Game:Vanitas: Difference between revisions
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Vanitas at first challenges Ventus with the goal of testing his power. During the first part of the two-part battle, Ventus should go on the offensive while also following a hit-and-run strategy, using both physical and magical attacks in a balanced manner before fleeing Vanitas's close combat attacks. Vanitas may disappear during the battle, but Ventus should immediately [[Dodge Roll]], or he will fall victim to his downward strike if they do not dodge. The boss may also shoot a single, large fireball at Ventus that will soon separate into three smaller, homing fireballs after traveling forward in the his direction. Dodge Roll again can be used to avoid this attack. If Vanitas leaps into the air, he may strike Ventus with a dark lightning attack, which has a relatively long range. Dodge Roll is recommended in terms of avoiding it. lastly, Vanitas may perform a simple two-hit physical combo, an attack easily dodged with Dodge Roll. | Vanitas at first challenges Ventus with the goal of testing his power. During the first part of the two-part battle, Ventus should go on the offensive while also following a hit-and-run strategy, using both physical and magical attacks in a balanced manner before fleeing Vanitas's close combat attacks. Vanitas may disappear during the battle, but Ventus should immediately [[Dodge Roll]], or he will fall victim to his downward strike if they do not dodge. The boss may also shoot a single, large fireball at Ventus that will soon separate into three smaller, homing fireballs after traveling forward in the his direction. Dodge Roll again can be used to avoid this attack. If Vanitas leaps into the air, he may strike Ventus with a dark lightning attack, which has a relatively long range. Dodge Roll is recommended in terms of avoiding it. lastly, Vanitas may perform a simple two-hit physical combo, an attack easily dodged with Dodge Roll. | ||
In terms of offensive tactics, [[Mine Square]] and [[Tornado]] are highly recommended for use, as they will deal great damage to the boss, as well as interrupt his attacks. Other good weaknesses to exploit are the boss's vulnerabilities to [[Magnet]], [[Aero]], and [[Gravity]] [[magic]]. Each of these spells temporarily hoist him into the air, leaving him open to major damage, although timing is key to successfully use these attacks on him. | In terms of offensive tactics, [[Mine Square]] and [[Tornado]] are highly recommended for use, as they will deal great damage to the boss, as well as interrupt his attacks. Other good weaknesses to exploit are the boss's vulnerabilities to [[Magnet]], [[Aero]], and [[Gravity]] [[magic]]. Each of these spells temporarily hoist him into the air, leaving him open to major damage, although timing is key to successfully use these attacks on him. This rule applies to all of his battles. Whatever physical attacks Ventus attempts should be the most powerful in his arsenal. Continuation to use powerful physical and magic attacks is the key to ending the first part of the two-part battle with ease and minimal damage. | ||
Now that Mickey has joined Ventus in his battle with his darkness, Vanitas is forced to eliminate them both. His HP will be the same as what it was depleted to in the first part of the battle, and will also use the same battle tactics. Ventus can follow the same strategies as in the last battle to defeat Vanitas this time. In terms of Mickey fighting alongside Ventus, his physical attacks are strong, and there is no need to worry when his HP reaches 0. He will automatically revive himself in time. One major advantage to fighting with Mickey is that he will grant Ventus the usage of a powerful offensive ability, [[Burst of Faith]]. Again, continue using the same strategies as the first part of the battle, and take advantage of Mickey's presence. | Now that Mickey has joined Ventus in his battle with his darkness, Vanitas is forced to eliminate them both. His HP will be the same as what it was depleted to in the first part of the battle, and will also use the same battle tactics. Ventus can follow the same strategies as in the last battle to defeat Vanitas this time. In terms of Mickey fighting alongside Ventus, his physical attacks are strong, and there is no need to worry when his HP reaches 0. He will automatically revive himself in time. One major advantage to fighting with Mickey is that he will grant Ventus the usage of a powerful offensive ability, [[Burst of Faith]]. Again, continue using the same strategies as the first part of the battle, and take advantage of Mickey's presence. | ||
