Game:Oogie Boogie: Difference between revisions

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{{game|KH1|FM1|COM|REC|KH2|FM2}}
{{game|KH1|FM1|COM|REC|KH2|FM2}}
{{suite}}
{{suite}}
{{cleanup|Dice stats}}
{{Character
{{Character
  |name=Oogie Boogie
  |name=Oogie Boogie
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'''[[Oogie Boogie]]''' is a boss in ''{{c|Kingdom Hearts|game}}'', ''[[Kingdom Hearts Chain of Memories]]'', and ''[[Kingdom Hearts II]]''. In the first ''Kingdom Hearts'', Oogie will attack the party out of anger due to his inability to summon many [[Heartless]]. ''In Kingdom Hearts Chain of Memories'', Oogie goes mad due to drinking the memory potion, and attacks yet again. He is fought a third time in ''Kingdom Hearts II'', when he tries to get revenge for his prior destruction.
'''[[Oogie Boogie]]''' is a boss in ''{{c|Kingdom Hearts|game}}'', ''[[Kingdom Hearts Chain of Memories]]'', and ''[[Kingdom Hearts II]]''. In the first ''Kingdom Hearts'', Oogie will attack the party out of anger due to his inability to summon many [[Heartless]]. ''In Kingdom Hearts Chain of Memories'', Oogie goes mad due to drinking the memory potion, and attacks yet again. He is fought a third time in ''Kingdom Hearts II'', when he tries to get revenge for his prior destruction.


==Strategies==
==Strategy==
===''Kingdom Hearts''===
===''Kingdom Hearts''===
The fight takes place in the Torture Chamber, a circular room with two levels, a higher level and a revolving wheel-like platform beneath it, in a pit, with all sorts of traps. Oogie begins the battle by sending the party into the pit, throwing exploding dice and summoning a few [[Gargoyle]] Heartless. Periodically, he will throw seemingly harmless dice (they too are explosive, but are not enveloped in flames like the rest)—[[Sora]] can hit these dice back to damage Oogie, which is worth 24 experience points.
The fight takes place in the Torture Chamber, a circular room with two levels, a higher level and a revolving wheel-like platform beneath it, in a pit, with all sorts of traps. Oogie begins the battle by sending the party into the pit, throwing exploding dice and summoning a few [[Gargoyle]] Heartless. Periodically, he will throw seemingly harmless dice (they too are explosive, but are not enveloped in flames like the rest)—[[Sora]] can hit these dice back to damage Oogie, which is worth 24 experience points.


When the wheel turns, Oogie will send out many traps—blades fixed on supporting structures, a frisbee-like blade, and a row of slot machines with cowboy heads to shoot Sora and company.  
When the wheel turns, Oogie will send out many traps—blades fixed on supporting structures, a frisbee-like blade, and a row of slot machines with cowboy heads to shoot Sora and company.  
Oogie will say "Come on baby!" when makes his dice toss. Oogie's attacks depend on what number he rolls:
*1 X 3: Activates Saw Gimmick. Avoid them by [[Dodge Roll]] or jumping.
*2 X 3: 2 Gargoyles appear.
*3 X 3: 2 Wight Knights appear.
*4 X 3: Activates Knife Gimmick. Dodge them by jumping or running.
*5 X 3: 2 Search Ghosts appear.
*6 X 3: Oogie Boogie recovers [[HP]].


