Editing Game:Young Xehanort
From the Kingdom Hearts Wiki, the Kingdom Hearts encyclopedia
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{game|BBS|FMB|DDD|DHD|KH3|3RM}} | {{game|BBS|FMB|DDD|DHD|KH3|3RM}} | ||
{{suite|Xehanort}} | {{suite|Xehanort}} | ||
{{cleanup|BBS stats (strength, defense, neutral-element resistance, official attack names and stats). 3D stats (changes brought by the HD version).}} | {{cleanup|BBS stats (strength, defense, neutral-element resistance, official attack names and stats). 3D stats (changes brought by the HD version, HP changes brought by the time rewind), image of the Clock.}} | ||
{{tab|o-info|410px}} | {{tab|o-info|410px}} | ||
{{tab|Unknown}} | {{tab|Unknown}} | ||
Line 71: | Line 71: | ||
|DDDBRloc1=The World That Never Was | |DDDBRloc1=The World That Never Was | ||
|DDDBRHP1=325.2 | |DDDBRHP1=325.2 | ||
|DDDBRSTR1=12.6 | |DDDBRSTR1=12.6 | ||
|DDDBRMAG1=12.8 | |DDDBRMAG1=12.8 | ||
Line 131: | Line 129: | ||
|katakana=時計 | |katakana=時計 | ||
|romaji=Tokei | |romaji=Tokei | ||
|game1=Kingdom Hearts 3D: Dream Drop Distance | |game1=Kingdom Hearts 3D: Dream Drop Distance | ||
|type=Construct | |type=Construct | ||
Line 138: | Line 135: | ||
|DDDBRloc1=The World That Never Was | |DDDBRloc1=The World That Never Was | ||
|DDDBRHP1=281.8 | |DDDBRHP1=281.8 | ||
|DDDBRSTR1=12.6 | |DDDBRSTR1=12.6 | ||
|DDDBRMAG1=12.8 | |DDDBRMAG1=12.8 | ||
Line 203: | Line 199: | ||
|KH3battlename=L'Impeto Oscuro -Young Xehanort- | |KH3battlename=L'Impeto Oscuro -Young Xehanort- | ||
|KH3battlefile=L'Impeto Oscuro -Young Xehanort- KHIIIRM.ogg | |KH3battlefile=L'Impeto Oscuro -Young Xehanort- KHIIIRM.ogg | ||
|KH3battlename2=L'Impeto Oscuro -Young Xehanort- | |KH3battlename2=L'Impeto Oscuro -Young Xehanort- (Ultimate attack variation) | ||
|KH3battlefile2=L'Impeto Oscuro -Young Xehanort- (Alternate) KHIIIRM.ogg | |KH3battlefile2=L'Impeto Oscuro -Young Xehanort- (Alternate) KHIIIRM.ogg | ||
}} | }} | ||
Line 220: | Line 215: | ||
As Xehanort's HP dwindles, he goes even further on the offensive. He will often start one of his long-duration techniques, then continue to attack with different techniques while the first one is playing out. Xehanort will also clone himself, creating four copies that can attack and move independently of the true Xehanort. However, the clones can dissipate after being hit once, so try to use a multi-hitting attack to clear the clones. His most frustrating tactic is to snare the protagonist with his Collision Magnet, then immediately following it up with another attack and a game over (although there are very rare occasions in which the protagonist can escape before Xehanort strings together another attack). Collision Magnet can be avoided easily by simply dashing towards Xehanort when he jumps in the air, and also seems to be canceled if Xehanort pulls the protagonist up against a wall. | As Xehanort's HP dwindles, he goes even further on the offensive. He will often start one of his long-duration techniques, then continue to attack with different techniques while the first one is playing out. Xehanort will also clone himself, creating four copies that can attack and move independently of the true Xehanort. However, the clones can dissipate after being hit once, so try to use a multi-hitting attack to clear the clones. His most frustrating tactic is to snare the protagonist with his Collision Magnet, then immediately following it up with another attack and a game over (although there are very rare occasions in which the protagonist can escape before Xehanort strings together another attack). Collision Magnet can be avoided easily by simply dashing towards Xehanort when he jumps in the air, and also seems to be canceled if Xehanort pulls the protagonist up against a wall. | ||
After half of his heath is gone, Young Xehanort will begin to turn invisible. While he cannot be locked on, he does leave a faint shimmer and can be "visible" through his Ethereal Blades, so he can still take damage. He still uses his old abilities, but since he is invisible, it is harder to see when he uses them. However, he also gains new abilities, such as firing a beam that inflicts Doom and forces mashing {{button|X}} to escape, and casting Mega Flare and Meteor to inflict massive damage. If the player uses a D-Link during the battle, Young Xehanort will turn invisible immediately, even if he has not reached half health. | After half of his heath is gone, Young Xehanort will begin to turn invisible. While he cannot be locked on, he does leave a faint shimmer and can be "visible" through his Ethereal Blades, so he can still take damage. He still uses his old abilities, but since he is invisible, it is harder to see when he uses them. However, he also gains new abilities, such as firing a beam that inflicts Doom and forces mashing {{button|X}} to escape, and casting Mega Flare and Meteor to inflict massive damage. If the player uses a D-Link during the battle, Young Xehanort will turn invisible immediately, even if he has not reached half health. | ||
