Game:Phantom Aqua: Difference between revisions

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===Secret boss===
===Secret boss===
The Phantom Aqua reappears as the final, secret boss of the Zodiac boss rush in the World Within. Not only does she boast more health, she has a handful of new attacks. Many of her attacks, old and new, are now unblockable, red variations of the attacks of former forms. This requires that the player rely on carefully-timed Cartwheels to avoid taking damage.
The Phantom Aqua reappears as the final, secret boss of the Zodiac boss rush in the World Within. Not only does she boast more health, she has a handful of new attacks. Many of her attacks, old and new, are now unblockable, red variations of the attacks of former forms. This requires that the player rely on carefully-timed Cartwheels to avoid taking damage. In general, all of her attacks will deal massive damage capable of finishing Aqua off in one fell swoop if she did not have Second Chance and Once More. The player has very few, scarcely noticeable openings, but should make the most out of their combos with combinations of physical attacks and magic.


During the first phase, the Phantom Aqua will attempt to bait the player into attacking her where her previous forms would be vulnerable. Upon an attempt to hit her, the Phantom Aqua will teleport and retaliate with an unblockable melee attack. However, if the player can avoid taking damage and attempt to hit her three times in retaliation as well, the third time will result in the phantom actually opening up and taking damage, leaving room for combos. Randomly, the phantom may teleport to attempt to hit Aqua with a three-hit unblockable combo with no indication of the attack whatsoever. Another, similar attack has her run at Aqua before teleporting into the air nearby, then immediately beginning a lengthy barrage of teleporting melee attacks that slowly pick up in speed and end with an unblockable attack. If timed right, the player can hit the phantom in the short instance she teleports into the air before her attacks, or the player can interrupt the phantom's starting thrust attack with their own, also with proper timing. If the phantom has already begun the attack, then Barrier will lead to Aqua taking damage from the last attack; An anticipating Barrier Blast will protect her.
During the first phase, the Phantom Aqua will attempt to bait the player into attacking her where her previous forms would be vulnerable. Upon an attempt to hit her, the Phantom Aqua will teleport and retaliate with an unblockable melee attack. However, if the player can avoid taking damage and attempt to hit her three times in retaliation as well, the third time will result in the phantom actually opening up and taking damage. Randomly, the phantom may teleport to attempt to hit Aqua with a three-hit unblockable combo with no indication of the attack whatsoever. Another, similar attack has her run at Aqua before teleporting into the air nearby, then immediately teleporting again and beginning a lengthy barrage of teleporting melee attacks that slowly pick up in speed and end with an unblockable attack. If timed right, the player can hit the phantom in the short instance she teleports into the air before her attacks, or the player can interrupt the phantom's starting thrust attack with their own, also with proper timing. If the phantom has already begun the attack, then Barrier will lead to Aqua taking damage from the last attack; An anticipating Barrier Blast will protect her.


Second phase is marked by Phantom Aqua either activating Spellweaver or summoning eight giant ice crystals. The ice crystals can be interrupted with magic, though the phantom will teleport before she hits the ground and leave no opening for a combo. If successful, instead of disappearing while the crystals attack, she will attack the player after the second set unleashes, possibly increasing the damage of her combo if the remaining ice crystals move in during her attack. Spellweaver has been powered up, with the magic orbs becoming orange in color and therefore unblockable. Without warning, she will attack in droves of clones, firing orbs or using melee attacks, with no way to make her vulnerable. Like before, she will using the finishing spin, however, the final ice burst will be unblockable and a well-timed Barrier Blast should be used early in order to allow the player to catch the phantom with their attacks before she is able to teleport away.
Second phase is marked by Phantom Aqua either activating Spellweaver or summoning eight giant ice crystals. The ice crystals can be interrupted with magic, though the phantom will teleport before she hits the ground and leave no opening for a combo. If successful, instead of disappearing while the crystals attack, she will attack the player after the second set unleashes, possibly increasing the damage of her combo if the remaining ice crystals move in during her attack. Spellweaver has been powered up, with the magic orbs becoming orange in color and therefore unblockable. Without warning, she will attack in droves of clones, firing orbs or using melee attacks, with no way to make her vulnerable. Like before, she will using the finishing spin, however, the final ice burst will be unblockable and a well-timed Barrier Blast should be used early in order to allow the player to catch the phantom with their attacks before she is able to teleport away.
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