When he stops attacking and a circle of switches that are in the middle of the pit begins to glow, Oogie will start running around the higher level so carefully time which switch to hit. When a switch is activated, two gates will emerge from the floor and trap both Sora and Oogie as well as causing the section of the pit that Sora activated to raise making it possible to attack Oogie. Sora will need High Jump to reach him. If the platform rises, Sora and company will not be able to jump over the fences. After dealing enough damage, Oogie will force Sora back into the pit and the cycle repeats itself. Sora cannot influence when the switches activate in any way.
When he stops attacking and a circle of switches that are in the middle of the pit begins to glow, Oogie will start running around the higher level so carefully time which switch to hit. When a switch is activated, two gates will emerge from the floor and trap both Sora and Oogie as well as causing the section of the pit that Sora activated to raise making it possible to attack Oogie. Sora will need High Jump to reach him. If the platform rises, Sora and company will not be able to jump over the fences. After dealing enough damage, Oogie will force Sora back into the pit and the cycle repeats itself. Sora cannot influence when the switches activate in any way.
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{{atk-o|kh1}}
{{atk-o|kh1}}
{{atk|{{nihongo|'''Slap'''|ひっぱたく|<br>Hippataku}}|None|x0|4|Repellable<br>(Recoil: 100)|Swings right arm sideways.|Used at close range.}}
{{atk|{{nihongo|'''Slap'''|ひっぱたく|<br>Hippataku}}|None|x0|4|Repellable<br>(Recoil: 100)|Swings right arm sideways.|Used at close range.}}
{{atk|{{nihongo|'''Dice'''|サイコロ|<br>Saikoro}}|None|x0.01{{KH}}<br>x0.003{{FM}}|4|Returnable<br>(Recoil: 0)|Throws 3 dice. The number of eyes determine which trap activates.}}
{{atk|{{nihongo|'''Dice'''|サイコロ|<br>Saikoro}}|None|x0.01{{KH}}<br>x0.003{{FM}}|4|Returnable<br>(Recoil: 0)|Throws 3 dice. The number of eyes determine which trap activates.|<div style{{=}}"text-align:left">
*1 X 3: Activates Saw Gimmick. Avoid them by [[Dodge Roll]] or jumping.
*2 X 3: 2 Gargoyles appear.
*3 X 3: 2 Wight Knights appear.
*4 X 3: Activates Knife Gimmick. Dodge them by jumping or running.
*5 X 3: 2 Search Ghosts appear.
*6 X 3: Oogie Boogie recovers [[HP]].</div>}}
{{atk|{{nihongo|'''Bomb Dice'''|爆弾サイコロ|<br>Bakudan Saikoro}}|None{{KH}}<br>Fire{{FM}}|x0.02{{KH}}<br>x0.005{{FM}}|6|Returnable<br>(Recoil: 0)|Throws 3 flashing dice that explode.}}
{{atk|{{nihongo|'''Bomb Dice'''|爆弾サイコロ|<br>Bakudan Saikoro}}|None{{KH}}<br>Fire{{FM}}|x0.02{{KH}}<br>x0.005{{FM}}|6|Returnable<br>(Recoil: 0)|Throws 3 flashing dice that explode.}}
{{atk|{{nihongo|'''Saw Gimmick'''|ノコギリギミック|<br>Konogiri Gimikku}}|None|—|4{{KH}}<br>6 damage{{FM}}|Preventable<br>(Recoil: 100)|Circular saws fly around.}}
{{atk|{{nihongo|'''Saw Gimmick'''|ノコギリギミック|<br>Konogiri Gimikku}}|None|—|4{{KH}}<br>6 damage{{FM}}|Preventable<br>(Recoil: 100)|Circular saws fly around.}}
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===''Kingdom Hearts Chain of Memories''===
===''Kingdom Hearts Chain of Memories''===
This fight with Oogie doesn't take up as much room as some of the other fights (despite it taking place in the Torture Chamber), because Oogie is on a small platform blocked by an iron gate, making it impossible to reach him. Every time Sora breaks his cards however, the gate lowers a bit. After lowering the gate three times Sora will be able to jump onto the platform and damage Oogie. If the [[Gimmick Card]] is used, the gates will lower entirely, allowing Sora to reach the higher level. Sora can remain on the platform until Oogie drops a red inflamed dice that knocks him off, and the gate is raised back up. Almost all of Oogie's cards are 7, so it's really easy to break them if there are few 0's or even a few 7's in the deck. However, it is recommended to stock 8 or 9 cards in place of 7, because not only do they break Oogie's attacks, they also allow Sora to counterattack Oogie.
This fight with Oogie doesn't take up as much room as some of the other fights (despite it taking place in the Torture Chamber), because Oogie is on a small platform blocked by an iron gate, making it impossible to reach him. Every time Sora breaks his cards however, the gate lowers a bit. After lowering the gate three times Sora will be able to jump onto the platform and damage Oogie. If the [[Gimmick Card]] is used, the gates will lower entirely, allowing Sora to reach the higher level. Sora can remain on the platform until Oogie drops a red inflamed dice that knocks him off, and the gate is raised back up. Almost all of Oogie's cards are 7, so it's really easy to break them if there are few 0's or even a few 7's in the deck. However, it is recommended to stock 8 or 9 cards in place of 7, because not only do they break Oogie's attacks, they also allow Sora to counterattack Oogie. Disregard the HP that is displayed when targetting a Dice, although the displayed HP corresponds to Oogie's maximum HP, they do not serve any purpose.


While Sora is on the lower level, Oogie will send a few deadly attacks to hurt him. One attack sends about five knives to slice Sora until it is broken. Act quickly, because the knives can really damage Sora's health if not careful. Breaking the card instead of dodge rolling is a better option. He can also keep Sora occupied by summoning some Heartless. They are not too difficult and can easily be deterred, considering most of the cards played will still come from Oogie.
While Sora is on the lower level, Oogie will send a few deadly attacks to hurt him. One attack sends about five knives to slice Sora until it is broken. Act quickly, because the knives can really damage Sora's health if not careful. Breaking the card instead of dodge rolling is a better option. He can also keep Sora occupied by summoning some Heartless. They are not too difficult and can easily be deterred, considering most of the cards played will still come from Oogie.
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The same strategy can be used while playing as [[Riku]] in Reverse/Rebirth.
The same strategy can be used while playing as [[Riku]] in Reverse/Rebirth.


Upon victory the Oogie Boogie enemy card, which heals Sora ten times, will be obtained. It is very useful in critical situations when low on health.
Upon victory the Oogie Boogie enemy card, which heals the player character ten times, will be obtained. It is very useful in critical situations when low on health, or even the only way to heal in fights where Mickey will no longer be available for Riku.