Xehanort will attack whenever an opening to do so presents itself, but it is easy to heal safely by simply dashing far away from him first with either [[Slide]], [[Dodge Roll]], or [[Cartwheel]]. It is also somewhat easy to guard against his attacks by mashing {{button|s}}, so the protagonist can also heal by using [[Renewal Block]] or [[Renewal Barrier]] and deliver damage through counterattacks. Because Xehanort leaves little time for the protagonist to act, it is unwise to use any advanced or ultimate commands, as they take too long to fire and reload. Shotlocks are also good options, but Xehanort tends to evade the Shotlock reticle, and can use Renewal Block to heal himself if the Shotlock hits him too much. If the protagonist decides to rely on Shotlocks, they should stock many Elixirs in order to make sure their Focus Gauge never runs out. D-Links can also work, especially Goofy's for Ventus and Aqua due to the Goofy Spin finisher allowing free movement and rapid blows. However, Xehanort may turn invisible in response, so it may not be ideal to use them. Finally, since Xehanort leaves little time for Keyblade combos, the protagonist's equipped Keyblade and Finish command are not important, but the Keyblade equipped should lean towards the Strength stat. | Xehanort will attack whenever an opening to do so presents itself, but it is easy to heal safely by simply dashing far away from him first with either [[Slide]], [[Dodge Roll]], or [[Cartwheel]]. It is also somewhat easy to guard against his attacks by mashing {{button|s}}, so the protagonist can also heal by using [[Renewal Block]] or [[Renewal Barrier]] and deliver damage through counterattacks. Because Xehanort leaves little time for the protagonist to act, it is unwise to use any advanced or ultimate commands, as they take too long to fire and reload. Shotlocks are also good options, but Xehanort tends to evade the Shotlock reticle, and can use Renewal Block to heal himself if the Shotlock hits him too much. If the protagonist decides to rely on Shotlocks, they should stock many Elixirs in order to make sure their Focus Gauge never runs out. D-Links can also work, especially Goofy's for Ventus and Aqua due to the Goofy Spin finisher allowing free movement and rapid blows. However, Xehanort may turn invisible in response, so it may not be ideal to use them. Finally, since Xehanort leaves little time for Keyblade combos, the protagonist's equipped Keyblade and Finish command are not important, but the Keyblade equipped should lean towards the Strength stat. | ||
The safest and simplest way to defeat Young Xehanort is to simply use a deck of 2-4 Cure-type commands, and fill the rest with Fire/Thunder Surges. Thunder Surge is generally better because it grants access to the [[Thunderbolt]] Command Style, and Thunderbolt's finisher, being an area-of-effect attack, is more effective at striking Young Xehanort than [[Firestorm]]'s. A good way to arrange the Command Deck is to have Thunder Surge, Cure, Thunder Surge, Cure and so on, so that both commands are easily accessible and it also helps with not needing to cycle through commands that are reloading. With this deck, the protagonist can use Thunder Surge over and over, even when Xehanort is invisible, damaging Xehanort if they hit him and often knocking him out of his combos. The protagonist should make sure to use Thunder Surge so that they go through Xehanort and winds up a short distance past him, rather than next to him, but should dash away instead if Xehanort is right next to the protagonist, as Thunder Surge has a tiny but noticeable start-up lag. Thunder Surge can even be used as a pseudo-dash in order to avoid Xehanort's techniques, like his Collision Magnet. If the protagonist is ever hit by an attack, they should immediately start dashing away, normally, and heal with Cure as soon as they are clear from Xehanort. If playing as Ventus, it's a good idea to stock up on Double Crunch Ice Cream to activate Wingblade, which allows him to hit Xehanort with a combo of Keyblade attacks that he can't easily break out of. | The safest and simplest way to defeat Young Xehanort is to simply use a deck of 2-4 Cure-type commands, and fill the rest with Fire/Thunder Surges. Thunder Surge is generally better because it grants access to the [[Thunderbolt]] Command Style, and Thunderbolt's finisher, being an area-of-effect attack, is more effective at striking Young Xehanort than [[Firestorm]]'s. A good way to arrange the Command Deck is to have Thunder Surge, Cure, Thunder Surge, Cure and so on, so that both commands are easily accessible and it also helps with not needing to cycle through commands that are reloading. With this deck, the protagonist can basically use Thunder Surge over and over, even when Xehanort is invisible, damaging Xehanort if they hit him and often knocking him out of his combos. The protagonist should make sure to use Thunder Surge so that they go through Xehanort and winds up a short distance past him, rather than next to him, but should dash away instead if Xehanort is right next to the protagonist, as Thunder Surge has a tiny but noticeable start-up lag. Thunder Surge can even be used as a pseudo-dash in order to avoid Xehanort's techniques, like his Collision Magnet. If the protagonist is ever hit by an attack, they should immediately start dashing away, normally, and heal with Cure as soon as they are clear from Xehanort. If playing as Ventus, it's a good idea to stock up on Double Crunch Ice Cream to activate Wingblade, which allows him to hit Xehanort with a combo of Keyblade attacks that he can't easily break out of. | ||
If playing as Aqua or Ventus with a level 4 [[Cartwheel]] or Dodge Roll, every attack is avoidable by repeatedly Cartwheeling or Dodge Rolling, as they provide total i-frame coverage, completely trivializing the battle. However, when playing as Terra, even after setting up a working deck and overall strategy, victory against Xehanort relies primarily on luck, due to his penchant for using unavoidable, instant-death combos. | If playing as Aqua or Ventus with a level 4 [[Cartwheel]] or Dodge Roll, every attack is avoidable by repeatedly Cartwheeling or Dodge Rolling, as they provide total i-frame coverage, completely trivializing the battle. However, when playing as Terra, even after setting up a working deck and overall strategy, victory against Xehanort relies primarily on luck, due to his penchant for using unavoidable, instant-death combos. | ||