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Ventus initiates the second battle with the embodiment of his darkness, after Vanitas had attempted to eliminate Aqua by ambushing her. His HP has not increased since the two-part battle, but Ventus no longer has Mickey to aid him. By now, Ventus should not need his presence. The only thing Ventus needs to worry about would be the new attacks added to Vanitas's arsenal. | Ventus initiates the second battle with the embodiment of his darkness, after Vanitas had attempted to eliminate Aqua by ambushing her. His HP has not increased since the two-part battle, but Ventus no longer has Mickey to aid him. By now, Ventus should not need his presence. The only thing Ventus needs to worry about would be the new attacks added to Vanitas's arsenal. | ||
Vanitas will begin the battle by jumping onto a vortex of flying Keyblades. As he travels around the battlefield, he will cast dark Blizzard spells in Ventus's direction. These Blizzard spells have strong homing capabilities, but they can be dodged with relative ease. [[Fire Glide]], Shotlocks, and other magic attacks can be used to make Vanitas fall from the flying Keyblades. If Ventus doesn't knock him off the Keyblade vortex, when returning to the ground, he will imbue the [[Void Gear]] with darkness, strengthening his attack power. Vanitas also may sink into the ground once he dismounts the Keyblade storm, visible only as a mobile pool of darkness. Vanitas will travel to Ventus's location, so Dodge Roll to prevent being hit by several fireballs. | Vanitas will begin the battle by jumping onto a vortex of flying Keyblades. As he travels around the battlefield, he will cast dark Blizzard spells in Ventus's direction. These Blizzard spells have strong homing capabilities, but they can be dodged with relative ease. [[Fire Glide]], Shotlocks, and other magic attacks can be used to make Vanitas fall from the flying Keyblades. If Ventus doesn't knock him off the Keyblade vortex, when returning to the ground, he will imbue the [[Void Gear]] with darkness, strengthening his attack power. Vanitas also may sink into the ground once he dismounts the Keyblade storm, visible only as a mobile pool of darkness. Vanitas will travel to Ventus's location, so Dodge Roll to prevent being hit by several fireballs. He may perform this attack up to three times in a row. | ||
Vanitas's other attacks are the same as those he used in the first encounter with him, save for his two-hit combo, which now adds a blue crescent-shaped wave of energy. Also, when he teleports behind Ventus, his downward strike now causes a large pillar of ice to erupt out of the ground. But they can be dodged the same way. As with the last battle, careful timing of Dodge Roll and a balanced use of physical and magic attacks are the key to winning this battle. However, | Vanitas's other attacks are the same as those he used in the first encounter with him, save for his two-hit combo, which now adds a blue crescent-shaped wave of energy. Also, when he teleports behind Ventus, his downward strike now causes a large pillar of ice to erupt out of the ground. But they can be dodged the same way. As with the last battle, careful timing of Dodge Roll and a balanced use of physical and magic attacks are the key to winning this battle. However, this battle can be won purely with Reprisals ([[Reversal Slash]], [[Counter Rush]], etc.) as almost all of his attacks can be countered this way. | ||
=====Third battle===== | =====Third battle===== | ||
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The final battle with Vanitas has come; Vanitas has entered Ventus's heart, fusing with him and creating an incomplete version of the χ-blade. This tremendous weapon has not only increased the strength of his attacks and changed those he can use, but his HP has also increased a great deal. Ventus has access to D-Links, Shotlocks, and Command Styles during this battle, so make full use of them. | The final battle with Vanitas has come; Vanitas has entered Ventus's heart, fusing with him and creating an incomplete version of the χ-blade. This tremendous weapon has not only increased the strength of his attacks and changed those he can use, but his HP has also increased a great deal. Ventus has access to D-Links, Shotlocks, and Command Styles during this battle, so make full use of them. | ||
Vanitas will first charge his weapon, surrounding it and himself in a damaging aura. The attack is indicated by the lines "Forge the χ-blade!", "What's yours is mine!", or "Show me anguish!" He will then proceed to lunge at Ventus with the massive weapon, slam the ground and create an X-shaped shockwave, perform another lunging slash, and even shoot a homing blast of energy in the shape of an "X" at Ventus. Dodge Roll can be used to avoid this attack. | Vanitas will first charge his weapon, surrounding it and himself in a damaging aura. The attack is indicated by the lines "Forge the χ-blade!", "What's yours is mine!", or "Show me anguish!" He will then proceed to lunge at Ventus with the massive weapon, slam the ground and create an X-shaped shockwave, perform