Editing Game:Young Xehanort

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  |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)
|KH3battlename2n= (Ultimate attack variation)
  |KH3battlefile2=L'Impeto Oscuro -Young Xehanort- (Alternate) KHIIIRM.ogg
  |KH3battlefile2=L'Impeto Oscuro -Young Xehanort- (Alternate) KHIIIRM.ogg
}}
}}
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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.


[[File:Versus Unknown KHBBS.png|thumb|right|The Unknown engaging in combat.]]
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.
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{{Atk-o|BBS}}
{{Atk-o|BBS}}
{{Atk|''Dual Blade''
{{Atk|''Dual Blade''
|?
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|Attacks with three quick strikes.
|Attacks with three quick strikes.
}}
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{{Atk|''Dual-Wield Wild Dance''
{{Atk|''Dual-Wield Wild Dance''
|?
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|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 finisher will hit from behind, so Terra and Ventus need to use a reprisal just before it hits to avoid it.
|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''
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|O
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|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 Blade''
{{Atk|''X Blade''
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|Jumps back and releases an X-shaped shockwave from his blades that homes in on the protagonist.
|Jumps back and releases an X-shaped shockwave from his blades that tracks the protagonist.
}}
}}
{{Atk|''Spear orbs''
{{Atk|''Spear orbs''
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|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.  
|While the spears can be blocked, only Aqua's [[Barrier]] commands will block the entire attack, as they can hit from behind and thus pierce through Terra and Ventus's [[Block]] commands.
|This technique can be blocked by Aqua's [[Barrier]] commands.
}}
}}
{{Atk|''Rush''
{{Atk|''Sonic attack''
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|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 to the Void''
{{Atk|''Whirlwind to the Void''
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|X
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|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''
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|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''
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|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''
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|Stun
|Stun
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|X
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|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''
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|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''
|?
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|Ignite (?%)
|Ignite
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|?
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|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''
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|Summons a meteor to fall on the battlefield and explode.
|Summons a meteor to fall on the battlefield and explode.
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{{Atk|''Doom''
{{Atk|''Doom''
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|Doom{{note|Can be nullified by breaking free. Countdown begins one number lower for each subseqent time the attack connects.}}
|Doom
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|X
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|Fires a web of energy at the protagonist and immobilizes them. Rapidly tap {{button|X}} ({{button|circle}} in the Japanese releases) to break free.  
|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''
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|X
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|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.  
|The opponent can use Air Slide and break out of the whip.{{FMBbS}}
|In ''Kingdom Hearts Birth by Sleep Final Mix'', it is possible to Air Slide out of the whip.
}}
}}
{{Atk|''Renewal Barrier''
{{Atk|''Renewal Barrier''
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|—
|—
|—
|—
|Casts a golden barrier around himself. If any of the protagonist's attacks connects, he will recover a bit of his health.
|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.  
|Used if the protagonist attacks him head-first without an opening or attacks constantly with a long combo. 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.
|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''
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|—
|—
|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 Blade, 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.
|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|note=The Unknown can summon four copies of himself to overwhelm the protagonist. Each of them share his Dual Blade, Dual-Wield Wild Dance, Rush, Collision Magnet, and X Blade 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-c}}


===''Kingdom Hearts 3D: Dream Drop Distance''===
===''Kingdom Hearts 3D: Dream Drop Distance''===
[[File:Versus Young Xehanort KH3D.png|thumb|right|Young Xehanort engaging in combat against Riku.]]
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.


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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 use his Zero Shot 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 or let your dream eaters use theirs or a Panacea if Slow Block is not equipped. He can also use Teleport Rocks, to 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.  
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 use his Zero Shot 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 or let your dream eaters use theirs or a Panacea if Slow Block is not equipped. He can also use Teleport Rocks, to 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 keep staggering Young Xehanort as well. After Xehanort staggers from enough hits, he will use Guard Impact, where he Formchanges his Keyblade into a shield and if Riku hits it, Xehanort will counterattack. If he teleports up and falls, he will use Whip Wave. Get ready to block or to Shadow Slide when he reaches the ground. If Xehanort teleports constantly from right to left, he will prepare a version of Wild Arcanum where he warps between each strike. 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, and use Flash Liner. 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.
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 keep staggering Young Xehanort as well. After Xehanort staggers from enough hits, he will use Guard Impact, where he transforms his Keyblade into a shield and if Riku hits it, Xehanort will counterattack. If he teleports up and falls, he will use Whip Wave. Get ready to block or to Shadow Slide when he reaches the ground. If Xehanort teleports constantly from right to left, he will prepare a version of Wild Arcanum where he warps between each strike. 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, and use Flash Liner. 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.