Line 231: | Line 225: | ||
In ''Kingdom Hearts Birth by Sleep Final Mix'', the difficulty of the boss fight is slightly toned down. The protagonist can now escape after being ensnared by the Collision Magnet attack by Air Sliding before the second attack, therefore avoiding the lethal combos that were inescapable in the original version. In addition, Thunder Surge is even more useful, as it can easily lead into the powerful [[Rhythm Mixer]] Command Style. | In ''Kingdom Hearts Birth by Sleep Final Mix'', the difficulty of the boss fight is slightly toned down. The protagonist can now escape after being ensnared by the Collision Magnet attack by Air Sliding before the second attack, therefore avoiding the lethal combos that were inescapable in the original version. In addition, Thunder Surge is even more useful, as it can easily lead into the powerful [[Rhythm Mixer]] Command Style. | ||
{{Atk-o|BBS}} | {{Atk-o|BBS}} | ||
{{Atk|'' | {{Atk|''Ethereal Blade short combo'' | ||
| | |— | ||
| | |— | ||
| | |— | ||
| | |— | ||
|Attacks with three quick strikes. | |Attacks with three quick strikes. | ||
}} | }} | ||
{{Atk|'' | {{Atk|''Ethereal Blade long combo'' | ||
| | |— | ||
| | |— | ||
| | |— | ||
| | |— | ||
|Attacks with an extended sword combo. | |Attacks with an extended sword combo. | ||
|Has a similar but slightly different animation from the short combo. The combo | |Has a similar but slightly different animation from the short combo. The final hit of the combo will hit from behind, so Terra and Ventus need to use a reprisal just before it hits to avoid it. | ||
}} | }} | ||
{{Atk|''Dash attack'' | {{Atk|''Dash attack'' | ||
| | |— | ||
| | |— | ||
| | |— | ||
| | |— | ||
|Transforms his blades into a spear and dashes forward. If the dash attack connects, the protagonist is launched and the Unknown performs a follow-up attack while flipping backwards. | |Transforms his blades into a spear and dashes forward. If the dash attack connects, the protagonist is launched and the Unknown performs a follow-up attack while flipping backwards. | ||
|The protagonist can avoid the follow-up and cause the boss to stagger by using a Payback command. | |The protagonist can avoid the follow-up and cause the boss to stagger by using a Payback command. | ||
}} | }} | ||
{{Atk|''X | {{Atk|''X wave'' | ||
| | |— | ||
| | |— | ||
| | |— | ||
| | |— | ||
|Jumps back and releases an X-shaped shockwave from his blades that | |Jumps back and releases an X-shaped shockwave from his blades that tracks the protagonist. | ||
}} | }} | ||
{{Atk|''Spear orbs'' | {{Atk|''Spear orbs'' | ||
| | |— | ||
| | |— | ||
| | |— | ||
| | |— | ||
|Summons several orbs that fire spears of energy at the protagonist from every direction. This attack can continue during the Unknown's other attacks. | |Summons several orbs that fire spears of energy at the protagonist from every direction. This attack can continue during the Unknown's other attacks. | ||
| | |This technique can be blocked by Aqua's [[Barrier]] commands. | ||
}} | }} | ||
{{Atk|'' | {{Atk|''Sonic attack'' | ||
| | |— | ||
| | |— | ||
| | |— | ||
| | |— | ||
|Quickly darts around the battlefield, knocking the protagonist high into the air when he hits them. | |Quickly darts around the battlefield, knocking the protagonist high into the air when he hits them. | ||
}} | }} | ||
{{Atk|''Whirlwind | {{Atk|''Whirlwind'' | ||
| | |— | ||
| | |— | ||
| | |— | ||
| | |— | ||
|Summons a tornado that scatters the protagonist's deck commands when it hits them. | |Summons a tornado that scatters the protagonist's deck commands when it hits them. | ||
}} | }} | ||
{{Atk|''Aerial dropkick'' | {{Atk|''Aerial dropkick'' | ||
| | |— | ||
| | |— | ||
| | |— | ||
| | |— | ||
|Jumps into the air while flipping and performs a diving kick that knocks the protagonist away. The Unknown is invincible while using this attack. | |Jumps into the air while flipping and performs a diving kick that knocks the protagonist away. The Unknown is invincible while using this attack. | ||
|Only used as a possible follow-up to Time Reversal. | |Only used as a possible follow-up to Time Reversal. | ||
}} | }} | ||
{{Atk|''Vanish'' | {{Atk|''Vanish'' | ||
| | |— | ||
| | |— | ||
| | |— | ||
| | |— | ||
|Becomes invisible. In this state, he cannot be locked on, but he gives away his location through a faint shimmer, as well as through his Ethereal Blades. | |Becomes invisible. In this state, he cannot be locked on, but he gives away his location through a faint shimmer, as well as through his Ethereal Blades. | ||
|Only used at low HP. The Unknown cannot create clones, stop time, or be made to stagger while in this state, but can still occasionally use Renewal Barrier. If the player uses a D-Link at any phase of the fight, the Unknown will use this ability in response. | |Only used at low HP. The Unknown cannot create clones, stop time, or be made to stagger while in this state, but can still occasionally use Renewal Barrier. If the player uses a D-Link at any phase of the fight, the Unknown will use this ability in response. | ||
}} | }} | ||
{{Atk|''Raging Storm'' | {{Atk|''Raging Storm'' | ||
| | |— | ||
| | |— | ||
| | |— | ||
| | |— | ||
|Summons three vortexes of flame around himself and hovers around the battlefield. | |Summons three vortexes of flame around himself and hovers around the battlefield. The flames stun the protagonist when they hit them. | ||
|In later phases of the battle, he will combine Raging Storm with some of his other abilities, usually his Long Combo. | |In later phases of the battle, he will combine Raging Storm with some of his other abilities, usually his Long Combo. | ||
