Editing Game:Terra-Xehanort

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  |spec=CharacterBoss
  |spec=CharacterBoss
  |BBSloc1T=Keyblade Graveyard
  |BBSloc1T=Keyblade Graveyard
|BBSenc1T=Battle LV 9
  |BBSHP1=1000
  |BBSHP1=1000
  |BBSSTR1=26
  |BBSSTR1=26
  |BBSDEF1=15
  |BBSDEF1=15
|BBSloc2T=Keyblade Graveyard
|BBSenc2T=Battle LV 10<ref>When Clear Data of any character is present.</ref>
|BBSHP2=1000
|BBSSTR2=27
|BBSDEF2=16
  |BBSHP1A=1200
  |BBSHP1A=1200
  |BBSSTR1A=27
  |BBSSTR1A=27
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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 {{ns|Game|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 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 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 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.
[[File:Versus Terra-Xehanort (Terra) KHBBS.png|thumb|right|Terra-Xehanort fighting against the Lingering Will in the Keyblade Graveyard.]]
 
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 Sonic Impact away from the enemy. However, it should be noted that Sonic Impact will not be interrupted when blocked, and Terra-Xehanort may use an unexpected attack after a Sonic Impact that can't be blocked normally.
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 Demolition finisher, Rock Storm, 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.  
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 Quake spell with the Rock Storm spell.  
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 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 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====
[[File:Versus Terra-Xehanort (Final Episode) 2 KHBBS.png|thumb|right|Terra-Xehanort fighting against Aqua for the final time.]]
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 with Dark Aerial. 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. Blocking and countering this attack can fill the command gauge really quickly, and is a reliable way for Level 1 challengers to score a [[Swordbill]] with Peter Pan's D-Link and end the fight early. 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.
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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|Physical
|Physical
|—
|—
|0.5 x3
|0.5 (x3)
|O
|O
|Slashes three times.
|A basic three-hit combo based on Terra's.
|Resembles Terra's attack combo.
|
|(Aerial)
|(Aerial)
|Physical
|Physical
|—
|—
|Terra: 0.5 x2 + 1.25<br>Final Ep.: 0.5 x2 + 0.8
|0.5 (x2) + 0.8
|O
|O
}}
}}
{{Atk|{{nihongo|'''Finish'''|フィニッシュ|<br>Finisshu}}
{{Atk|{{nihongo|'''[[Finish]]'''|フィニッシュ|<br>Finisshu}}
|Physical
|Physical
|—
|—
|1.0 + 1.25
|1.0 + 1.25
|△
|△
|Swings weapon up and down while jumping.
|A powerful jumping attack based on Terra's version of Finish.
|Resembles Terra's {{c|Finish|Terra}}.
}}
}}
{{Atk|{{nihongo|'''Guard Impact'''|ガードインパクト|<br>Gādo Inpakuto}}
{{Atk|{{nihongo|'''Guard Impact'''|ガードインパクト|<br>Gādo Inpakuto}}
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|1.0
|1.0
|O
|O
|Takes a guarding stance. When guarding an attack, jumps up and swings his weapon down.
|Raises his Keyblade to block. If hit, he will retaliate with a downward strike.
|Terra-Xehanort is invincible during this attack, regardless of the block animation. Resembles Terra's [[Block]] and [[Counter Hammer]].
|Terra-Xehanort is invincible during this attack, regardless of the block animation.
}}
}}
{{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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|1.0
|1.0
|△
|△
|Moves at high speed, then charges while spinning like a drill, clad in a dark aura. Terra-Xehanort is invincible while moving.
|Rushes twice to avoid attacks and magic, while damaging anything on his way.
|Always responds with this attack when the opponent uses projectile/magic attacks.
