Editing Julius

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Julius is a powerful opponent, possessing immense physical strength and a devastating combat style similar to commercial wrestling. Julius is very agile despite his large size and is capable of running swiftly and leaping great distances and heights. His basic attacks include a quick uppercut-like punch, a downward arcing punch, and a basic straight punch. He may perform a combo in which he knocks the player upward using the uppercut twice, then knocks them back down to the ground using the arcing punch. Julius may also take off at a run and leap into the air to come crashing down in an elbow drop, and begin to run across the arena at high speed to ram into the current character.  
Julius is a powerful opponent, possessing immense physical strength and a devastating combat style similar to commercial wrestling. Julius is very agile despite his large size and is capable of running swiftly and leaping great distances and heights. His basic attacks include a quick uppercut-like punch, a downward arcing punch, and a basic straight punch. He may perform a combo in which he knocks the player upward using the uppercut twice, then knocks them back down to the ground using the arcing punch. Julius may also take off at a run and leap into the air to come crashing down in an elbow drop, and begin to run across the arena at high speed to ram into the current character.  


His most dangerous attack at first is a barrage of swinging punches as he moves forward, telegraphed by him punching his fists together. The attack is very difficult to dodge unless the player is a significant distance from Julius when he begins the attack, as he will quickly turn to keep coming at the player. All of these attacks except for the elbow drop and his running around the arena can be blocked, but Riku's [[Dark Barrier]] is the only Block command that can block the entire punch barrage, as the quick turn Julius performs causes him to attack from other directions other than head-on, which other Block commands cannot stop. Julius may also perform a slower attack in which he smacks the ground, then unleashes a one-two punch. If the first punch connects, he will grab the character and belch on them, inflicting {{c|Blind|status}}, {{c|Poison|status}}, and {{c|Confusion|status}}. His most powerful attack involves him jumping to the tallest building, and then leaping through the air to crash down. The punches can be blocked but the ground smack and aerial crash cannot. The aerial crash is also very difficult to dodge. Sora can use [[Superglide]] to dodge it safely, and while Sora and Riku can use Flowmotion to dodge, it is not always reliable, as Julius can break the poles around the arena to limit Flowmotion's effectiveness.
His most dangerous attack at first is a barrage of swinging punches as he moves forward, telegraphed by him punching his fists together. The attack is very difficult to dodge unless the player is a significant distance from Julius when he begins the attack, as he will quickly turn to keep coming at the player. All of these attacks except for the elbow drop and his running around the arena can be blocked, but only Riku can block the barrage of punches using Dark Barrier, as the quick turn Julius performs causes him to attack from other directions other than head-on, which Sora's normal Block command cannot stop. Julius may also perform a slower attack in which he smacks the ground, then unleashes a one-two punch. If the first punch connects, he will grab the character and belch on them, inflicting {{c|Blind|status}}, {{c|Poison|status}}, and {{c|Confusion|status}}. His most powerful attack involves him jumping to the tallest building, and then leaping through the air to crash down. The punches can be blocked but the ground smack and aerial crash cannot. The aerial crash is also very difficult to dodge. Using [[Superglide]] for Sora is recommended to dodge it safely. Flowmotion for both characters is also an option to dodge it, but is not always reliable, as Julius can break the poles around the arena to limit Flowmotion's effectiveness.


When Julius falls to half his HP, the screen will darken and Julius will summon lightning bolts to bombard the arena, supercharging his fists with electricity. All of Julius's punch attacks now create shockwaves to increase their range, and his elbow drop and aerial crash create shockwaves in his wake, each one now inflicting additional Thunder damage. His lightning-charged Crush Press will also reset the reload bar of the currently selected command while multiplying its reload time by 8, signified by the disabled command turning black and red. If the selected command is still reloading, the doubled reload time will take effect for the remainder of the reload time. After a period of time, Julius will lose his lightning and his attacks return to normal. However, he will continue to periodically charge himself back up throughout the rest of the fight. If Julius charges himself with the lighting while on his last bar of HP, he will not lose the charge.
When Julius falls to half his HP, the screen will darken and Julius will summon lightning bolts to bombard the arena, supercharging his fists with electricity. All of Julius's punch attacks now create shockwaves to increase their range, and his elbow drop and aerial crash create shockwaves in his wake, each one now inflicting additional Thunder damage. His lightning-charged Crush Press will also reset the reload bar of the currently selected command while multiplying its reload time by 8, signified by the disabled command turning black and red. If the selected command is still reloading, the doubled reload time will take effect for the remainder of the reload time. After a period of time, Julius will lose his lightning and his attacks return to normal. However, he will continue to periodically charge himself back up throughout the rest of the fight. If Julius charges himself with the lighting while on his last bar of HP, he will not lose the charge.

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