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For the final boss fight of [[Terra]]'s scenario, the player takes control of the [[Lingering Will]] in order to battle Terra-Xehanort. It will have access to any abilities Terra had equipped before the battle, with its Keyblade replaced with the [[Ends of the Earth]]. No [[Dimension Link]]s can be used during this battle, and the D-Link Gauge is empty and cannot be filled, but [[Command Style]]s and [[Shotlock]]s are still available. | For the final boss fight of [[Terra]]'s scenario, the player takes control of the [[Lingering Will]] in order to battle Terra-Xehanort. It will have access to any abilities Terra had equipped before the battle, with its Keyblade replaced with the [[Ends of the Earth]]. No [[Dimension Link]]s can be used during this battle, and the D-Link Gauge is empty and cannot be filled, but [[Command Style]]s and [[Shotlock]]s are still available. | ||
Normally in the early stages, Terra-Xehanort will be the same as [[Game:Master Xehanort|Master Xehanort]], being very patient in accordance to the player's moves; however his offense is arguably more punishing with increased mobility due | Normally in the early stages, Terra-Xehanort will be the same as [[Game:Master Xehanort|Master Xehanort]], being very patient in accordance to the player's moves; however his offense is arguably more punishing with increased mobility due his Sonic, dashing around the battlefield, surrounded in darkness and invulnerable to damage. This normally is used whenever the player tries to attack him recklessly or when traps (e.g. Mine Square) are laid in front of him, and would often cause confusion due to his varying dashing patterns. | ||
Often after two or three | Often after two or three Sonic Impact dashes, Terra-Xehanort often performs one of his attacks at random as a counter-finisher, otherwise, if a specific attack or damage-area is ongoing, then Terra-Xehanort will continue to dash-dodge in random directions for the whole duration. Terra-Xehanort also has access to the Block and Counter Hammer combo, as Guard Impact, thus he should be physically attacked mainly from behind to avoid retaliation whenever possible. | ||
Aside from this, Terra-Xehanort would normally choose to make the first move with his own version of Terra's Ars Solum or Dark Impluse abilities when enough time passes. Regardless, the best move to make against his dashing tactic and any of his normal combo attacks is to use Block and immediately follow with a Counter Hammer. This will do great amounts of damage to Terra-Xehanort, causing him to | Aside from this, Terra-Xehanort would normally choose to make the first move with his own version of Terra's Ars Solum or Dark Impluse abilities when enough time passes. Regardless, the best move to make against his dashing tactic and any of his normal combo attacks is to use Block and immediately follow with a Counter Hammer. This will do great amounts of damage to Terra-Xehanort, causing him to Sonic Impact away from the enemy. However, it should be noted that Sonic Impact will not be interrupted when blocked, and Terra-Xehanort may use an unexpected attack after a Sonic Impact that can't be blocked normally. | ||
However, the boss can make use of the aforementioned Dark Impulse to instead warp away somewhere through a grounded-pool of darkness and when he reappears, he may attempt to unleash a surrounding surge of darkness that must be dodged; he may also attempt to followup with other combo attacks from Dark Impulse once more, inflicting massive damage. This should also be Blocked to open the boss to damage once more from Counter Hammer, while once again, he may not be flinched (requiring the timing of Counter Hammer's invincibility to avoid damage altogether). | However, the boss can make use of the aforementioned Dark Impulse to instead warp away somewhere through a grounded-pool of darkness and when he reappears, he may attempt to unleash a surrounding surge of darkness that must be dodged; he may also attempt to followup with other combo attacks from Dark Impulse once more, inflicting massive damage. This should also be Blocked to open the boss to damage once more from Counter Hammer, while once again, he may not be flinched (requiring the timing of Counter Hammer's invincibility to avoid damage altogether). | ||
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He may also utilize the Dark Volley Shotlock, but the dark projectiles he fires can be deflected back at him with Block for damage. | He may also utilize the Dark Volley Shotlock, but the dark projectiles he fires can be deflected back at him with Block for damage. | ||
