shotlocks, and D-Links, and having the Renewal Barrier to heal from successful blocking will also be a big help. | ||
In early stages of the battle, the Dark Figure will vanish from behind Terra-Xehanort and begin to strike from underneath Aqua | In early stages of the battle, the Dark Figure will vanish from behind Terra-Xehanort and begin to strike from underneath Aqua. This can be avoided with timed Cartwheels or parried using Barrier and Counter Blast; however, Aqua should time the Counter Blast correctly by using it after one strike has been blocked and done to take advantage of its invincibility frames to avoid the incoming next strike. If the Dark Figure's attack lands, it will grab Aqua and slam her into the ground to deal heavy damage. Once it returns to Terra-Xehanort, strike the boss with the most powerful attacks possible and continue with a hit-and-run strategy. Terra-Xehanort may avoid Magic or Shotlock attacks by going from side to side when he isn't attacking. The Dark Figure may sometimes attempt to shoot twin energy balls at Aqua. Use Barrier to block these projectiles, as they can blind Aqua. Cartwheel should be used to dodge when the Dark Figure sends dual waves of energy in Aqua's direction, as this attack is unblockable. If Terra-Xehanort ever attempts dashing towards Aqua, to use his Ars Solum combo, Block him and knock him away with a Barrier and Counter Blast combo. This combo can also be used if the Dark Figure ever attempts to punch Aqua with its mighty fist. The boss and his symbiote will repeat these attacks until much of their HP is depleted. | ||
Once enough HP has been depleted from Terra-Xehanort, the Dark Figure will try to approach to grab Aqua. If it succeeds, immediately break away by mashing {{Button|X}}, while Terra-Xehanort slowly approaches her as well, and if he is close enough, he will use his Ars Solum combo on Aqua. Either way after that, Aqua will be transported to a realm of light, and Terra will stand in the middle of the area, stunned, while the Dark Figure continues to attack by firing twin energy spheres and dark punches. Cartwheel over to Terra's location, and enter the pool of light surrounding him by pressing {{Button|S}} to activate a special Deck Command called "Dual Limit". At the right moment, press {{Button|X}} to team up with Terra to strike the Dark Figure with light. This attack will deal three quarters of a bar of health if you get an "Excellent", and half if "Good". Aqua is then transported back to the main battlefield and the attack process beginning from square one. For this reason, it may be beneficial to be grabbed by the Dark Figure to use this Dual Limit and deal some extra damage, instead of blocking it. It is important to know that if one strikes Terra rather than using the finishing command, then Aqua will be transported to the normal battlefield again, as well. | Once enough HP has been depleted from Terra-Xehanort, the Dark Figure will try to approach to grab Aqua. If it succeeds, immediately break away by mashing {{Button|X}}, while Terra-Xehanort slowly approaches her as well, and if he is close enough, he will use his Ars Solum combo on Aqua. Either way after that, Aqua will be transported to a realm of light, and Terra will stand in the middle of the area, stunned, while the Dark Figure continues to attack by firing twin energy spheres and dark punches. Cartwheel over to Terra's location, and enter the pool of light surrounding him by pressing {{Button|S}} to activate a special Deck Command called "Dual Limit". At the right moment, press {{Button|X}} to team up with Terra to strike the Dark Figure with light. This attack will deal three quarters of a bar of health if you get an "Excellent", and half if "Good". Aqua is then transported back to the main battlefield and the attack process beginning from square one. For this reason, it may be beneficial to be grabbed by the Dark Figure to use this Dual Limit and deal some extra damage, instead of blocking it. It is important to know that if one strikes Terra rather than using the finishing command, then Aqua will be transported to the normal battlefield again, as well. | ||
