Kingdom Hearts III
Kingdom Hearts III Re Mind

Dark Inferno: Difference between revisions

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{{Game|KH3|3RM}}
{{Game|KH3|3RM}}
{{youmay|the Heartless|[[Dark Inferno (ability)|the special attack]]}}
{{tab|o-info|360px}}
{{tab|o-info|360px}}
{{tab|Dark Inferno}}
{{tab|Dark Inferno}}
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  |KH3reward=
  |KH3reward=
  |KH3world=Keyblade Graveyard
  |KH3world=Keyblade Graveyard
|KH3battlename=Anger Unchained
|KH3battlefile=Anger Unchained KHIII.ogg
}}
}}
{{tab|c}}{{tab|Dark Inferno χ}}
{{tab|c}}{{tab|Dark Inferno χ}}
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  |KH3reward=
  |KH3reward=
  |KH3world=Keyblade Graveyard
  |KH3world=Keyblade Graveyard
|KH3battlename=Anger Unchained
|KH3battlefile=Anger Unchained KHIII.ogg
}}
}}
{{tab|c}}{{tab|c}}
{{tab|c}}{{tab|c}}
The '''Dark Inferno''' is a [[Pureblood Heartless]] that is introduced in ''[[Kingdom Hearts III]]''. It is fought in [[Battlegate|Battlegate 14]] at the [[Keyblade Graveyard]].
The '''Dark Inferno''' is a [[Pureblood Heartless]] that is introduced in ''[[Kingdom Hearts III]]''. It is fought in [[Battlegate|Battlegate 14]] at the [[Keyblade Graveyard]].


The '''Dark Inferno χ''' is a [[Pureblood Heartless]] that is introduced in ''[[Kingdom Hearts III Re Mind]]''. When [[Sora]] enters [[Ventus]]'s heart, he is stopped by an entity referring to itself as "Darkness", who takes on the form of Dark Inferno χ.
The '''Dark Inferno χ''' is a Pureblood Heartless that is introduced in ''[[Kingdom Hearts III Re Mind]]''. When [[Sora]] enters [[Ventus]]'s [[heart]], he is stopped by an entity referring to itself as "{{c|Darkness|character}}", who takes on the form of the Dark Inferno χ.


==Story==
==Story==
===''Kingdom Hearts III Re Mind''===
===''Kingdom Hearts III Re Mind''===
{{Spoiler}}
When Sora begins his journey to restore [[Kairi]]'s heart using the [[power of waking]], he first enters Ventus's heart. When attempting to wake Ventus, he is stopped by an entity referring to itself as "Darkness". Sora questions if "Darkness" is [[Vanitas]], but does not get a reply as the entity forms itself into the Dark Inferno χ and battles Sora.
When Sora begins his journey to restore [[Kairi]]'s heart using the [[power of waking]], he first enters [[Ventus]]'s heart. When attempting to wake Ventus, he is stopped by an entity referring to itself as "{{c|Darkness|character}}". Sora questions if "Darkness" is [[Vanitas]], but does not get a reply as the entity forms itself into Dark Inferno χ and battles Sora.
{{Spoilerend}}


==Design==
==Design==
Line 94: Line 97:


==Strategy==
==Strategy==
If Sora has the [[Ultima Weapon]], little preparation is needed—simply attack continuously, activate [[Ultimate Form]] when available, and [[Cure]] as required.
The battle will begin after accessing the 14th Battlegate in the Keyblade Graveyard. The battle starts with [[Sora]] and the Dark Inferno equidistant from each other, with Sora forced to fight alone.