}}
}}
{{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<ref name="ars solum stun">The stun prevents the opponent from interrupting/avoiding it once it hits, except for the last hit. The stun can be seen on the opponent when they either accidentally avoid a hit or if they manage to hit and interrupt Terra-Xehanort at the same time as his first hit lands.</ref>
|Stun (final strike excluded)
|0.5 x8 + 1.0
|0.5 (x8) + 1.0
|O (sometimes △)
|O (sometimes △)
|Performs six high-speed slashes, and three large slashes.
|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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|1.0
|1.0
|△
|△
|Thrusts up rocks in three places around himself.
|Summon boulders to burst from the ground around him.
|He may also summon the boulders twice in a row when below a certain amount of HP.
|He may also summon the boulders twice in a row when below a certain amount of HP.
}}
}}
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|1.0 per hit
|1.0 per hit
|O
|O
|Continuously shoots dark bullets.
|Launches multiple dark projectiles straight at the opponent.
|When his HP below 50% during Terra's scenario, and 75% during the Final Episode, he will start using a longer version of this ability, where he summons fewer projectiles around him with some aimed straight at the opponent, then finishes by launching several projectiles straight at the opponent.
|When his HP below 50% during Terra's scenario, and 75% during the Final Episode, he will start using a longer version of this ability, where he summons fewer projectiles around him with some aimed straight at the opponent, then finishes by launching several projectiles straight at the opponent.
}}
}}
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|—
|—
|—
|—
|(Restores 100 HP)
|(Restores HP)
|—
|—
|Restores HP.
|Restores 100 HP.
|Only used when his HP drops below 50% during Terra's scenario, and 75% during the Final Episode. He may also use this ability twice in a row.
|Only used when his HP drops below 50% during Terra's scenario, and 75% during the Final Episode. He may also use this ability twice in a row.
}}
}}
{{Atk-m|{{nihongo|'''Rock Storm'''|ロックストーム|<br>Rokku Sutōmu}}
{{Atk-m|{{nihongo|'''Rock Storm'''|ロックストーム|<br>Rokku Sutōmu}}
|Rock
|(Rock)
|Physical
|Physical
|—
|—
|1.0
|1.0
|△
|△
|Sends eight rocks into the air. The rocks then chase the opponent, and explode upon hitting something.
|Summons a bunch of meteors randomly from the ground of the arena that then aim and crash at the opponent.
|Only used during Terra's scenario, when Terra-Xehanort's HP drops below 50%. He will warp each time the Lingering Will approaches him or aims with a Shotlock. The hitbox of the explosion caused by the rocks may linger once it occurs.<!--i.e. player can still take a hit even though the explosion is seemingly no more-->
|Only used during Terra's scenario, when Terra-Xehanort's HP drops below 50%. He will warp each time the Lingering Will attempts to either land a hit or aim with a Shotlock.
|Explosion
|(Explosion)
|Physical
|Physical
|—
|—
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}}
}}
{{Atk-m|{{nihongo|'''{{c|Dark Impulse|bbs}}'''|ダークインパルス|<br>Dāku Inparusu}}
{{Atk-m|{{nihongo|'''{{c|Dark Impulse|bbs}}'''|ダークインパルス|<br>Dāku Inparusu}}
|Slash
|(Slashing)
|Physical
|Physical
|—
|—
|1.0
|1.0
|O (sometimes △)
|O (sometimes △)
|Performs a slash followed by an uppercut three times, and thrusts a hand of darkness forward. Then dives underground, follows the opponent, and jumps out to blow the opponent away with the hand of darkness.  
|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.
|Used anytime during Terra's scenario. During the Final Episode, it is only used when his HP drops below 75%.
|Only used when his HP drops below 75% during the Final Episode.