}} | |||
{{Atk|''Summon copies'' | |||
|— | |||
|— | |||
|— | |||
|— | |||
|Summons four copies of himself to overwhelm the protagonist. Each of them share his Short Combo, Long Combo, Sonic Attack, Collision Magnet, and X-wave attacks and there is no set pattern to their attacks. However, the copies can be easily destroyed with a clean hit. The boss will not stagger or use Renewal Barrier or Time Reversal while clones are active. | |||
}} | }} | ||
{{Atk|''Mega Flare'' | {{Atk|''Mega Flare'' | ||
| | |— | ||
|Ignite | |Ignite | ||
| | |— | ||
| | |— | ||
|Summons a huge sphere of flames that explodes, inflicting massive damage. | |Summons a huge sphere of flames that explodes, inflicting massive damage. Has a chance to inflict {{c|Ignite|status}}. | ||
}} | }} | ||
{{Atk|''Meteor'' | {{Atk|''Meteor'' | ||
| | |— | ||
| | |— | ||
| | |— | ||
| | |— | ||
|Summons a meteor to fall on the battlefield and explode. | |Summons a meteor to fall on the battlefield and explode. | ||
}} | }} | ||
{{Atk|''Doom'' | {{Atk|''Doom'' | ||
| | |— | ||
|Doom | |Doom | ||
| | |— | ||
| | |— | ||
|Fires a web of energy at the protagonist and | |Fires a web of energy at the protagonist and starts a five-second countdown. It is Game Over when the countdown reaches 0. Rapidly tap {{button|X}} ({{button|circle}} in the Japanese releases) to break free. | ||
|If this move connects, subsequent uses will make the countdown begin one number lower. | |||
}} | }} | ||
{{Atk|''Collision Magnet'' | {{Atk|''Collision Magnet'' | ||
| | |— | ||
| | |— | ||
| | |— | ||
| | |— | ||
|Leaps into the air and casts out a lasso of energy that snares the protagonist and pulls them toward him for a quick slash. | |Leaps into the air and casts out a lasso of energy that snares the protagonist and pulls them toward him for a quick slash. | ||
| | |In ''Kingdom Hearts Birth by Sleep Final Mix'', it is possible to Air Slide out of the whip. | ||
}} | }} | ||
{{Atk|''Renewal Barrier'' | {{Atk|''Renewal Barrier'' | ||
Line 341: | Line 343: | ||
|— | |— | ||
|— | |— | ||
| | |If the protagonist attacks him head-first without an opening, or attacks constantly with a long combo, he will parry the protagonist's attack and recover a bit of health. | ||
|If the boss uses this in response to the player's Shotlock, he will also summon a laser orb each time he is hit that will attack the player once the Shotlock ends. | |||
}} | }} | ||
{{Atk|''Time reversal'' | {{Atk|''Time reversal'' | ||
Line 350: | Line 352: | ||
|— | |— | ||
|At any random moment when the protagonist deals damage to him, he could potentially stop and reverse time to the precise moment before he is hit, recovering some of his health in the process. As soon as time is restored, he uses one of his other attacks before the protagonist can react. | |At any random moment when the protagonist deals damage to him, he could potentially stop and reverse time to the precise moment before he is hit, recovering some of his health in the process. As soon as time is restored, he uses one of his other attacks before the protagonist can react. | ||
|The boss will follow this ability up with Whirlwind, X | |The boss will follow this ability up with Whirlwind, X-wave, or Aerial Dropkick. If the player is not currently using a command, an attack or Finish command can be buffered before the effect wears off. The boss cannot use this ability if the player is invincible, or if the boss is air-tossed, invisible, or has clones active. | ||
}} | }} | ||
{{Atk-c | {{Atk-c}} | ||
===''Kingdom Hearts 3D: Dream Drop Distance''=== | ===''Kingdom Hearts 3D: Dream Drop Distance''=== | ||
To provide for defense, Riku should equip [[Dark Barrier]], [[Dark Roll]], [[Counter Aura]], [[Leaf Bracer]], [[Second Chance]], [[Once More]], and [[Slow Block]]. His Command Deck should include homing attacks like [[Balloonga]], [[Firaga Burst]] and [[Dark Firaga]], as well as powerful attacks like [[Dark Aura]], [[Dark Splicer]], [[Meteor Crash]] and [[Shadowbreaker]], and healing commands like [[Curaga]]. Also, make sure to have two Spirits that have healing commands, that can cast Support Magic like Haste, Spirit Roar at the same time as well. | To provide for defense, Riku should equip [[Dark Barrier]], [[Dark Roll]], [[Counter Aura]], [[Leaf Bracer]], [[Second Chance]], [[Once More]], and [[Slow Block]]. His Command Deck should include homing attacks like [[Balloonga]], [[Firaga Burst]] and [[Dark Firaga]], as well as powerful attacks like [[Dark Aura]], [[Dark Splicer]], [[Meteor Crash]] and [[Shadowbreaker]], and healing commands like [[Curaga]]. Also, make sure to have two Spirits that have healing commands, that can cast Support Magic like Haste, Spirit Roar at the same time as well. | ||
Young Xehanort is an aggressive fighter and it can be difficult to score hits on him as he can trap Riku in a flurry of combo attacks that rapidly drain his health. Dark Barrier followed by Counter Aura is an effective way of damaging him, although keep in mind that some of his attacks are not easy to block and should be evaded using Dark Roll or Shadow Slide. In Critical Mode, Xehanort | Young Xehanort is an aggressive fighter and it can be difficult to score hits on him as he can trap Riku in a flurry of combo attacks that rapidly drain his health. Dark Barrier followed by Counter Aura is an effective way of damaging him, although keep in mind that some of his attacks are not easy to block and should be evaded using Dark Roll or Shadow Slide. In Critical Mode, Xehanort can run to Riku (or not) and perform a more violent and fast combo followed by an aerial combo, which can rapidly put Riku to 1 HP and Game Over if not blocked or evaded in time. If Riku gets caught in these combos, the player shouldn't move the joystick until it ends in order for Second Chance and Once More to save him, as moving in the air cancels the enemy's combo and Xehanort purposely delays his combos to avoid these abilities, but not long enough for Riku to recover. Young Xehanort will not flinch when performing Wild Arcanum, Finish, Whip Wave, or Teleport Rock, even if his reaction durability value reaches 0. However, when not using any of these attacks, if his reaction durability value reaches 0, he will flinch after every attack for 6.7 seconds. | ||
