Editing Game:Xemnas
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Xemnas's most lethal move surrounds Sora with Shots, where he should leap over them with [[High Jump]] and either use the [[Air Slide]]/Sonic Impact/Double Impact combo or perform Superglide. The position of the Shots circle and aiming will always match Sora's so it is advised to keep moving and land only when they're all gone. When Xemnas traps Sora in a cage of Spark Walls, simply [[High Jump]] over them and either Super Glide or repeat the Air Slide/Sonic Impact/Double Impact combo to avoid the ensuing barrage of Shots. One other trick is to climb the walls with [[Flowmotion]], jump while moving around to dodge the Shots and attack near Xemnas with [[Shock Dive]] to deal damage. In the case where he creates the four walls while near Sora, he can just Block the Shots and Counter Rush, interrupting and knocking Xemnas back. He may try to suddenly defend himself with a single Spark Wall from time to time to knock Sora back, but if possible he can either stay away from it to avoid getting interrupted or allow it to knock him backwards so that he can perform [[Payback Raid]], as Spark Wall deals no damage. | Xemnas's most lethal move surrounds Sora with Shots, where he should leap over them with [[High Jump]] and either use the [[Air Slide]]/Sonic Impact/Double Impact combo or perform Superglide. The position of the Shots circle and aiming will always match Sora's so it is advised to keep moving and land only when they're all gone. When Xemnas traps Sora in a cage of Spark Walls, simply [[High Jump]] over them and either Super Glide or repeat the Air Slide/Sonic Impact/Double Impact combo to avoid the ensuing barrage of Shots. One other trick is to climb the walls with [[Flowmotion]], jump while moving around to dodge the Shots and attack near Xemnas with [[Shock Dive]] to deal damage. In the case where he creates the four walls while near Sora, he can just Block the Shots and Counter Rush, interrupting and knocking Xemnas back. He may try to suddenly defend himself with a single Spark Wall from time to time to knock Sora back, but if possible he can either stay away from it to avoid getting interrupted or allow it to knock him backwards so that he can perform [[Payback Raid]], as Spark Wall deals no damage. | ||
After half of his HP has been depleted, Xemnas resets the battlefield, and uses Building Throw. From Sora's starting position, it isn't required to move at all in case Xemnas throws one or two buildings, but in the case three are thrown, it will require Sora to dodge roll forwards | After half of his HP has been depleted, Xemnas resets the battlefield, and uses Building Throw. From Sora's starting position, it isn't required to move at all in case Xemnas throws one or two buildings, but in the case three are thrown, it will require Sora to dodge roll forwards when the nearest buiding falls in front of him. After all three sets of Building Throw have been sent, Sora gets sent into a gliding phase of the attack where he cannot move but can still use the Attack command (contrary to how it is displayed), and on the white building directed at him, he can trigger the [[Nightmare's End]] [[Reality Shift]]. | ||
If Nightmare's End succeeds, the arena will shift to its original form, and include a few chunks of buildings with long Flowmotion rails on top of them, with a passive Xemnas at its end. The first hit will cause Xemnas to sigh and recover after around 4 seconds have passed, meaning that in the meantime, Sora should quickly unleash his most powerful commands until the Nobody recovers. Once he has rallied, Xemnas warps the battlefield back to its original state, and will increase the frequency and ferocity of his attacks, while not staggering from damage anymore (he can still be interrupted by Blocks), making Sliding Sidewinder almost useless for its aforementioned purpose. Using Nightmare's End successfully is therefore not recommended in case Sora is underleveled or at Level 1. | If Nightmare's End succeeds, the arena will shift to its original form, and include a few chunks of buildings with long Flowmotion rails on top of them, with a passive Xemnas at its end. The first hit will cause Xemnas to sigh and recover after around 4 seconds have passed, meaning that in the meantime, Sora should quickly unleash his most powerful commands until the Nobody recovers. Once he has rallied, Xemnas warps the battlefield back to its original state, and will increase the frequency and ferocity of his attacks, while not staggering from damage anymore (he can still be interrupted by Blocks), making Sliding Sidewinder almost useless for its aforementioned purpose. Using Nightmare's End successfully is therefore not recommended in case Sora is underleveled or at Level 1. |