|Uppercut
|(Upper)
|Physical
|Physical
|—
|—
|1.5
|1.5
|△
|△
|Jump out
|(Jump out)
|Neutral
|Neutral
|—
|—
|0.5
|0.5
|X
|X
|Hand of Darkness
|(Hand of Darkness)
|Neutral
|Neutral
|—
|—
|0.5 (Final hit: 1.5)
|0.5 (Final: 1.5)
|X
|X
}}
}}
{{Atk-m|{{nihongo|'''[[Ultima Cannon]]'''|アルテマカノン|<br>Arutema Kanon}}
{{Atk-m|{{nihongo|'''[[Ultima Cannon]]'''|アルテマカノン|<br>Arutema Kanon}}
|Projectile
|(Projectile)
|Neutral
|Neutral
|—
|—
|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 weapon into a cannon and fires a giant light bullet. The light bullet explodes after traveling a certain distance or hitting the opponent.
|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%.
|Explosion
|(Explosion)
|Neutral
|Neutral
|—
|—
|1.0 x7
|1.0 (x7)
|X<ref name="deflect"/>
|X<ref name="deflect"/>
}}
}}
{{Atk-m|{{nihongo|'''[[Meteor]]'''|メテオ|<br>Meteo}}
{{Atk-m|{{nihongo|'''[[Meteor]]'''|メテオ|<br>Meteo}}
|Meteor
|(Meteor)
|Fire
|Fire
|—
|—
|1.0
|1.0
|△
|△
|Drops a meteorite. The meteorite explodes upon hitting the ground.
|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. During the Final Episode, Terra-Xehanort may summon two meteors in a row. The meteor can also appear without him telegraphing it or at the same time as another attack.
|Only used when his HP drops below 25% during Terra's scenario, and 50% during the Final Episode. During the Final Episode, Terra-Xehanort may summon two meteors in a row. The meteor can also appear without him telegraphing it or at the same time as another attack.
|Explosion
|(Explosion)
|Fire
|Fire
|—
|—
Line 362: Line 353:
|△
|△
}}
}}
{{Atk-c|note=When HP falls to 75% in Terra's scenario, and after being blown away three times in the Final Episode, Terra-Xehanort will warp and directly use another attack after getting blown away. After countering four times, he will not attack for a little while.}}
{{Atk-c}}


;Final Episode (Second battle)
;Final Episode (Second battle)
Line 371: Line 362:
|1.5
|1.5
|△
|△
|Moves at high speed, then charges while spinning like a drill, clad in a dark aura. Terra-Xehanort is invincible while moving.
|Rushes twice to avoid attacks and magic, while damaging anything on his way.
|If he starts by rushing towards Aqua, he follows with Ars Solum right away.
|If he starts by rushing towards Aqua, he follows with Ars Solum right away.
}}
}}
{{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<ref name="ars solum stun">The stun prevents the opponent from interrupting/avoiding it once it hits, except for the last hit. The stun can be seen on the opponent when they either accidentally avoid a hit or if they manage to hit and interrupt Terra-Xehanort at the same time as his first hit lands.</ref>
|Stun (final strike excluded)
|0.5 x8 + 1.0
|0.5 (x8) + 1.0
|O (sometimes △)
|O (sometimes △)
|Performs six high-speed slashes, and three large slashes.
|A ferocious multi-hit combo, topped with a three-hit finisher.  
|Terra-Xehanort doesn't ready himself when using the attack in this fight.
|Terra-Xehanort uses this attack without readying himself 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}}
Line 387: Line 378:
|1.5
|1.5
|△
|△
|The Dark Figure strikes with its right hand.
|The Dark Figure quickly swipes at Aqua.
|Used during normal combat and inside the other dimension, at close range.
|Also used during the phased triggered by Phantom Charge, at close range.
}}
}}
{{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}}
Line 395: Line 386:
|2.0
|2.0
|X
|X
|The Dark Figure sends a shock wave that travels along the ground.
|The Dark Figure shoots a pair of vertical shockwaves towards Aqua.