another lunging slash, and even shoot a homing blast of energy in the shape of an "X" at Ventus. Dodge Roll can be used to avoid this attack. If Vanitas is attacked while charging the χ-blade, the attack is cancelled, so [[Reversal Slash]] can be used to avoid damage altogether and cancel out the attack. The boss also still favors the dark lightning attack, and he still has the ability to vanish and appear behind Ventus. However, rather than performing a single, downward strike, Vanitas will perform [[Dark Splicer]], a similar attack to [[Time Splicer]], wherein he will slash Ventus multiple times while teleporting around him to attack from all sides. Dodge Roll until he stops or, a more preferable option, block his attack. This leaves the boss open to damage from Counter Rush. | ||
Vanitas also may begin to utilize [[Dark Spiral]], a charging attack akin to [[Riku]]'s [[Dark Aura]], charging at Ventus at a fast pace multiple times, while the χ-blade cloaks him in dark energy. Dodge Roll can be used to avoid this. The attack can be predicted by the quotes "There's no escape!", or "Darkness waits!" While Ventus should continue to use a hit-and-run strategy, it is advised to use Tornado and Mine Square to interrupt Vanitas's combos while still dealing great damage to him. Physical attacks should not be used as the main offense, as this will open Ventus to Vanitas's attacks. Instead, utilize magic or other long-ranged attacks to the fullest. | Vanitas also may begin to utilize [[Dark Spiral]], a charging attack akin to [[Riku]]'s [[Dark Aura]], charging at Ventus at a fast pace multiple times, while the χ-blade cloaks him in dark energy. Dodge Roll can be used to avoid this. The attack can be predicted by the quotes "There's no escape!", or "Darkness waits!" While Ventus should continue to use a hit-and-run strategy, it is advised to use Tornado and Mine Square to interrupt Vanitas's combos while still dealing great damage to him. Physical attacks should not be used as the main offense, as this will open Ventus to Vanitas's attacks. Instead, utilize magic or other long-ranged attacks to the fullest. | ||
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====Data Rematch==== | ====Data Rematch==== | ||
[[File:Versus Vanitas's Recreated Data KHIIIRM.png|thumb|right|Vanitas's recreated data engaging in combat against Sora's data.]] | [[File:Versus Vanitas's Recreated Data KHIIIRM.png|thumb|right|Vanitas's recreated data engaging in combat against Sora's data.]] | ||
Vanitas's data serves as a boss in the Limitcut Episode, where his moveset has been heavily upgraded. Several of Vanitas' attacks can Freeze Sora, so it is recommended to equip Freeze Protection through equipment such as the [[Snowman Rosette]] armor or the [[Crystal Snow]] Keyblade. Due to some of | Vanitas's data serves as a boss in the Limitcut Episode, where his moveset has been heavily upgraded. Several of Vanitas' attacks can Freeze Sora, so it is recommended to equip Freeze Protection through equipment such as the [[Snowman Rosette]] armor or the [[Crystal Snow]] Keyblade. Due to some of Vanitas's openings that involve teleporting can only be obtained through the use of a well-timed pre-launch Aero, it is essential to have it assigned on the shortcut men. Aerora and Aeroga are preferrable here due to their larger range. Using accessories like [[Rune Ring]] and [[Flanniversary Badge]] to ensure that you have enough magic to exploit this opening, especially when fighting Vanitas with all pro codes on. Having [[Block Replenisher]] support ability equipped can help greatly in this matter since you can block a lot during this fight and avoid going into MP recharge. As far as reprisal goes, [[Counter Slash]] or [[Counter Kick]] are preferrable as they had longer forward reach compared to [[Counter Impact]]. | ||
If Vanitas appears in the air above Sora, he is doing his triple downward slash combo. He will do three downward slashes, with the last breaking Sora's guard and leaving a cluster of ice on the ground. If Sora is hit by this third strike, he may get frozen. Block each strike, risk dodge after Sora's guard is broken, and attack. If Sora is in the air when blocking the third strike, he can perform a normal reprisal and still hit Vanitas for the punish. | If Vanitas appears in the air above Sora, he is doing his triple downward slash combo. He will do three downward slashes, with the last breaking Sora's guard and leaving a cluster of ice on the ground. If Sora is hit by this third strike, he may get frozen. Block each strike, risk dodge after Sora's guard is broken, and attack. If Sora is in the air when blocking the third strike, he can perform a normal reprisal and still hit Vanitas for the punish. | ||