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|O | |O | ||
|Raises his Keyblade to block. If hit, he will retaliate with a downward strike. | |Raises his Keyblade to block. If hit, he will retaliate with a downward strike. | ||
}} | }} | ||
{{Atk|{{nihongo|'''[[Sonic Impact]]'''|ソニックインパクト|<br>Sonikku Inpakuto}} | {{Atk|{{nihongo|'''[[Sonic Impact]]'''|ソニックインパクト|<br>Sonikku Inpakuto}} | ||
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|△ | |△ | ||
|Rushes twice to avoid attacks and magic, while damaging anything on his way. | |Rushes twice to avoid attacks and magic, while damaging anything on his way. | ||
}} | }} | ||
{{Atk|{{nihongo|'''[[Ars Solum]]'''|ソロアルカナム|<br>Soro Arukanamu|lit. "Solo Arcanum"}} | {{Atk|{{nihongo|'''[[Ars Solum]]'''|ソロアルカナム|<br>Soro Arukanamu|lit. "Solo Arcanum"}} | ||
|Physical | |Physical | ||
|Stun | |Stun (final strike excluded) | ||
|0.5 (x8) + 1.0 | |0.5 (x8) + 1.0 | ||
|O (sometimes △) | |O (sometimes △) | ||
|A ferocious multi-hit combo, topped with a three-hit finisher. | |A ferocious multi-hit combo, topped with a three-hit finisher. | ||
| | |Each hit stuns and prevents the opponent from interrupting/avoiding it once it hits, except for the final one. | ||
}} | }} | ||
{{Atk|{{nihongo|'''[[Quake]]'''|クエイク|<br>Kueiku}} | {{Atk|{{nihongo|'''[[Quake]]'''|クエイク|<br>Kueiku}} | ||
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|△ | |△ | ||
|Summon boulders to burst from the ground around him. | |Summon boulders to burst from the ground around him. | ||
}} | }} | ||
{{Atk|{{nihongo|'''[[Dark Volley]]'''|ダークボレー|<br>Dāku Borē}} | {{Atk|{{nihongo|'''[[Dark Volley]]'''|ダークボレー|<br>Dāku Borē}} | ||
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|1.0 per hit | |1.0 per hit | ||
|O | |O | ||
|Launches multiple dark projectiles | |Launches multiple dark projectiles at the opponent. | ||
| | |He will start using a longer version of this ability when his HP below 50% during Terra's scenario, and 75% during the Final Episode. | ||
}} | }} | ||
{{Atk|{{nihongo|'''[[Curaga]]'''|ケアルガ|<br>Kearuga}} | {{Atk|{{nihongo|'''[[Curaga]]'''|ケアルガ|<br>Kearuga}} | ||
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|1.0 | |1.0 | ||
|△ | |△ | ||
|Summons a bunch of meteors | |Summons a bunch of meteors that aim at the opponent. | ||
|Only used during Terra's scenario, when Terra-Xehanort's HP drops below 50% | |Only used during Terra's scenario, when Terra-Xehanort's HP drops below 50%. | ||
|(Explosion) | |(Explosion) | ||
|Physical | |Physical | ||
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|— | |— | ||
|1.0 | |1.0 | ||
|O | |O | ||
|Based on Terra's Command Style - a swift combo that utilizes both Keyblade and hand-to-hand, and finishes it off with a dark uppercut erupting from below. | |Based on Terra's Command Style - a swift combo that utilizes both Keyblade and hand-to-hand, and finishes it off with a dark uppercut erupting from below. | ||
|Only used when his HP drops below 75% during the Final Episode. | |Only used when his HP drops below 75% during the Final Episode. | ||
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|— | |— | ||
|0.25 | |0.25 | ||
|X | |X | ||
| | |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%. May be deflected with attack commands. | ||
|(Explosion) | |(Explosion) | ||
|Neutral | |Neutral | ||
|— | |— | ||
|1.0 (x7) | |1.0 (x7) | ||
|X | |X | ||
}} | }} | ||
{{Atk-m|{{nihongo|'''[[Meteor]]'''|メテオ|<br>Meteo}} | {{Atk-m|{{nihongo|'''[[Meteor]]'''|メテオ|<br>Meteo}} | ||
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|△ | |△ | ||
|Summons a meteor to fall on the battlefield and explode. | |Summons a meteor to fall on the battlefield and explode. | ||