Xehanort tends to warp away from projectiles and attack commands, but will be open to attack when he pauses to launch his own ranged attacks. Xehanort will periodically teleport away and | Xehanort tends to warp away from projectiles and attack commands, but will be open to attack when he pauses to launch his own ranged attacks. Xehanort will periodically teleport away and fire dark projectiles at Riku. Defend using Dark Barrier, staying near to or far away from him, or dodge continually. If the projectiles connect, they will inflict Slow, so quickly cure it with Esuna (Riku's spirits can have this command too) or a Panacea if Slow Block is not equipped. He can also summon blue rocks that must be blocked or dodged. When Xehanort prepares this attack, move close to him, blocking the rocks, and use Counter Aura in front of him. Make sure to watch how he warps around the arena, because it will signal which attack he will use, and will provide Riku enough time to use powerful attacks such as Dark Aura. If timed carefully, Dark Aura will keep hitting Xehanort and stops his movements for a while, dealing heavy damage. | ||
Alternatively, continue using Firaga Burst, Balloonga, and other attack magic in conjunction with spirit attacks. Keep also in mind the Haste Support Magic after being cast on Riku can be handy, not only to speed up the reloading times but also his main combos, which can | Alternatively, continue using Firaga Burst, Balloonga, and other attack magic in conjunction with spirit attacks. Keep also in mind the Haste Support Magic after being cast on Riku can be handy, not only to speed up the reloading times but also his main combos, which can stagger Young Xehanort as well. After Xehanort takes enough hits, he will transform his Keyblade into a shield and if Riku hits it, Xehanort will counterattack. If he teleports up and falls, he will whip Riku multiple times. Get ready to block or to Shadow Slide when he reaches the ground. If Xehanort teleports constantly from right to left, he will prepare to charge at Riku. He will teleport like this twice; once he warps the fourth time, get ready to block or use Shadow Slide. If he is a fair distance away, he will start teleporting from side to side again, gradually getting closer to Riku. Get as close to Xehanort as possible when this occurs. After he teleports the third time in this manner, use Dark Barrier near him to block the lasers and use Counter Aura in front of him. If possible, utilize Shadow Slide and Shadow Strike to attack and stop Xehanort's attack. | ||
;Young Xehanort | ;Young Xehanort | ||
{{Atk-o|DDD}} | {{Atk-o|DDD}} | ||
Line 379: | Line 372: | ||
|0.5 per hit | |0.5 per hit | ||
|△ | |△ | ||
|Sweeps and stabs with the Keyblade, releasing crescent-shaped waves when he sweeps. Occassionally | |Sweeps and stabs with the Keyblade, releasing crescent-shaped waves when he sweeps. Occassionally transforms his Keyblade into a whip and strikes, releasing waves, after the attack or against an airborne opponent. | ||
| | |Used after either teleporting 4 times left and right or teleporting 1 time behind the opponent. On Critical Mode only he will occasionally run and use a more swift version of this ability that is followed up by a more or less extended combo of sweeps and waves while in midair. | ||
|Wave | |Wave | ||
|{{AT|att}} Physical | |{{AT|att}} Physical | ||
Line 414: | Line 401: | ||
|△ | |△ | ||
|Swings the Keyblade like a whip three times, releasing a crescent-shaped wave with each swing. | |Swings the Keyblade like a whip three times, releasing a crescent-shaped wave with each swing. | ||
| | |Generally used after teleporting into the air and falling down. | ||
|Wave | |Wave | ||
|{{AT|att}} Physical | |{{AT|att}} Physical | ||
Line 425: | Line 412: | ||
|— | |— | ||
|0.5 per hit | |0.5 per hit | ||
| | |△ | ||
|Instantly extends his Keyblade, connecting floating points of light, before pulling back. | |Instantly extends his Keyblade, connecting floating points of light, before pulling back. | ||
|Used after quickly teleporting 3 times while approaching the opponent from afar. The attack can be | |Used after quickly teleporting 3 times while approaching the opponent from afar. The attack can be redirected fast if the opponent dodges sideways or goes behind the user. | ||
}} | }} | ||
{{Atk-m|{{nihongo|'''Guard Impact'''|ガードインパクト|<br>Gādo Impakuto}} | {{Atk-m|{{nihongo|'''Guard Impact'''|ガードインパクト|<br>Gādo Impakuto}} | ||
Line 435: | Line 422: | ||
|1.0 x2 | |1.0 x2 | ||
|◯ | |◯ | ||
|Takes on a defensive stance, blocking any physical attack. When hit by any attack, retaliates by | |Takes on a defensive stance, blocking any physical attack. When hit by any attack, retaliates by transforming his Keyblade into a whip and swinging twice, releasing crescent-shaped waves. | ||
|Used after staggering from a good amount of consecutive hits | |Used after staggering from a good amount of consecutive hits. | ||
|Wave | |Wave | ||
|{{AT|att}} Physical | |{{AT|att}} Physical | ||
Line 449: | Line 436: | ||
|△ | |△ | ||
|Scatters a large amount of dark projectiles that track the opponent at high speed. | |Scatters a large amount of dark projectiles that track the opponent at high speed. | ||