}}
}}
{{Atk|{{nihongo|'''Dark Soul'''|ダークソウル|<br>Dāku Souru}}
{{Atk|{{nihongo|'''Dark Soul'''|ダークソウル|<br>Dāku Souru}}
|Dark
|Dark
|Blind
|Blind
|1.0 x2
|1.0 (x2)
|△
|△
|The Dark Figure throws two dark bullets.
|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}}
|Jump out
|(Jump out)
|Dark
|Dark
|—
|—
|1.0
|1.0
|△
|△
|The Dark Figure disappears and emerges from the ground up to eight times. If it hits the opponent, it slams them into the ground.
|The Dark Figure detaches itself from Terra-Xehanort to attack Aqua from below several times. If hit, the Dark Figure will grab, rush to the sky before crashing down and slamming her at the ground, creating a large shockwave.
|Used when the area turns dark. Resembles Ansem's Aura of Darkness/Dark Shadow, while the animation of the rushes resemble his Rush/Dark Rush.
|Resembles Ansem's Aura of Darkness/Dark Shadow, while the animation of the rushes resemble his Rush/Dark Rush.
|Slam
|(Slam)
|Dark
|Dark
|—
|—
Line 423: Line 414:
|0.5
|0.5
|△
|△
|The Dark Figure grabs the opponent. If it hits, it will hold them and pull them into another dimension, while Terra-Xehanort slowly approaches and uses Ars Solum when close enough. The opponent can break free by repeatedly pressing {{button|x}} ({{button|c}} in the Japanese version) before Terra-Xehanort gets close. The opponent will get pulled in regardless of their success.
|The Dark Figure detaches itself from Terra-Xehanort to grab Aqua, while he slowly approaches her. The player must quickly tap {{button|x}} ({{button|c}} in the JP version) to escape. If she fails to escape, he will assault her with Ars Solum.
|Only used when his HP falls below 50%.<br>While in the other dimension, Terra will be slumped over next to the Dark Figure. The Dark Figure will repeatedly use Dark Blast (at a minimum of distance) or Dark Blow (at close range). Attacking Terra (his HP is shared with Terra-Xehanort, and damage on him will be reduced to 0), waiting for 30 seconds, or using Dual Limit will release Aqua from the other dimension. However, any remaining bullets from Dark Blast may still hit Aqua.
|Only used when his HP falls below 50%.
}}
}}
{{Atk|{{nihongo|'''Dark Blast'''|ダークブラスト|<br>Dāku Burasuto}}
{{Atk|{{nihongo|'''Dark Blast'''|ダークブラスト|<br>Dāku Burasuto}}
|Dark
|Dark
|—
|—
|1.0 x2
|1.0 (x2)
|△
|△
|Used in the other dimension. The Dark Figure throws two dark bullets.
|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.
}}
}}
{{Atk-c|note=While not attacking, Terra-Xehanort avoids projectiles by moving sideways.}}
{{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}}|Neutral|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>| +0<!--Damage formula is copied from Trinity Limit, so maybe the +3 Command Gauge fill is also carried over? Check-->|Can be used inside the other dimension by pressing {{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|{{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''===
[[File:Versus Terra-Xehanort and Vanitas KHIII.png|thumb|right|Terra-Xehanort and Vanitas fighting against Sora, Aqua and Ventus.]]
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.


Line 448: Line 439:
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}}
Line 456: Line 446:
|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}}
|△
|—
|—
|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
|◯
|◯
Line 472: Line 460:
|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
|△
|△
Line 480: Line 467:
|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
|△
|△
Line 491: Line 477:
|(dark crystal)
|(dark crystal)
|Physical
|Physical
|—
|1.6
|1.6
|△
|△
Line 497: Line 482:
|
|
}}
}}
{{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
Line 508: Line 492:
|(strike)
|(strike)
|Physical
|Physical
|—
|1.0 per hit
|1.0 per hit
|△
|△
Line 514: Line 497:
|(dark pillars)
|(dark pillars)
|Dark
|Dark
|—
|2.5
|2.5
|X
|X
Line 531: Line 513:


====Data Rematch====
====Data Rematch====
[[File:Versus Terra-Xehanort's Recreated Data KHIIIRM.png|thumb|right|Terra-Xehanort's recreated data engaging in combat against Sora's data.]]
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.

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