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. The Reality Shift prompt will appear within a split second. If Riku misses the timing, Xehanort will rewind time to the beginning of the fight and heal his HP, with his max HP cut at 30% (approximately two and a half life bars). His health must be depleted again in order to perform Mirage Split, but this time, the prompt will remain for a longer period of time.
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. The Reality Shift prompt will appear within a split second. If Riku misses the timing, Xehanort will rewind time to the beginning of the fight and heal his HP, with his max HP cut at 30% (approximately two and a half life bars). His health must be depleted again in order to perform Mirage Split, but this time, the prompt 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 Dual-Wield Wild Dance, X Blade, and Raging Storm, 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, and 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 first phase with the max HP re-filled but cut to 30%. 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, his Clock will have its HP filled with their max HP cut at 30% as well, and thus, for the subsequent 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 which use Dual-Wield Wild Dance and Raging Storm, which can knock him away during Dark Aura.
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 Dual-Wield Wild Dance, X Blade, and Raging Storm, 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 first phase with the max HP re-filled but cut to 30%. 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, his Clock will have its HP filled with their max HP cut at 30% as well, and thus, for the subsequent 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 which use Dual-Wield Wild Dance and Raging Storm, 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 the clones' attacks, but be mindful of the X Blade attack which can still hit him no matter where he is, but do not make him stagger during a Firaga Burst.  
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 the clones' attacks, but be mindful of the X Blade attack which can still hit him no matter where he is, but do not make him stagger during a Firaga Burst.  
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|0.5 per hit
|0.5 per hit
|△
|△
|Sweeps and stabs with the Keyblade, releasing crescent-shaped waves when he sweeps. Occassionally Formchanges his Keyblade into a whip and strikes, releasing waves, after the attack or against an airborne opponent.
|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.
|The attack consists primarily of a three-hit combo of a sweep - stab - left sweep. The first sweep knocks upwards but the waves cancel the knock upwards, and the stab knocks the opponent upwards for an extended period of time before striking them again with no window for evasion or blocking between strikes, which can negate Once More if an action or movement input is pressed.<br>The combo has variations as follows, telegraphed by various means.
|After teleporting 4 times left and right, he performs a three-hit combo of up-right sweep - stab - left sweep and warps near Riku between each strike.<br>After teleporting 1 time behind the opponent he performs one left sweep or a fast three-hit combo.<br>If used right away, he performs a three-hit combo with pauses, that may include a warp before the second strike.<br>On Critical Mode only, he may be seen running, after which he performs a fast three-hit combo, warps in midair near the opponent, performs a combo of diagonal sweeps and finishes with a combo of whip strikes. Due to a glitch, his Keyblade may not transform into a whip properly, and the whip attack won't deal any damage and won't release any wave either.
<div style{{=}}"text-align:left">
*After teleporting 4 times left and right, he performs a three-hit combo and warps near Riku between each strike.
*After teleporting 1 time behind the opponent, he performs either one left sweep or a fast three-hit combo.
*If used right away, he performs a three-hit combo with pauses between each strike, and has a chance to warp near Riku between each strike.
*On Critical Mode only, after running towards either Riku or one of his party members, he performs a fast three-hit combo, warps in midair near Riku, performs a combo of diagonal whip strikes and finishes with horizontal and downwards whip strikes.<br>Due to a glitch, his Keyblade's Formchange may not work properly, and the horizontal/downwards whip strikes won't deal any damage as consequence.
</div>
|Wave
|Wave
|{{AT|att}} Physical
|{{AT|att}} Physical
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|△
|△
|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.
|Often used after teleporting into the air and falling down. Each swing covers more range than the previous one.
|Generally used after teleporting into the air and falling down.
|Wave
|Wave
|{{AT|att}} Physical
|{{AT|att}} Physical
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|—
|—
|0.5 per hit
|0.5 per hit
|<ref>△ if the attack is considered a projectile attack instead of melee.</ref>
|<ref>The web created by the extended Keyblade may get cancelled when blocked.</ref>
|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 directioned around according to the opponent's position.
|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}}