|Only used when his HP drops below 25% during Terra's scenario, and 50% during the Final Episode | |Only used when his HP drops below 25% during Terra's scenario, and 50% during the Final Episode. | ||
|(Explosion) | |(Explosion) | ||
|Fire | |Fire | ||
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{{Atk|{{nihongo|'''[[Ars Solum]]'''|ソロアルカナム|<br>Soro Arukanamu|lit. "Solo Arcanum"}} | {{Atk|{{nihongo|'''[[Ars Solum]]'''|ソロアルカナム|<br>Soro Arukanamu|lit. "Solo Arcanum"}} | ||
|Physical | |Physical | ||
|Stun | |Stun (final strike excluded) | ||
|0.5 (x8) + 1.0 | |0.5 (x8) + 1.0 | ||
|O (sometimes △) | |O (sometimes △) | ||
|A ferocious multi-hit combo, topped with a three-hit finisher. | |A ferocious multi-hit combo, topped with a three-hit finisher. | ||
|Terra-Xehanort | |Terra-Xehanort uses this attack without telegraphs in this fight. Each hit stuns and prevents the opponent from interrupting/avoiding it once it hits, except for the final one. | ||
}} | }} | ||
{{Atk|{{nihongo|'''Dark Blow'''|ダークブロウ|<br>Dāku Borou}} | {{Atk|{{nihongo|'''Dark Blow'''|ダークブロウ|<br>Dāku Borou}} | ||
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|△ | |△ | ||
|The Dark Figure quickly swipes at Aqua. | |The Dark Figure quickly swipes at Aqua. | ||
}} | }} | ||
{{Atk|{{nihongo|'''Racing Shockwave'''|地走り衝撃波|<br>Jibashiri Shougekiha}} | {{Atk|{{nihongo|'''Racing Shockwave'''|地走り衝撃波|<br>Jibashiri Shougekiha}} | ||
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|1.0 (x2) | |1.0 (x2) | ||
|△ | |△ | ||
|The Dark Figure fires two orbs of darkness towards Aqua. | |The Dark Figure fires two orbs of darkness towards Aqua. If hit, she will be inflicted with Blind. | ||
}} | }} | ||
{{Atk-m|{{nihongo|'''Dark Aerial'''|ダークエリアル|<br>Dāku Eriaru}} | {{Atk-m|{{nihongo|'''Dark Aerial'''|ダークエリアル|<br>Dāku Eriaru}} | ||
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|1.0 | |1.0 | ||
|△ | |△ | ||
|The Dark Figure detaches itself from Terra-Xehanort to attack Aqua from below several times. If hit, the Dark Figure will grab | |The Dark Figure detaches itself from Terra-Xehanort to attack Aqua from below several times. If hit, the Dark Figure will grab and then slam her down at the ground, creating a large shockwave. | ||
|Resembles Ansem's Aura of Darkness/Dark Shadow | |Resembles Ansem's Aura of Darkness/Dark Shadow. | ||
|(Slam) | |(Slam) | ||
|Dark | |Dark | ||
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|△ | |△ | ||
|The Dark Figure fires two orbs towards Aqua to knock her away, in a similar way to Dark Soul. | |The Dark Figure fires two orbs towards Aqua to knock her away, in a similar way to Dark Soul. | ||
|Only used during the phase triggered by Phantom Charge, at long range. | |Only used during the phase triggered by Phantom Charge, and at long range. | ||
}} | }} | ||
{{Atk-c | {{Atk-c}} | ||
{{rc|o|style=bbs}} | {{rc|o|style=bbs}} | ||
{{rc|{{nihongo|'''Dual Limit'''|デュアルリミット|<br>Dyuaru Rimitto}}| | {{rc|{{nihongo|'''Dual Limit'''|デュアルリミット|<br>Dyuaru Rimitto}}|—|10.0<ref>Damage inflicted is based on a combination of Aqua and Terra's strength, with Terra having a strength stat of 33.</ref>|Can be used during the phase triggered by Phantom Charge once having pressed {{button|square}} near Terra. Deals damage to Terra-Xehanort and his Dark Figure with a blinding light. The damage dealt depends on the timing on which the command has been used.}} | ||
{{rc|c}} | {{rc|c}} | ||
===''Kingdom Hearts III''=== | ===''Kingdom Hearts III''=== | ||
Terra-Xehanort is one of the bosses at the [[Keyblade Graveyard]], fought alongside Vanitas. Sora has Aqua and Ventus as allies. | Terra-Xehanort is one of the bosses at the [[Keyblade Graveyard]], fought alongside Vanitas. Sora has Aqua and Ventus as allies. | ||
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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|{{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|{{nihongo|'''Sonic Impact'''|ソニックインパクト|Sonikku Inpakuto}} | ||
|Physical | |Physical | ||
|1.0 per hit | |1.0 per hit | ||
|△ | |△ | ||
|— | |— | ||
