Editing Julius
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|company=Disney | |company=Disney | ||
|java=Tōru Ōhira | |java=Tōru Ōhira | ||
|game1=Kingdom Hearts 3D: Dream Drop Distance | |game1=Kingdom Hearts 3D: Dream Drop Distance | ||
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}} | }} | ||
'''Julius''' is a vicious artificial monster that appears in ''[[Kingdom Hearts 3D: Dream Drop Distance]]''. He first appeared in the Disney animated short film ''{{w|Runaway Brain}}'', and can be fought as a boss once the story has been completed. It is required to defeat him once to access and traverse through the Fountain Plaza. | '''Julius''' is a vicious artificial monster that appears in ''[[Kingdom Hearts 3D: Dream Drop Distance]]''. He first appeared in the Disney animated short film ''{{w|Runaway Brain}}'', and can be fought as a boss once the story has been completed. It is required to defeat him once to access and traverse through the Fountain Plaza. | ||
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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 | 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 | 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 aerial crash will also reset the reload bar of the currently selected command while doubling its reload time, 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. | ||
==Strategy== | ==Strategy== | ||
Julius's attacks change depending on his stance. He has a small change to change stance after each attack, with certain attacks having a high chance. | |||
Julius's attacks change depending on his stance. He has a small | |||
In order to provide for adequate defense, both Sora and Riku should equip [[Leaf Bracer]], [[Once More]], [[Second Chance]], [[Blindness Block]], {{c|Poison Block|ddd}}, and [[Confusion Block]] | In order to provide for adequate defense, both Sora and Riku should equip [[Leaf Bracer]], [[Once More]], [[Second Chance]], [[Blindness Block]], {{c|Poison Block|ddd}}, and [[Confusion Block]]. Equipping several [[Thunder Screen]] is beneficial too, as it will reduce the damage inflicted by Julius's thunder-enhanced punches, as will be maxing out [[Magic Haste]] to lessen the reloading time of [[Cure]] commands and spells. Their decks should both have at least Curaga or two [[Elixir]] commands; as Elixirs are item commands and have no reload time, they would be unaffected by the reload-slowing effect and would be the best command to have active if it is inflicted. In ''[[Kingdom Hearts Dream Drop Distance HD]]'', the reload-slowing effect instead fully disables the currently-selected command. Increasing the Max HP of both characters is important, so make sure to clear both characters' Secret Portals for another boost. Although the character's Spirits will not be able to assist them directly, all active abilities will remain enabled during the battle. | ||
Continue dodging Julius's combos and attack when possible, and eventually, he will be defeated, unlocking the Ultima Weapon. | Continue dodging Julius's combos and attack when possible, and eventually, he will be defeated, unlocking the Ultima Weapon. | ||
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After about six of Julius's HP bars have been depleted, the battlefield grows dark and Julius surrounds his fists with electricity. Carefully time Dark Rolls to avoid the lightning bolts that come crashing down on Riku, or chain several Dark Barriers together to defend against them. If he manages to make Julius flinch while he's charging up, the charging effects won't be canceled. Because Julius's attacks are much more powerful in his charged-up state (adding Thunder damage on top of physical) and come more frequently with greater range (and also have a chance of slowing down command reload times), the player should disregard offense for the time being and merely chain Dark Rolls together to avoid the boss (be extremely