| | |Used after teleporting far away from Riku. The projectiles cannot take sharp turns, therefore are likely to miss, unless the target is very far. | ||
}} | }} | ||
{{Atk|{{nihongo|'''Teleport Rock'''|テレポロック|<br>Terepo Rokku}} | {{Atk|{{nihongo|'''Teleport Rock'''|テレポロック|<br>Terepo Rokku}} | ||
Line 456: | Line 443: | ||
|0.75 per hit | |0.75 per hit | ||
|△ | |△ | ||
|Summons a large number of floating blue rocks, teleports them around the opponent | |Summons a large number of floating blue rocks, teleports them around the opponent, and sends them flying towards them. | ||
| | |Used after teleporting far away from Riku. | ||
}} | }} | ||
{{Atk-c | {{Atk-c}} | ||
;Clones | ;Clones | ||
Once Xehanort's health has been depleted to 1, he will freeze time and warp into a giant Clock that appears in the center of the arena. Wait until the option to perform a [[Mirage Split]] [[Reality Shift]] appears. This will trigger the final stage of the battle. Note that the symbol for activating the Reality Shift will appear for less than one second. If Riku misses the timing, Xehanort will rewind time to the beginning of the fight and regain some of his health (approximately two and a half life bars). His health must be depleted again in order to perform Mirage Split, but this time, the symbol for activating Reality Shift will remain for a longer period of time. | |||
For the final stage of the fight, Xehanort remains inside the Clock, which is now vulnerable to attack. Though he does not attack Riku directly, he creates half-invincible clones of himself to defend the Clock. The clones will attempt to swarm Riku with ethereal blade combos, X-slashes, and fiery tornadoes, but may occasionally disappear if attacked. It is safer to evade these attacks than to block them, as blocking those attacks will lock-out the clock, due to the fact they came from the clones and not the Clock itself. While the Clock is open to attack while the clones are not on the field, as this phase is more time based than the previous one, Riku should have Spirit Roar and Haste cast on him by his spirits so that he can inflict more damage while not being restricted to waiting for his commands to reload, for the reason that if the hands on the Clock strike 12 before Riku destroys it, it will rewind time to the start of this phase and regain his lost health of the previous phase. As Xehanort will stop his attacks before it rewinds time, Riku should at that time unleash his most powerful commands as fast as possible if the Clock is close to be defeated; however, after Xehanort rewinds time once, the total health of the Clock will decrease to the same amount as Xehanort's first phase's, and thus, for the next times this phase will restart, making it easier to destroy the Clock on the next try. Multi-hit warping attacks such as Dark Splicer and Dark Aura can bypass Xehanort's clones and remove multiple health bars off the clock, even finishing it off if at low health. Do this with caution, however, as Riku can be attacked and deflected by incoming clones, especially those which use combos and fiery tornadoes, which can knock him away during Dark Aura. | |||
Due to the relentless assault of the clones, leaving few to no windows of opportunity to attack, a reliable strategy is to activate commands like Firaga Burst while in midair. Releasing the commands at the apex of Riku's [[Doubleflight]] will allow Riku to avoid interruption from most of the clones' attacks, with the exception of the X-slashes. | |||
If Riku is supposedly not strong enough to destroy the clock in time, he can, while dodging the attacks, restrain from attacking and wait until the Clock rewinds time, where next time it will have less health, to have a chance to finish it in time. If he ever gets revived thanks to [[Auto-Life]], the ticking sounds from the clock will stop until either the rewind or the end of the fight. | |||
{{Atk-o|DDD}} | {{Atk-o|DDD}} | ||
{{Atk|{{nihongo|'''Dual-Wield Wild Dance'''|2刀流乱舞|<br>Nitōryū Ranbu}} | {{Atk|{{nihongo|'''Dual-Wield Wild Dance'''|2刀流乱舞|<br>Nitōryū Ranbu}} | ||
Line 467: | Line 461: | ||
|0.5 per hit | |0.5 per hit | ||
|△ | |△ | ||
| | |Clones appear from the clock one after another and run, swinging a weapon in both hands in various motions. | ||
}} | }} | ||
{{Atk|{{nihongo|'''X Blade'''|Xブレード|<br>X Burēdo}} | {{Atk|{{nihongo|'''X Blade'''|Xブレード|<br>X Burēdo}} | ||
Line 478: | Line 471: | ||
}} | }} | ||
{{Atk|{{nihongo|'''Raging Storm'''|レイジングストーム|<br>Reijingu Sutōmu}} | {{Atk|{{nihongo|'''Raging Storm'''|レイジングストーム|<br>Reijingu Sutōmu}} | ||
|{{AT|mag}} Fire<ref>This attack does not cause | |{{AT|mag}} Fire<ref>This attack does not cause Sir Kyroo or Lord Kyroo to catch fire.</ref> | ||
|— | |— | ||
|1.5 per hit | |1.5 per hit | ||
Line 484: | Line 477: | ||
|Two clones appear on the ground, transform into pillars of fire, and run straight ahead. | |Two clones appear on the ground, transform into pillars of fire, and run straight ahead. | ||
}} | }} | ||
{{Atk-c | {{Atk-c}} | ||
===''Kingdom Hearts III''=== | ===''Kingdom Hearts III''=== | ||