The battle will begin after accessing the 14th Battlegate in the Keyblade Graveyard. The battle starts with [[Sora]] and Dark Inferno equidistant from each other. As the battle starts, Dark Inferno jump further back and begin with one of two attacks: either the Dark Inferno will perform a long combo at Sora which can be blocked, after which the Dark Inferno will attack with a red drilling move that cannot be blocked, or the boss will fly at Sora and perform a two-hit combo and following with a cross slash. If Sora blocks the latter move, performing a reprisal will stun the boss and leave it open for attack. The Dark Inferno can be attacked with nearly two full combos, but it is recommended that Sora stops his second combo before the boss blocks with its swords. Striking Dark Inferno again while it is blocking will result in Sora's attack getting knocked back and the Dark Inferno countering.
In this first phase, the Dark Inferno will have four moves it can perform: a 7-hit slash combo, a 3-hit slash combo, a spinning attack, or a disappearing attack with fireballs.


Usually, the boss will constantly stay out of melee range which may tempt the player to use magic. <!--is this saying you shouldn't use magic and attack instead? --> The Dark Inferno has a few other attacks Sora must watch out for: One has the boss position itself on the ground and then cause its swords to glow. The boss will send a red wave of energy around itself which will stun Sora if the attack is not avoided. If Sora is further away, one option is to use Airstepping to close the gap and immediately attack. The other attack has the boss combine its swords, impale them into the ground, and spawning a dark pool. Dark Inferno will spawn several white orbs and then disappear into the ground, sending the orbs to track and surround Sora. It is possible to attack Dark Inferno and interrupt the attack, but it is not recommended. Avoid the orbs by jumping over them and using Doubleflight to gain more height, and then glide around the battlefield, as the orbs will not be able to hit Sora as long as he's moving. After the orbs have vanished, Dark Inferno will return and continue to cycle through its attacks.  
For the 7-hit combo, Dark Inferno will position itself far away from Sora, and will begin slashing at the air as it approaches him. The first 6 hits can be blocked, but the 7th attack resembling a drill cannot be blocked. Block the first 6 hits, then dodge roll to avoid the final hit, and wait for Dark Inferno to land on the ground - he will now be open to attack.


After five health bars of the boss's health have been depleted, Dark Inferno will cross its swords over himself quickly and it will start to glow purple. Unlike other hidden bosses, Dark Inferno will not add new attacks as its health gets lower, but simply compile its attacks on top of each other, and perform them more sporadically. Its red wave attack now has increased range.  
For the 3-hit combo, Dark Inferno will quickly rush at Sora with 2 slashes that can be blocked, and 1 downward slash that cannot be blocked. Block the first 2 hits, and once the second hit is blocked, use a reprisal to start a combo against Dark Inferno. Alternatively, air slide to dodge the third hit and then immediately attack.


After eleven health bars of the boss's health have been depleted, Dark Inferno will begin to glow red. This is its last phase, but also its most deadly. Note that in this phase, Dark Inferno is immune to Fire-type attacks. Dark Inferno will now begin to relentlessly combo Sora. It will start with its long combo, then quickly change to its two-hit attack, and then perform its long combo again, finishing with its drilling attack. Second Chance and Withstand Combo are critical to this phase of the fight to survive its attacks. Dark Inferno will now disappear during its dark orb attack, will perform its red wave attack with increased range, or will chase after Sora and try to use its two-hit attack. If Dark Inferno chases Sora, block the attack in mid-air, then perform a reprisal. The counter should end with enough time for Sora to Air Dash and start gliding again.  
For the spin attack, Dark Inferno will briefly pull in some red/black energy before releasing a large red energy attack with its swords. If Sora is hit by this attack, he will be stunned. Sora can avoid this by jumping, or standing a significant distance away when the attack starts. There are two ways to counter this move: if Sora is close to Dark Inferno, use Doubleflight to get into the air and then perform Falling Slash to hit the Dark Inferno just after the red swords appear. If Sora is far away, jump for safety (in case the distance from the swords is misjudged) and then Airstep to approach and attack the Dark Inferno just after the red swords appear.
 