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|1.0 x2
|1.0 x2
|◯
|◯
|Takes on a defensive stance, blocking any physical attack. When hit by any attack, retaliates by Formchanging his Keyblade into a whip and swinging twice, releasing crescent-shaped waves.
|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 after getting interrupted.
|Used after staggering from a good amount of consecutive hits.
|Wave
|Wave
|{{AT|att}} Physical
|{{AT|att}} Physical
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|△
|△
|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.
|Often used after teleporting far away from Riku. The projectiles cannot turn at a sharp angle, therefore are likely to miss, unless the target is very far. Only two separate projectiles are aimed straight at Riku, and can be avoided by moving aside with the correct timing.
|Generally used after teleporting far away from Riku. The projectiles cannot turn at a sharp angle, 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}}
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|0.75 per hit
|0.75 per hit
|△
|△
|Summons a large number of floating blue rocks, teleports them around the opponent while the screen turns white for two seconds, and sends them flying towards them.
|Summons a large number of floating blue rocks, teleports them around the opponent, and sends them flying towards them.
|Often used after teleporting far away from Riku. Young Xehanort cannot stagger during this attack.  
|Generally after teleporting far away from Riku.  
}}
}}
{{Atk-c|note= The afterimages left by Young Xehanort's teleports may deal a bit of damage{{?}}<!--Does it have any stat?--> to an opponent when they move into them.<ref>[https://youtu.be/rtcrJJlae-8?si=kQntnNIe5OcjLdje&t=1689 the dream drop distance experience - 28:09]</ref> <br>When at 1 HP, Young Xehanort will stop time (Riku is invulnerable while immobilized), merge with a Clock, attempt to rewind time and recover to full health with his max HP cut at 30% of his initial HP if he succeeds. Riku must use [[Mirage Split]] within a narrow timing in order to prevent that. Subsequent time stops will have the timing window for activating Mirage Split be much less narrow than that of the first time. When used successfully, Mirage Split will open the next phase where Xehanort's Clock will assault Riku with Clones (see below).}}
{{Atk-c|note=When at 1HP, Young Xehanort will stop time, merge with a Clock, attempt to rewind time and recover to full health with his max HP cut at 30% of his initial HP if he succeeds. Riku must use [[Mirage Split]] within a narrow timing in order to prevent that. Subsequent time stops will have the timing for activating Mirage Split be longer than the first time. When used successfully, Mirage Split will open the next phase where Xehanort's Clock will assault Riku with Clones (see below).}}
;Clones
;Clones
{{Atk-o|DDD}}
{{Atk-o|DDD}}
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|0.5 per hit
|0.5 per hit
|△
|△
|Two clones appear from the clock one after another and run, swinging a weapon in both hands in various motions.
|Clones appear from the clock one after another and run, swinging a weapon in both hands in various motions.
|If Riku is in the air, the clones will stick to his position on the ground until their combo ends.
|The clones will stick to the ground and to Riku's position until the end of their combo if he is in midair.
}}
}}
{{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 477:
}}
}}
{{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 Dream Eaters that react to fire such as Meow Wow, Sir Kyroo or Lord Kyroo to catch fire.</ref>
|{{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 483:
|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|note=The Clock starts being vulnerable when its HP is displayed. Young Xehanort's Clock starts by sending clones performing Dual-Wield Wild Dance, then others follow with either Raging Storm or X Blade, then others with Dual-Wield Wild Dance again, in a cycle. All techniques are used 5-6 times in a row before the Clock halts for a few seconds and moves to the next series of techniques.<br>The Clock's hands start winding back at the pace of approximatively every 7.5 seconds per wound hour, starting from 12 o'clock. The Clock phase therefore lasts around 90 seconds. When the Clock has unwound around 10 hours and a half, it will halt its attacks and, at 12 hours, rewind time, becoming invincible, while its maximum HP are cut down to 30% of its initial HP, and its current HP fully restored when the time rewind ends. This HP cut and recover effect gets applied to Young Xehanort as well.}}
{{Atk-c|note=The Clock starts being vulnerable when its HP is displayed. Young Xehanort starts by sending clones performing Dual-Wield Wild Dance, then others follow with either Raging Storm or X Blade, then others with Dual-Wield Wild Dance again, in a cycle. All techniques are used 5-6 times in a row before taking a break and moving to the next one.<br><br>The Clock's hands start winding back at the pace of approximatively every 7.5 seconds per wound hour, starting from 12 o'clock. When the Clock has unwound around 10 hours and a half, Young Xehanort will halt his attacks and, at 12 hours, rewind time, becoming invincible, and recover to full health with the max HP of both him and the Clock phase cut at 30% of their initial HP.}}