Young Xehanort is fought alongside Ansem and Xemnas by Sora, Riku and [[King Mickey]] as the final boss fights of the Keyblade Graveyard. Although his health is less than that of the other two top-tier members of the Real Organization XIII, he is still not to be underestimated. Young Xehanort is able to turn his Keyblade into a whip that has a long range and can also briefly ensnare Sora and is able to summon a small rift to launch a whip attack from. He can also summon a ring of 9 icicles that he launches at Sora which deals Blizzard damage and his deadliest attack has him summoning a circle of time that stops time as he unleashes invisible attacks at Sora. It's recommended to take him out first as he's the easiest to combo, if hit twice by his whip combos, it is possible to quickly block the third attack and use [[Risk Dodge]] to fight back. The whip combo can also hit you in the air. Each member will have a dark aura surrounding them whenever they disappear and reappear to attack, which means they'll only target Sora and each of them will use a specific attack with the one with the aura appearing last. For Young Xehanort, Ansem and Xemnas will create dark mines and ethereal blades followed by Xehanort's time-stopping attack. Jump and block the ethereal blades and use [[thunder]] to destroy the mines to avoid damage. During Master Xehanort's storm of Keyblades, each member will use an attack in a specific order. For all three, Young Xehanort will use his time-stopping attack followed by Xemnas's rolling attack and Ansem's shockwave. The best way to avoid them is to jump over Xehanort's, block Xemnas's incoming attack and [[glide]] away from Ansem. If Xemnas is beaten, Xehanort will launch the icicles followed by Ansem's shockwave attack. Having Riku and Mickey active is wise as they can do double and triple damage when attacking together, if they're trying to attack your target, it's wise to stop your combos and let them land their own. | Young Xehanort is fought alongside Ansem and Xemnas by Sora, Riku and [[King Mickey]] as the final boss fights of the Keyblade Graveyard. Although his health is less than that of the other two top-tier members of the Real Organization XIII, he is still not to be underestimated. Young Xehanort is able to turn his Keyblade into a whip that has a long range and can also briefly ensnare Sora and is able to summon a small rift to launch a whip attack from. He can also summon a ring of 9 icicles that he launches at Sora which deals Blizzard damage and his deadliest attack has him summoning a circle of time that stops time as he unleashes invisible attacks at Sora. It's recommended to take him out first as he's the easiest to combo, if hit twice by his whip combos, it is possible to quickly block the third attack and use [[Risk Dodge]] to fight back. The whip combo can also hit you in the air. Each member will have a dark aura surrounding them whenever they disappear and reappear to attack, which means they'll only target Sora and each of them will use a specific attack with the one with the aura appearing last. For Young Xehanort, Ansem and Xemnas will create dark mines and ethereal blades followed by Xehanort's time-stopping attack. Jump and block the ethereal blades and use [[thunder]] to destroy the mines to avoid damage. During Master Xehanort's storm of Keyblades, each member will use an attack in a specific order. For all three, Young Xehanort will use his time-stopping attack followed by Xemnas's rolling attack and Ansem's shockwave. The best way to avoid them is to jump over Xehanort's, block Xemnas's incoming attack and [[glide]] away from Ansem. If Xemnas is beaten, Xehanort will launch the icicles followed by Ansem's shockwave attack. Having Riku and Mickey active is wise as they can do double and triple damage when attacking together, if they're trying to attack your target, it's wise to stop your combos and let them land their own. | ||
{{Atk-o|KH3}} | {{Atk-o|KH3}} | ||
{{Atk-m | {{Atk-m|{{nihongo|'''Whip Combo'''|ウィップコンボ|<br>Wippu Konbo}} | ||
|(combo attack) | |(combo attack) | ||
|Physical | |Physical | ||
|0.3-0.6 x 2-3 hits | |0.3-0.6 x 2-3 hits | ||
|△ | |△ | ||
Line 501: | Line 492: | ||
|(upward swing) | |(upward swing) | ||
|Physical | |Physical | ||
|0.3 | |0.3 | ||
|△ (Risk Dodge) | |△ (Risk Dodge) | ||
Line 507: | Line 497: | ||
|(downward swing) | |(downward swing) | ||
|Physical | |Physical | ||
|1.5 | |1.5 | ||
|△ (Risk Dodge) | |△ (Risk Dodge) | ||
Line 513: | Line 502: | ||
| | | | ||
}} | }} | ||
{{Atk-m | {{Atk-m|{{nihongo|'''Bind Whip'''|バインドウィップ|<br>Baindo Wippu}} | ||
|(thrust) | |(thrust) | ||
|Physical | |Physical | ||
|0.1 | |0.1 | ||
|△ | |△ | ||
|— | |— | ||
|Fires a thrust from a light on the ground. This attack only hits Sora, and if he is hit he is grabbed for 5 seconds and then engulfed in an explosion. While grabbed, Sora can only move around the ground light, however he can be released from the grab by using a Formchange or Team Attack. | |Fires a thrust from a light on the ground. This attack only hits Sora, and if he is hit he is grabbed for 5 seconds and then engulfed in an explosion. While grabbed, Sora can only move around the ground light, however he can be released from the grab by using a Formchange or Team Attack. The thrust attack can be blocked from behind. | ||
| | | | ||
|(explosion) | |(explosion) | ||
|Physical | |Physical | ||
|0.2 | |0.2 | ||
|X | |X | ||
Line 530: | Line 517: | ||
| | | | ||
}} | }} | ||
{{Atk-m | {{Atk-m|{{nihongo|'''Malice Whip'''|マリスウィップ|<br>Marisu Wippu}} | ||
|(whip) | |(whip) | ||
|Physical | |Physical | ||
|0.1 | |0.1 | ||
|X | |X | ||
Line 541: | Line 527: | ||
|(combo attack) | |(combo attack) | ||
|Physical | |Physical | ||
|0.2 x 7 hits | |0.2 x 7 hits | ||
|X | |X | ||
Line 547: | Line 532: | ||
|(knockback) | |(knockback) | ||
|Physical | |Physical | ||
|1.4 | |1.4 | ||
|X | |X | ||
Line 553: | Line 537: | ||
| | | | ||
}} | }} | ||
{{Atk | {{Atk|{{nihongo|'''Freeze Shot'''|フリーズショット|<br>Furīzu Shotto}} | ||
|Blizzard | |Blizzard | ||
|0.2 per hit | |0.2 per hit | ||
|△ | |△ | ||
|— | |— | ||
|Fires homing ice projectiles shaped in a fan formation. | |Fires homing ice projectiles shaped in a fan formation. Has a 100% chance to inflict the Freeze status effect for 1 second. Can be blocked from behind. | ||