For the disappearing attack, Dark Inferno will combine its swords, impale them into the ground, and spawn a dark pool. The Dark Inferno will spawn several white orbs and then disappear into the ground, sending the orbs to track and surround Sora. It is possible to attack Dark Inferno and interrupt the attack, but that is not recommended. Avoid the orbs by jumping over them and using Doubleflight to gain more height, and then glide around the battlefield, as the orbs will not be able to hit Sora as long as he's moving. The orbs will fly at Sora in 2 sets. Keep an eye on the exact spot where Dark Inferno vanished, and try to glide in a circle that ends at that point. After the orbs have vanished, Dark Inferno will return at the same spot it vanished in, and will be open to attack for a short period.
 
When punished, the Dark Inferno can be attacked with nearly two full combos. When its retaliation point is reached, the boss will block with its swords. Striking it again in this stance will cause it to retaliate with two blockable slashes and an unblockable slash. However, using magic will not trigger this counter-attack, so Sora can use magic to get in a little extra damage and, if PRO codes are on, heal via [[Wizard's Ruse]].
 
The Dark Inferno's second phase activates after it loses five health bars of its health, signified by it crossing its swords over itself quickly and glowing purple. Unlike other hidden bosses, the Dark Inferno will not add new attacks as its health gets lower, but simply compile its attacks on top of each other, and perform them more sporadically. Its spin attack now has increased range, and its dark orb attack summons more orbs. The Dark Inferno will also flash white occasionally, indicating that it is about to start another attack.
 
The 7-hit combo no longer ends with the Dark Inferno landing - instead, it will dodge away and perform either spin attack or a 3-hit combo right afterward. Block the first 6 hits, dodge the seventh hit, wait, and then deal with the spin or 3-hit combo the same as in phase 1 (airstep/falling slash on spin, reprisal on second hit of 3-hit combo, etc)
 
The 3-hit combo is now a 5-hit combo - the Dark Inferno will perform 2 slashes, flash white, do another 2 slashes, and end with 1 unblockable slash. He will then follow up with a spin attack. Block the first 4 hits, dodge to avoid the fifth hit, then Doubleflight into the air, wait for the red swords to appear, and then perform Falling Slash to punish the spin attack.
 
The spin attack can be punished the same as before, but its range is wider and the timing for the punish is tighter - if Sora approaches too late, the Dark Inferno will chain the spin into another attack (indicated by a white flash), leaving Sora open to attack.
 
The disappearing attack works the same, but the orbs will fly at Sora in 3 sets instead of 2. Avoid them same as before, and try to land at the spot the Dark Inferno disappeared at. If Sora doesn't punish the Dark Inferno in time upon it re-appearing, it will flash white and follow-up with a spin attack - this can be punished with the Airstep method or Falling Slash method, as before.
 
After eleven health bars of the boss's health have been depleted, the Dark Inferno will activate its third, final, and most deadly phase, signified by it glowing red. In this phase, the boss is immune to Fire-type attacks.
 
The 7-hit combo is now a 15-hit combo - the Dark inferno will approach with 6 slashes, flash white, perform 2 more slashes, flash white again and pause, do 6 more slashes, and finally finish with 1 unblockable slash. Block the first set of 6, and use the white flashes to help with timing blocks for the set of 2 and set of 6. Be careful with the last 6, as there is a slight delay before it starts. Dodge roll to avoid the last hit. Dark Inferno will dodge away and may do a spin attack or 3-hit combo - punish these the same as in phase 2.
 
The 5-hit combo is sometimes a 4-hit combo, but otherwise works very similar to phase 2. The Dark Inferno will perform 2 sets of slashes (2 + 2 or 1 + 2), then 1 unblockable slash, and follow up with a spin attack. Block the first 2 sets of slashes, dodge the last slash, Doubleflight to get above the spin attack, then use Falling Slash to punish.
 
The spin attack works the same as phase 2, and the timing is just as tight. Use Airstep/Falling Slash as usual.
 
For the disappearing attack, the Dark Inferno no longer disappears - instead, it will attempt to do a 3-hit combo on Sora shortly after spawning the white orbs. Doubleflight into the air, block 2 hits, and then reprisal to knock the Dark Inferno away. Instead of a reprisal, another option is to briefly fall after blocking the second slash, causing the third slash to miss, and the Dark Inferno will retreat. A third option is to air-slide the third hit instead. After dealing with the 3-hit combo, glide around to avoid the orbs in 3 sets, as usual.