careful not to accidentally trigger Flowmotion, as this leaves Riku vulnerable). Julius leaps off of the building more often in this state, so always remember to disengage Lock-On and get as far away from him as possible when this happens. When Julius's fists cease to glow, resume the previous strategy of dodging his attacks and following up with Balloon-type spells or Dark Firaga. Julius will enter this more powerful state at random intervals from this point onward as his HP continues to dwindle, but once he is on his last couple of bars, his last charge will remain until the end, so continue using Balloon and Dark Firaga from a distance until his HP finally hits 0. | After about six of Julius's HP bars have been depleted, the battlefield grows dark and Julius surrounds his fists with electricity. Carefully time Dark Rolls to avoid the lightning bolts that come crashing down on Riku, or chain several Dark Barriers together to defend against them. If he manages to make Julius flinch while he's charging up, the charging effects won't be canceled. Because Julius's attacks are much more powerful in his charged-up state (adding Thunder damage on top of physical) and come more frequently with greater range (and also have a chance of slowing down command reload times), the player should disregard offense for the time being and merely chain Dark Rolls together to avoid the boss (be extremely careful not to accidentally trigger Flowmotion, as this leaves Riku vulnerable). Julius leaps off of the building more often in this state, so always remember to disengage Lock-On and get as far away from him as possible when this happens. When Julius's fists cease to glow, resume the previous strategy of dodging his attacks and following up with Balloon-type spells or Dark Firaga. Julius will enter this more powerful state at random intervals from this point onward as his HP continues to dwindle, but once he is on his last couple of bars, his last charge will remain until the end, so continue using Balloon and Dark Firaga from a distance until his HP finally hits 0. | ||
{{atk-o|ddd}} | {{atk-o|ddd}} | ||
{{atk|{{nihongo|'''Left Upper'''|左アッパー|<br>Hidari Appā}}|{{AT|att}} Physical|—|1.0|△|Swings his left fist up vigorously.|Only used while in a standing position.}} | {{atk|{{nihongo|'''Left Upper'''|左アッパー|<br>Hidari Appā}}|{{AT|att}} Physical|—|1.0|△|Swings his left fist up vigorously.|Only used while in a standing position.}} | ||
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{{atk|{{nihongo|'''Sweep Down'''|払い落とし|<br>Harai Otoshi}}|{{AT|att}} Physical|—|1.0|△|Swings his right hand diagonally down.|Only used while in a standing position.}} | {{atk|{{nihongo|'''Sweep Down'''|払い落とし|<br>Harai Otoshi}}|{{AT|att}} Physical|—|1.0|△|Swings his right hand diagonally down.|Only used while in a standing position.}} | ||
{{atk|{{nihongo|'''Turn Around Punch'''|振り向きパンチ|<br>Furimuki Panchi}}|{{AT|att}} Physical|—|1.0|△|Turns around and swings his left arm down. Julius has a high chance of switching to stooped position after the attack.|Only used while in a standing position.}} | {{atk|{{nihongo|'''Turn Around Punch'''|振り向きパンチ|<br>Furimuki Panchi}}|{{AT|att}} Physical|—|1.0|△|Turns around and swings his left arm down. Julius has a high chance of switching to stooped position after the attack.|Only used while in a standing position.}} | ||
{{atk|{{nihongo|'''Continuous Hook'''|連続フック|<br>Renzoku Fukku}}|{{AT|att}} Physical|—|0.4 per hit|△|Swings his left and right fists around while moving | {{atk|{{nihongo|'''Continuous Hook'''|連続フック|<br>Renzoku Fukku}}|{{AT|att}} Physical|—|0.4 per hit|△|Swings his left and right fists around while moving forward.|Only used while in a standing position.}} | ||