===''Kingdom Hearts III''===
===''Kingdom Hearts III''===
[[File:Versus Ansem, Xemnas, and Young Xehanort KHIII.png|thumb|right|Young Xehanort, Ansem, and Xemnas, battling against Sora, Riku, and King Mickey.]]
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|col=5|{{nihongo|'''Whip Combo'''|ウィップコンボ|<br>Wippu Konbo}}
{{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 498:
|(upward swing)
|(upward swing)
|Physical
|Physical
|—
|0.3
|0.3
|△ (Risk Dodge)
|△ (Risk Dodge)
Line 507: Line 503:
|(downward swing)
|(downward swing)
|Physical
|Physical
|—
|1.5
|1.5
|△ (Risk Dodge)
|△ (Risk Dodge)
Line 513: Line 508:
|
|
}}
}}
{{Atk-m|col=5|{{nihongo|'''Bind Whip'''|バインドウィップ|<br>Baindo Wippu}}
{{Atk-m|{{nihongo|'''Bind Whip'''|バインドウィップ|<br>Baindo Wippu}}
|(thrust)
|(thrust)
|Physical
|Physical
|—
|0.1
|0.1
|△{{note|Can be blocked from behind.}}
|△
|—
|—
|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 523:
|
|
}}
}}
{{Atk-m|col=5|{{nihongo|'''Malice Whip'''|マリスウィップ|<br>Marisu Wippu}}
{{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 533:
|(combo attack)
|(combo attack)
|Physical
|Physical
|—
|0.2 x 7 hits
|0.2 x 7 hits
|X
|X
Line 547: Line 538:
|(knockback)
|(knockback)
|Physical
|Physical
|—
|1.4
|1.4
|X
|X
Line 553: Line 543:
|
|
}}
}}
{{Atk|col=5|{{nihongo|'''Freeze Shot'''|フリーズショット|<br>Furīzu Shotto}}
{{Atk|{{nihongo|'''Freeze Shot'''|フリーズショット|<br>Furīzu Shotto}}
|Blizzard
|Blizzard
|Freeze (100%/1s)
|0.2 per hit
|0.2 per hit
|△{{note|Can be blocked from behind.}}
|△
|—
|—
|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|col=5|{{nihongo|'''Annihilation'''|アナイアレイション|<br>Anaiareishon}}
{{Atk|{{nihongo|'''Annihilation'''|アナイアレイション|<br>Anaiareishon}}
|Physical
|Physical
|—
|1.5 per hit
|1.5 per hit
|△{{note|Can be blocked from behind.}}
|△
|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|note=
{{Atk-c|note=
Line 579: Line 567:
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''====
[[File:Versus Young Xehanort's Recreated Data KHIIIRM.png|thumb|right|Young Xehanort's recreated data engaging in combat against Sora's data.]]
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 579:
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 will execute a variant of Malice Whip, where he appears with a large clock below him and swing his whip once at Sora. If it lands, then the screen will go negative for a moment as Sora receives a barrage of attacks that can inflict [[Time Break]]. 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.
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.


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