As the Dark Inferno jumps out of attack range to prepare for its next attack, Sora can get in some damage with the usage of a Shotlock command.
As the Dark Inferno jumps out of attack range to prepare for its next attack, Sora can get in some damage with the usage of a Shotlock command.
{{Atk-o|KH3}}
{{atk-m|col=5|{{nihongo|'''7-fold Wild Dance'''|7連乱舞|<br>7-ren Ranbu|}}
|(alternating swings)
|Physical
|—
|1.0 x 5 hits + 1.2
|△
|2
|Repeatedly swings while moving toward the target, then stops for a second and charges forward.
|
|(charge)
|Fire
|—
|2.0
|X
|2
|
}}
{{atk-m|col=5|{{nihongo|'''Flame Fang'''|フレイムファング|<br>Fureimu Fangu|}}
|(left-and-right swing)
|Physical
|—
|1.2 + 1.5
|△
|2
|Charges towards the target at a curved angle, then performs two consecutive slashes, followed by a downward swing with both weapons.
|
|(downward swing)
|Fire
|—
|2.0
|X
|2
|
}}
{{atk-m|col=5|{{nihongo|'''Triple Break'''|トリプルブレイク|<br>Toripuru Bureiku|}}
|(cross-swing)
|Physical
|—
|1.0 x 2 hits
|△
|—
|Charges towards the target at a curved angle, then performs two consecutive slashes, followed by two more consecutive slashes, finishing with a crossed sweep.
|Can be used after a successful block.
|(downward swing)
|Fire
|—
|2.0
|X
|2
|
}}
{{atk|col=5|{{nihongo|'''Spin Sweep'''|回転払い|<br>Kaiten Harai|}}
|Fire
|Stun (100%/5s)
|3.0
|X
|—
|Surrounds itself with red and black energy, then sends out a wave of red energy in a wide horizontal burst around itself.
}}
{{atk-m|col=5|{{nihongo|'''Pole Fire'''|ポールファイア|<br>Pōru Faia|}}
|(kick)
|Dark
|—
|1.0
|△
|—
|Plants its weapon into the ground which it then swings around, summoning a series of white orbs which surround the target and begin orbiting them, where they then speed up until sending themselves at the target in groups.
|The circle of white orbs follows the target along the ground until each orb moves individually at the target. The Dark Inferno can use other attacks along this one while in its red phase.
|(fireball)
|Dark
|—
|0.5 per hit
|△
|—
|
}}
{{Atk-c}}


The Dark Inferno χ is fought as the first boss in ''Re Mind''. While its attack patterns are the same, it has a lot less HP and does not change phases at all.
===Dark Inferno χ===
The Dark Inferno χ is fought as the first boss in ''Re Mind''. While its attack patterns are the same, its health is much lower, and it spends the entire battle in its first phase.


==Videos==
==Videos==
{|class="video"
{| class="video"
| style="border-radius:10px"|'''Dark Inferno – ''Kingdom Hearts III'''''
! Dark Inferno – ''Kingdom Hearts III''
! Dark Inferno χ – ''Kingdom Hearts III Re Mind''
|-
|-
|style="border-radius:10px"|{{#widget:YouTube|id=aCNNDM6_bNs|width=320|height=240}}
| {{#widget:YouTube|id=KV8wH45IOZk|width=320|height=240}}
| {{#widget:YouTube|id=oFjh9hhXTWc|width=320|height=240}}
|}
|}
==Gallery==
<gallery>
Dark Inferno (Art).png|Concept art of Dark Inferno.
Dark Inferno (Portrait) KHIIIRM.png|Dark Inferno's Data Greeting portrait in ''Kingdom Hearts III Re Mind''.
</gallery>


==Notes and references==
==Notes and references==
{{reflist}}
{{reflist}}
{{HeartlessBossDirectory}}
{{HeartlessBossDirectory}}
{{OptionalBossDirectory}}
{{OptionalBossDirectory}}