{{atk|{{nihongo|'''Both Hands Slam'''|両手叩きつけ|<br>Ryōte Tatakitsuke}}|{{AT|att}} None|—|1.0|X|Swings both arms down as if falling down. Julius has a high chance of switching to stooped position after the attack.|Only used while in a standing position.}} | {{atk|{{nihongo|'''Both Hands Slam'''|両手叩きつけ|<br>Ryōte Tatakitsuke}}|{{AT|att}} None|—|1.0|X|Swings both arms down as if falling down. Julius has a high chance of switching to stooped position after the attack.|Only used while in a standing position.}} | ||
{{atk|{{nihongo|'''Elbow Drop'''|肘落とし|<br>Hiji Otoshi}}|{{AT|att}} None|—|1.5|X|Jumps towards the opponent and performs an {{w|elbow drop}}.|Only used while in a standing position.}} | {{atk|{{nihongo|'''Elbow Drop'''|肘落とし|<br>Hiji Otoshi}}|{{AT|att}} None|—|1.5|X|Jumps towards the opponent and performs an {{w|elbow drop}}.|Only used while in a standing position.}} | ||
{{atk|{{nihongo|'''Crush Press'''|クラッシュプレス|<br>Kurasshu Puresu}}|{{AT|att}} None|—|2.0 per hit|X|Jumps to a high place, and falls down at the opponent's position, then bounces on the ground to chase the opponent.|Only used while in a standing position. Used when the opponent is at a high place, or at the same height when electrified.}} | {{atk|{{nihongo|'''Crush Press'''|クラッシュプレス|<br>Kurasshu Puresu}}|{{AT|att}} None|—|2.0 per hit|X|Jumps to a high place, and falls down at the opponent's position, then bounces on the ground to chase the opponent.|Only used while in a standing position. Used when the opponent is at a high place, or at the same height when electrified.}} | ||
{{atk-m|{{nihongo|'''Electrification Enhancement'''|帯電強化|<br>Taiden Kyōka}}|Lightning|{{AT|att}} Thunder|—|1.0 per hit|△|Electrifies his body, and shoots out numerous lightning bolts. While electrified, his attack power multiplies by 1.3, and various attacks become {{c|Thunder|element}}-elemental and emit shock waves.|Only used while in a standing position. Used regularly after HP drops below 50% | {{atk-m|{{nihongo|'''Electrification Enhancement'''|帯電強化|<br>Taiden Kyōka}}|Lightning|{{AT|att}} Thunder|—|1.0 per hit|△|Electrifies his body, and shoots out numerous lightning bolts. While electrified, his attack power multiplies by 1.3, and various attacks become {{c|Thunder|element}}-elemental and emit shock waves.|Only used while in a standing position. Used regularly after HP drops below 50%.|Shock Wave|{{AT|att}} Thunder|<ref>With a high probability, starts reloading one battle command that has already been reloaded (the selected command has the highest priority). The command changes color and takes 8 times as long to reload. Item commands are not affected.</ref>|1.0 per hit|△}} | ||
{{atk-m|{{nihongo|'''Horizontal Sweep'''|水平払い|<br>Suihei Harai}}|Grab|{{AT|att}} Physical|—|1.0|△|Grabs with his right hand. If he grabs the opponent, he will spray his stinking breath on them and has a high chance of switching to standing position. If he fails to grab the opponent, he will perform a backhand blow with his right arm.|Only used while in a stooped position.|Stinking Breath|{{AT|att}} None|Blind | {{atk-m|{{nihongo|'''Horizontal Sweep'''|水平払い|<br>Suihei Harai}}|Grab|{{AT|att}} Physical|—|1.0|△|Grabs with his right hand. If he grabs the opponent, he will spray his stinking breath on them and has a high chance of switching to standing position. If he fails to grab the opponent, he will perform a backhand blow with his right arm.|Only used while in a stooped position.|Stinking Breath|{{AT|att}} None|Blind (100%/10s)<br>Confuse (100%/10s)<br>Poison (100%/10s)|0|X|Backhand Blow|{{AT|att}} Physical|—|1.0|△}} | ||
{{atk|{{nihongo|'''Rush'''|突進|<br>Tosshin}}|{{AT|att}} None|—|1.5 per hit|X|Runs towards the opponent and hits them with his shoulder. Julius may change direction or run in the opposite direction midway through.|Only used while in a stooped position.}} | {{atk|{{nihongo|'''Rush'''|突進|<br>Tosshin}}|{{AT|att}} None|—|1.5 per hit|X|Runs towards the opponent and hits them with his shoulder. Julius may change direction or run in the opposite direction midway through.|Only used while in a stooped position.}} | ||
{{atk-c|ddd}} | {{atk-c|ddd}} |