}} | }} | ||
{{Atk-c}} | {{Atk-c}} | ||
;Techniques used by all enemies | ;Techniques used by all enemies | ||
{{Atk-o|KH3}} | {{Atk-o|KH3}} | ||
{{Atk | {{Atk|{{nihongo|'''Annihilation'''|アナイアレイション|<br>Anaiareishon}} | ||
|Physical | |Physical | ||
|1.5 per hit | |1.5 per hit | ||
|△ | |△ | ||
|2 | |2 | ||
|Master Xehanort summons a storm of Keyblades that temporarily removes Riku and Mickey and surrounds the battlefield. Bundles of Keyblades will fly around Sora one-by-one (the last four bundles directly target him). Afterward, remaining enemies attack in succession; techniques used depend on those remaining. | |Master Xehanort summons a storm of Keyblades that temporarily removes Riku and Mickey and surrounds the battlefield. Bundles of Keyblades will fly around Sora one-by-one (the last four bundles directly target him). Can be blocked from behind. Afterward, remaining enemies attack in succession; techniques used depend on those remaining. | ||
}} | }} | ||
{{Atk-c | {{Atk-c}} | ||
{{nihongo|'''Leader Cooperation'''|リーダー連携|Rīdā Renkei}} | *{{nihongo|'''Leader Cooperation'''|リーダー連携|Rīdā Renkei}}: One enemy is designated as the leader. The non-leaders attack first, then the leader after them; the order depends on those remaining. When Leader Cooperation is used, one enemy is designated the "leader"; the leader is surrounded by an aura and targets Sora until the next use of Leader Cooperation. The initial leader is the one with the lowest maximum HP in terms of percentage, and they rotate between each other. When only one enemy remains, they automatically become the leader and use of Leader Cooperation is discontinued. | ||
===''Kingdom Hearts III Re Mind''=== | ===''Kingdom Hearts III Re Mind''=== | ||
Line 579: | Line 561: | ||
Young Xehanort's fight at the Keyblade Graveyard is nearly identical to the base game, although Sora does have access to the [[Faith Volley]] and [[True End]] [[Team Attack]]s. | Young Xehanort's fight at the Keyblade Graveyard is nearly identical to the base game, although Sora does have access to the [[Faith Volley]] and [[True End]] [[Team Attack]]s. | ||
====''Data Rematch''==== | ====''Data Rematch''==== | ||
Like with all the other data rematches, even though Young Xehanort's HP bar may be the least among them, he is still extremely powerful. Young Xehanort has a tendency to teleport often, create clone illusions, and throw feint swings, to confuse Sora before attacking. He will often formchange his Keyblade into a whip for a long reach, as well. He is also capable of freezing Sora with certain attacks, so it is recommended to equip [[Freeze Protection]] through equipment such as the [[Snowman Rosette]] armor or the [[Crystal Snow]] Keyblade. Only one of Young Xehanort's attacks is unblockable, so the first instinct for most of his attacks should be to block. | Like with all the other data rematches, even though Young Xehanort's HP bar may be the least among them, he is still extremely powerful. Young Xehanort has a tendency to teleport often, create clone illusions, and throw feint swings, to confuse Sora before attacking. He will often formchange his Keyblade into a whip for a long reach, as well. He is also capable of freezing Sora with certain attacks, so it is recommended to equip [[Freeze Protection]] through equipment such as the [[Snowman Rosette]] armor or the [[Crystal Snow]] Keyblade. Only one of Young Xehanort's attacks is unblockable, so the first instinct for most of his attacks should be to block. | ||
Line 592: | Line 573: | ||
If Young Xehanort jumps into the air and dives with a green spinning attack, he will do his triple spin combo. He will do 3 dive spins with a small pause between each, before finishing with a quick fourth strike downward. Guard the three spins and the fourth hit, then reprisal for a chance to attack. | If Young Xehanort jumps into the air and dives with a green spinning attack, he will do his triple spin combo. He will do 3 dive spins with a small pause between each, before finishing with a quick fourth strike downward. Guard the three spins and the fourth hit, then reprisal for a chance to attack. | ||
Young Xehanort | If Young Xehanort appears with a large clock below him, he will swing his whip once at Sora and attempt to time-stop him - if it lands, then the screen will go negative for a moment as Sora receives a barrage of attacks. This whip swing and its variations is the only unblockable attack that Young Xehanort can do, so dodge it or air slide away. If Young Xehanort misses this attack then he will slowly walk sideways, but he is NOT open to attack yet. He will do a small teleport and continue walking, at which point it is safe to Airstep to him and attack. Alternatively, after missing his clock whip swing, Young Xehanort may quickly teleport 3 times before standing still. If he does this instead of the walk, then Airstep to him after the three teleports as he will be open to attack. | ||
* Young Xehanort will also perform this move if his revenge value is hit - in that case dodge, but there will not be an opportunity to attack. | * Young Xehanort will also perform this move if his revenge value is hit - in that case dodge, but there will not be an opportunity to attack. | ||
Line 648: | Line 629: | ||
| {{#widget:YouTube|id=rO_n7-mYDrI|width=320|height=240}} | | {{#widget:YouTube|id=rO_n7-mYDrI|width=320|height=240}} | ||
| {{#widget:YouTube|id=O9MDnNo4Q5M|width=320|height=240}} | | {{#widget:YouTube|id=O9MDnNo4Q5M|width=320|height=240}} | ||
|- | |||
! Young Xehanort's Desperation Move – ''[[Kingdom Hearts III Re Mind]]'' | |||
|- | |||
| {{#widget:YouTube|id=0Fbu5dU126c|width=320|height=240}} | |||
|} | |} | ||