As Terra-Xehanort's HP starts to dwindle, his true power is unleashed. He may use a variation of the | As Terra-Xehanort's HP starts to dwindle, his true power is unleashed. He may use a variation of the Demolition finisher, Rock Storm, causing several large rocks to erupt from the ground and bombard the player. While this attack can potentially deal heavy damage, it can be defended against with a well-timed Block. Don't try to go for Terra-Xehanort at this time as he will escape by teleporting. He may also summon a large meteor if the player is at close range. | ||
Usually when the player is at close range, Terra-Xehanort may cause large pillars of rock to shoot out from the ground around him, in a similar fashion to the Quake spell. | Usually when the player is at close range, Terra-Xehanort may cause large pillars of rock to shoot out from the ground around him, in a similar fashion to the Quake spell. | ||
He will continue to use the Darkness-based attacks from earlier stages of the battle, which can be defended against in the same ways mentioned above. Terra-Xehanort may also use the Dark Impulse Command Style, which involves him landing several hits with his Keyblade and then striking the player with an immense hand of dark energy (which can break through Block, so dodging is advisable). | He will continue to use the Darkness-based attacks from earlier stages of the battle, which can be defended against in the same ways mentioned above. Terra-Xehanort may also use the Dark Impulse Command Style, which involves him landing several hits with his Keyblade and then striking the player with an immense hand of dark energy (which can break through Block, so dodging is advisable). | ||
Terra-Xehanort will then vanish into the ground, visible only as a pool of darkness on the ground. This pool will travel underneath the player, during which time the boss will attempt another dark hand attack. | Terra-Xehanort will then vanish into the ground, visible only as a pool of darkness on the ground. This pool will travel underneath the player, during which time the boss will attempt another dark hand attack. | ||
This attack requires precise timing to dodge, the player needing to wait for the pool of darkness to travel beneath them and then using the Slide ability, which can also be used to avoid many of Terra-Xehanort's attacks or get the Lingering Will out of attack range. As Terra-Xehanort's HP lowers even further, he will chain the close-range | This attack requires precise timing to dodge, the player needing to wait for the pool of darkness to travel beneath them and then using the Slide ability, which can also be used to avoid many of Terra-Xehanort's attacks or get the Lingering Will out of attack range. As Terra-Xehanort's HP lowers even further, he will chain the close-range Quake spell with the Rock Storm spell. | ||
He lastly will have access to the deadliest attack in his arsenal, Terra's Ultima Cannon Shotlock. Similar to when the Lingering Will is fought as a boss in ''[[Kingdom Hearts II Final Mix]]'', Terra-Xehanort will [[Formchange]] his Keyblade and charge power, firing a single, large orb of energy to hit the Lingering Will. This attack will deal a great amount of damage, and cannot be defended against with Block like in ''Kingdom Hearts II Final Mix''. Instead, the player should use Aerial Slam to deflect it back at him so he takes the damage back, or else they must do whatever they can to stay as far away from the boss as possible or use a Shotlock to gain invincibility. Also, beware when Terra-Xehanort's HP is low as he starts teleporting more frequently. | He lastly will have access to the deadliest attack in his arsenal, Terra's Ultima Cannon Shotlock. Similar to when the Lingering Will is fought as a boss in ''[[Kingdom Hearts II Final Mix]]'', Terra-Xehanort will [[Formchange]] his Keyblade and charge power, firing a single, large orb of energy to hit the Lingering Will. This attack will deal a great amount of damage, and cannot be defended against with Block like in ''Kingdom Hearts II Final Mix''. Instead, the player should use Aerial Slam to deflect it back at him so he takes the damage back, or else they must do whatever they can to stay as far away from the boss as possible or use a Shotlock to gain invincibility. Also, beware when Terra-Xehanort's HP is low as he starts teleporting more frequently. |
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