Latest revision as of 04:53, 23 September 2024

This article is about the Heartless.
You may be looking for the special attack.
Dark Inferno

Dark Inferno from the Ultimania

Japanese ダークインフェルノ
Rōmaji Dāku Inferuno

Type Pureblood Heartless
Game Kingdom Hearts III
Variations
Invisible
Orcus
Themes Header.png

KHIII tracks
Battle theme - Anger Unchained
Dark Inferno

Kingdom Hearts III
These dastardly dual-wielders are like blenders on roller skates, except worse. You can try to keep your distance, but they'll soon close in on you, or else just huck a fireball your way.

Be careful attacking when their blades are crossed; that means they're ready to counter. Stay cool, bide your time, then strike when they drop their guard.
Location HP Strength Defense EXP
Keyblade Graveyard
(Battlegate 14)
4000 82 42 0
Physical Fire Blizzard Thunder Water
×1.0 ×0.7[1]/×0[2] ×0.7 ×0.7 ×0.7
Aero Dark Neutral Rapid-fire
×0.7 ×0 ×0.7 ×0.5
Freeze Electrify Stun Hunny
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit
0 6.5 24[1]/16[2]
World(s)
Keyblade Graveyard
Dark Inferno χ

Dark Inferno χ

Japanese ダークインフェルノχ
Rōmaji Dāku Inferuno

Type Pureblood Heartless
Game Kingdom Hearts III Re Mind
Variations
Invisible
Orcus
Themes Header.png

KHIII tracks
Battle theme - Anger Unchained
Dark Inferno χ

Kingdom Hearts III
The darkness that erupted out of Ventus's heart and turned into an aggressive Heartless.

But the voice that was heard at the time intimated that it was "darkness" itself. What did it mean...

The Dark Inferno is a Pureblood Heartless that is introduced in Kingdom Hearts III. It is fought in Battlegate 14 at the Keyblade Graveyard.

The Dark Inferno χ is a Pureblood Heartless that is introduced in Kingdom Hearts III Re Mind. When Sora enters Ventus's heart, he is stopped by an entity referring to itself as "Darkness", who takes on the form of the Dark Inferno χ.

Story[edit]

Kingdom Hearts III Re Mind[edit]

When Sora begins his journey to restore Kairi's heart using the power of waking, he first enters Ventus's heart. When attempting to wake Ventus, he is stopped by an entity referring to itself as "Darkness". Sora questions if "Darkness" is Vanitas, but does not get a reply as the entity forms itself into the Dark Inferno χ and battles Sora.

Design[edit]

The Dark Inferno is a large, muscular, humanoid figure with a large, heart-shaped hole in its chest. It bears a striking resemblance to the Invisible Heartless. Raised portions and ridges on its black skin give it an armored appearance. It features large, spiked horns on the sides of its head, and two more rising from its forehead which form the shape of a heart; all four horns fade from black to red to yellow, giving them the appearance of heated metal. Its tail ends in a bladed fin with a diamond-shaped hole through it. Its two-toed, clawed feet stand upon swirling vortexes of white energy, which it uses to "skate" around the battlefield. It has undersized, purple bat-like wings on its shoulders and dull purple tendrils wrapped around its throat like a scarf, which drape down on either side of its "heart." It also has tendrils wrapped around each wrist, which fade to the same burning yellow color as its horns. In each hand it holds a large blue sword with hook-like extensions near the tip and an exaggerated gold hilt with a knuckle bow.

The Dark Inferno χ is identical to the Dark Inferno, though its body has a yellowish hue rather than purple, with golden features instead of orange.

Its name refers to its association with darkness, sharing a naming scheme with many other Pureblood Heartless, and the burning appearance of its horns and tendrils, along with its fiery attacks.

Strategy[edit]

The battle will begin after accessing the 14th Battlegate in the Keyblade Graveyard. The battle starts with Sora and the Dark Inferno equidistant from each other, with Sora forced to fight alone.