|Tackles once or twice at high speed. | |Tackles once or twice at high speed. | ||
}} | }} | ||
{{ | {{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|{{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|{{nihongo|'''Sledgehammer'''|スレッジハンマー|<br>Surejjihanmā}} | ||
|(fist) | |(fist) | ||
|Dark | |Dark | ||
|1.0 | |1.0 | ||
|△ | |△ | ||
Line 485: | Line 474: | ||
|(dark crystal) | |(dark crystal) | ||
|Physical | |Physical | ||
|1.6 | |1.6 | ||
|△ | |△ | ||
Line 491: | Line 479: | ||
| | | | ||
}} | }} | ||
{{ | {{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 | ||
|— | |— | ||
|While the Dark Figure draws the opponent to itself, it launches an attack that generates dark thunderbolts around itself one after another. The Dark Figure strikes a total of 7 times, and then erects a pillar of darkness. | |While the Dark Figure draws the opponent to itself, it launches an attack that generates dark thunderbolts around itself one after another. The Dark Figure strikes a total of 7 times, and then erects a pillar of darkness. | ||
| | | | ||
|(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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====Data Rematch==== | ====Data Rematch==== | ||
Terra-Xehanort is a boss in the Limitcut Episode, where his moveset has been upgraded and he has gained a few new attacks. Terra-Xehanort is relentless and he will follow an attack with another attack immediately if he is not interrupted. During his first phase, Terra-Xehanort has three moves: | Terra-Xehanort is a boss in the Limitcut Episode, where his moveset has been upgraded and he has gained a few new attacks. Terra-Xehanort is relentless and he will follow an attack with another attack immediately if he is not interrupted. During his first phase, Terra-Xehanort has three moves: | ||
* Ars Solum: Terra-Xehanort teleports in front of Sora, with his Keyblade glowing red, and performs three sets of slashes. For any hit in this combo where his Keyblade is red, the hit will be unblockable. The combo will start with 1 red slash and 2 normal slashes, then 1 red slash and 2 normal slashes again, followed by 1 red slash and 6 normal slashes, and finishes with 1 red slash overhead. Terra-Xehanort is vulnerable right before the finishing overhead strike, so Sora can time a reprisal while blocking the 6 blockable slashes of the third set. A good visual cue is the spinning portion of the third set, which indicates hits 4 and 5 - triggering a reprisal here will usually have the right timing, with Counter Kick having the safest window of opportunity. Alternatively, steer clear of the inital barrages of attacks using Dodge Roll or Glide, and cast a [[Water]] spell right as he teleports for the overhead strike. The surrounding barrier will damage Terra-Xehanort, interrupt his attack, and leave him vulnerable. Even if mistimed, the barrier will prevent damage. | * Ars Solum: Terra-Xehanort teleports in front of Sora, with his Keyblade glowing red, and performs three sets of slashes. For any hit in this combo where his Keyblade is red, the hit will be unblockable. The combo will start with 1 red slash and 2 normal slashes, then 1 red slash and 2 normal slashes again, followed by 1 red slash and 6 normal slashes, and finishes with 1 red slash overhead. Terra-Xehanort is vulnerable right before the finishing overhead strike, so Sora can time a reprisal while blocking the 6 blockable slashes of the third set. A good visual cue is the spinning portion of the third set, which indicates hits 4 and 5 - triggering a reprisal here will usually have the right timing, with Counter Kick having the safest window of opportunity. Alternatively, steer clear of the inital barrages of attacks using Dodge Roll or Glide, and cast a [[Water]] spell right as he teleports for the overhead strike. The surrounding barrier will damage Terra-Xehanort, interrupt his attack, and leave him vulnerable. Even if mistimed, the barrier will prevent damage. |