{{CoMDeck
{{CoMDeck
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{{atk-o|com}}
{{atk-o|com}}
{{atk|{{nihongo|'''Dice'''|サイコロ|<br>Saikoro}}|—|—|—|{{sleight|Oogie Boogie|com=*}}|Throws 3 dice at once. When the dice stop rolling, activates one of 6 effects:
{{atk|{{nihongo|'''Dice'''|サイコロ|<br>Saikoro}}|—|—|—|{{sleight|Oogie Boogie|com=*}}|Throws 3 dice at once. When the dice stop rolling, activates one of 6 effects:<div style{{=}}"text-align:left">
Rolls 1: Activates Saw Gimmick<br>
*Rolls 1: Activates Saw Gimmick<br>
Rolls 2: Summons 2 Gargoyles<br>
*Rolls 2: Summons 2 Gargoyles<br>
Rolls 3: Summons 2 Wight Knights<br>
*Rolls 3: Summons 2 Wight Knights<br>
Rolls 4: Activates Knife Gimmick<br>
*Rolls 4: Activates Knife Gimmick<br>
Rolls 5: Summons 2 Search Ghosts<br>
*Rolls 5: Summons 2 Search Ghosts<br>
Rolls 6: Activates Recovery Gimmick}}
*Rolls 6: Activates Recovery Gimmick</div>}}
{{atk|{{nihongo|'''Saw Gimmick'''|ノコギリギミック|<br>Nokogiri Gimikku}}|Physical|—|x2.0|([[File:Oogie Boogie (card) KHCOM.png|15px]] used during Dice)|A disc-shaped saw moves along the floor. When Oogie Boogie's HP is low, the saw moves faster.}}
{{atk|{{nihongo|'''Saw Gimmick'''|ノコギリギミック|<br>Nokogiri Gimikku}}|Physical|—|x2.0|([[File:Oogie Boogie (card) KHCOM.png|15px]] used during Dice)|A disc-shaped saw moves along the floor. When Oogie Boogie's HP is low, the saw moves faster.}}
{{atk|{{nihongo|'''Knife Gimmick'''|ナイフギミック|<br>Naifu Gimikku}}|Physical|—|x2.0|([[File:Oogie Boogie (card) KHCOM.png|15px]] used during Dice)|Multiple blades lower from the ceiling and bounce around. When Oogie Boogie's HP is low, the blades move faster.}}
{{atk|{{nihongo|'''Knife Gimmick'''|ナイフギミック|<br>Naifu Gimikku}}|Physical|—|x2.0|([[File:Oogie Boogie (card) KHCOM.png|15px]] used during Dice)|Multiple blades lower from the ceiling and bounce around. When Oogie Boogie's HP is low, the blades move faster.}}
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{{atk-o|com}}
{{atk-o|com}}
{{atk|{{nihongo|'''Dice'''|サイコロ|<br>Saikoro}}|—|—|—|{{sleight|Oogie Boogie||||7 (Sora); 8 (Riku)}}|Only used when the fence is up. Throws 3 purple dice. All dice roll the same number, which activates one of 6 effects:
{{atk|{{nihongo|'''Dice'''|サイコロ|<br>Saikoro}}|—|—|—|{{sleight|Oogie Boogie||||7 (Sora); 8 (Riku)}}|Only used when the fence is up. Throws 3 purple dice. All dice roll the same number, which activates one of 6 effects:<div style{{=}}"text-align:left">
Rolls 1 (27%): Activates Saw Gimmick<br>
*Rolls 1 (27%): Activates Saw Gimmick<br>
Rolls 2 (16%): Summons 2~3 Gargoyles<br>
*Rolls 2 (16%): Summons 2~3 Gargoyles<br>
Rolls 3 (12%): Summons 2~3 Wight Knights<br>
*Rolls 3 (12%): Summons 2~3 Wight Knights<br>
Rolls 4 (25%): Activates Knife Gimmick<br>
*Rolls 4 (25%): Activates Knife Gimmick<br>
Rolls 5 (10%): Summons 2~3 Search Ghosts<br>
*Rolls 5 (10%): Summons 2~3 Search Ghosts<br>
Rolls 6 (10%): Activates Recovery Gimmick
*Rolls 6 (10%): Activates Recovery Gimmick
 
</div>
When Oogie Boogie's HP is less than 40% of the maximum, there's a 25% chance the dice roll will change to a 6.}}
When Oogie Boogie's HP is less than 40% of the maximum, there's a 25% chance the dice roll will change to a 6.}}
{{atk|{{nihongo|'''Saw Gimmick'''|ノコギリギミック|<br>Nokogiri Gimikku}}|Physical|—|x1.5|([[File:Oogie Boogie (card).png|15px]] used during Dice)|2~4 disc-shaped saw moves along the floor. The number of saws increases as Oogie Boogie's HP gets lower.}}
{{atk|{{nihongo|'''Saw Gimmick'''|ノコギリギミック|<br>Nokogiri Gimikku}}|Physical|—|x1.5|([[File:Oogie Boogie (card).png|15px]] used during Dice)|2~4 disc-shaped saw moves along the floor. The number of saws increases as Oogie Boogie's HP gets lower.}}
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