In this first phase, the Dark Inferno will have four moves it can perform: a 7-hit slash combo, a 3-hit slash combo, a spinning attack, or a disappearing attack with fireballs.

For the 7-hit combo, Dark Inferno will position itself far away from Sora, and will begin slashing at the air as it approaches him. The first 6 hits can be blocked, but the 7th attack resembling a drill cannot be blocked. Block the first 6 hits, then dodge roll to avoid the final hit, and wait for Dark Inferno to land on the ground - he will now be open to attack.

For the 3-hit combo, Dark Inferno will quickly rush at Sora with 2 slashes that can be blocked, and 1 downward slash that cannot be blocked. Block the first 2 hits, and once the second hit is blocked, use a reprisal to start a combo against Dark Inferno. Alternatively, air slide to dodge the third hit and then immediately attack.

For the spin attack, Dark Inferno will briefly pull in some red/black energy before releasing a large red energy attack with its swords. If Sora is hit by this attack, he will be stunned. Sora can avoid this by jumping, or standing a significant distance away when the attack starts. There are two ways to counter this move: if Sora is close to Dark Inferno, use Doubleflight to get into the air and then perform Falling Slash to hit the Dark Inferno just after the red swords appear. If Sora is far away, jump for safety (in case the distance from the swords is misjudged) and then Airstep to approach and attack the Dark Inferno just after the red swords appear.

For the disappearing attack, Dark Inferno will combine its swords, impale them into the ground, and spawn a dark pool. The Dark Inferno will spawn several white orbs and then disappear into the ground, sending the orbs to track and surround Sora. It is possible to attack Dark Inferno and interrupt the attack, but that is not recommended. Avoid the orbs by jumping over them and using Doubleflight to gain more height, and then glide around the battlefield, as the orbs will not be able to hit Sora as long as he's moving. The orbs will fly at Sora in 2 sets. Keep an eye on the exact spot where Dark Inferno vanished, and try to glide in a circle that ends at that point. After the orbs have vanished, Dark Inferno will return at the same spot it vanished in, and will be open to attack for a short period.

When punished, the Dark Inferno can be attacked with nearly two full combos. When its retaliation point is reached, the boss will block with its swords. Striking it again in this stance will cause it to retaliate with two blockable slashes and an unblockable slash. However, using magic will not trigger this counter-attack, so Sora can use magic to get in a little extra damage and, if PRO codes are on, heal via Wizard's Ruse.

The Dark Inferno's second phase activates after it loses five health bars of its health, signified by it crossing its swords over itself quickly and glowing purple. Unlike other hidden bosses, the Dark Inferno will not add new attacks as its health gets lower, but simply compile its attacks on top of each other, and perform them more sporadically. Its spin attack now has increased range, and its dark orb attack summons more orbs. The Dark Inferno will also flash white occasionally, indicating that it is about to start another attack.

The 7-hit combo no longer ends with the Dark Inferno landing - instead, it will dodge away and perform either spin attack or a 3-hit combo right afterward. Block the first 6 hits, dodge the seventh hit, wait, and then deal with the spin or 3-hit combo the same as in phase 1 (airstep/falling slash on spin, reprisal on second hit of 3-hit combo, etc)

The 3-hit combo is now a 5-hit combo - the Dark Inferno will perform 2 slashes, flash white, do another 2 slashes, and end with 1 unblockable slash. He will then follow up with a spin attack. Block the first 4 hits, dodge to avoid the fifth hit, then Doubleflight into the air, wait for the red swords to appear, and then perform Falling Slash to punish the spin attack.

The spin attack can be punished the same as before, but its range is wider and the timing for the punish is tighter - if Sora approaches too late, the Dark Inferno will chain the spin into another attack (indicated by a white flash), leaving Sora open to attack.

The disappearing attack works the same, but the orbs will fly at Sora in 3 sets instead of 2. Avoid them same as before, and try to land at the spot the Dark Inferno disappeared at. If Sora doesn't punish the Dark Inferno in time upon it re-appearing, it will flash white and follow-up with a spin attack - this can be punished with the Airstep method or Falling Slash method, as before.

After eleven health bars of the boss's health have been depleted, the Dark Inferno will activate its third, final, and most deadly phase, signified by it glowing red. In this phase, the boss is immune to Fire-type attacks.

The 7-hit combo is now a 15-hit combo - the Dark inferno will approach with 6 slashes, flash white, perform 2 more slashes, flash white again and pause, do 6 more slashes, and finally finish with 1 unblockable slash. Block the first set of 6, and use the white flashes to help with timing blocks for the set of 2 and set of 6. Be careful with the last 6, as there is a slight delay before it starts. Dodge roll to avoid the last hit. Dark Inferno will dodge away and may do a spin attack or 3-hit combo - punish these the same as in phase 2.

The 5-hit combo is sometimes a 4-hit combo, but otherwise works very similar to phase 2. The Dark Inferno will perform 2 sets of slashes (2 + 2 or 1 + 2), then 1 unblockable slash, and follow up with a spin attack. Block the first 2 sets of slashes, dodge the last slash, Doubleflight to get above the spin attack, then use Falling Slash to punish.

The spin attack works the same as phase 2, and the timing is just as tight. Use Airstep/Falling Slash as usual.

For the disappearing attack, the Dark Inferno no longer disappears - instead, it will attempt to do a 3-hit combo on Sora shortly after spawning the white orbs. Doubleflight into the air, block 2 hits, and then reprisal to knock the Dark Inferno away. Instead of a reprisal, another option is to briefly fall after blocking the second slash, causing the third slash to miss, and the Dark Inferno will retreat. A third option is to air-slide the third hit instead. After dealing with the 3-hit combo, glide around to avoid the orbs in 3 sets, as usual.

As the Dark Inferno jumps out of attack range to prepare for its next attack, Sora can get in some damage with the usage of a Shotlock command.

Technique Element Status Power Block? Repel LV
7-fold Wild Dance (7連乱舞
7-ren Ranbu
?)
(alternating swings) Physical 1.0 x 5 hits + 1.2 2

(charge) Fire 2.0 X 2
Repeatedly swings while moving toward the target, then stops for a second and charges forward.
Flame Fang (フレイムファング
Fureimu Fangu
?)
(left-and-right swing) Physical 1.2 + 1.5 2

(downward swing) Fire 2.0 X 2
Charges towards the target at a curved angle, then performs two consecutive slashes, followed by a downward swing with both weapons.
Triple Break (トリプルブレイク
Toripuru Bureiku
?)
(cross-swing) Physical 1.0 x 2 hits

(downward swing) Fire 2.0 X 2
Charges towards the target at a curved angle, then performs two consecutive slashes, followed by two more consecutive slashes, finishing with a crossed sweep.
Can be used after a successful block.
Spin Sweep (回転払い
Kaiten Harai
?)
Fire Stun (100%/5s) 3.0 X
Surrounds itself with red and black energy, then sends out a wave of red energy in a wide horizontal burst around itself.
Pole Fire (ポールファイア
Pōru Faia
?)
(kick) Dark 1.0

(fireball) Dark 0.5 per hit
Plants its weapon into the ground which it then swings around, summoning a series of white orbs which surround the target and begin orbiting them, where they then speed up until sending themselves at the target in groups.
The circle of white orbs follows the target along the ground until each orb moves individually at the target. The Dark Inferno can use other attacks along this one while in its red phase.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Dark Inferno χ[edit]

The Dark Inferno χ is fought as the first boss in Re Mind. While its attack patterns are the same, its health is much lower, and it spends the entire battle in its first phase.

Videos[edit]

Dark Inferno – Kingdom Hearts III Dark Inferno χ – Kingdom Hearts III Re Mind

Gallery[edit]

Notes and references[edit]

  1. ^ a b Pre-red aura
  2. ^ a b Red aura