If Vanitas dives into a red circle on the ground, he is doing his Fire fountain combo. He will dive and approach Sora, then rise out of the ground, raining down several Fire spells. He will repeat this two more times - dodge roll towards Vanitas' red circle as it approaches each time. Depending on | If Vanitas dives into a red circle on the ground, he is doing his Fire fountain combo. He will dive and approach Sora, then rise out of the ground, raining down several Fire spells. He will repeat this two more times - dodge roll towards Vanitas' red circle as it approaches each time. Depending on the height of his first two jumps, Vanitas will then end the combo in one of two ways: | ||
* If he rises very high for all 3 jumps, Vanitas starts falling after the third fountain, he will land on the ground and be open to attack - Airstep to him and strike. Be careful not to Airstep too early, or Sora will be above Vanitas and will miss. | * If he rises very high for all 3 jumps, Vanitas starts falling after the third fountain, he will land on the ground and be open to attack - Airstep to him and strike. Be careful not to Airstep too early, or Sora will be above Vanitas and will miss. | ||
* If the first and second jump was shorter than his third jump, Vanitas disappears quickly after the third fountain and re-appears above Sora, he will perform a guard-breaking downward slash that leaves a cluster of ice. Block, then risk dodge after the guard break, and attack. If Sora is caught in the air when he guards, performing a normal reprisal will still hit Vanitas and leave him open to attack. | * If the first and second jump was shorter than his third jump, Vanitas disappears quickly after the third fountain and re-appears above Sora, he will perform a guard-breaking downward slash that leaves a cluster of ice. Block, then risk dodge after the guard break, and attack. If Sora is caught in the air when he guards, performing a normal reprisal will still hit Vanitas and leave him open to attack. | ||
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If Vanitas cartwheels some distance away and casts two Fire spells, he is doing his Fire combo. For each set of two shots, the lower fireball is fast while the upper fireball is slow and will break into smaller ones after a brief moment. He will cast two sets of these, then will rapidly teleport 5 times on the left, then right, left, right, and finally left before casting one fast Fire spell. Afterwards, he will cast a quick Fire up close, teleport twice and shoot a slow-moving Fire, shoot a fast-moving Fire, do a cartwheel, and cast one final Fire spell. Block the first two sets of Fire spells, and when he starts his five-teleport sequence, keep an eye on the left and count three teleports. Just before he casts his Fire, dodge roll towards him and attack. It is also possible to block and then Airstep to him to attack instead. If this fails, quickly block the next Fire, wait a moment to guard the slow Fire and the fast one, wait for the cartwheel, and then block the final Fire. | If Vanitas cartwheels some distance away and casts two Fire spells, he is doing his Fire combo. For each set of two shots, the lower fireball is fast while the upper fireball is slow and will break into smaller ones after a brief moment. He will cast two sets of these, then will rapidly teleport 5 times on the left, then right, left, right, and finally left before casting one fast Fire spell. Afterwards, he will cast a quick Fire up close, teleport twice and shoot a slow-moving Fire, shoot a fast-moving Fire, do a cartwheel, and cast one final Fire spell. Block the first two sets of Fire spells, and when he starts his five-teleport sequence, keep an eye on the left and count three teleports. Just before he casts his Fire, dodge roll towards him and attack. It is also possible to block and then Airstep to him to attack instead. If this fails, quickly block the next Fire, wait a moment to guard the slow Fire and the fast one, wait for the cartwheel, and then block the final Fire. | ||
If Vanitas cartwheels to the side and fires white beams at Sora, this is his white beam combo. He will fire three beams, with the third spinning. He will then repeat the three-beam combo, and backflip away. Guard the first beam, then use Counter Kick to close the distance and attack. It is common to get hit by the first couple of hits unexpectedly, but it is very possible to recover and block the remaining hits | If Vanitas cartwheels to the side and fires white beams at Sora, this is his white beam combo. He will fire three beams, with the third spinning. He will then repeat the three-beam combo, and backflip away. Guard the first beam, then use Counter Kick to close the distance and attack. It is common to get hit by the first couple of hits unexpectedly, but it is very possible to recover and block the remaining hits. | ||
If Vanitas appears far away but instantly teleports before materializing (essentially, a black ball in the distance), he will do his six-hit combo. He will perform four quick flashes at Sora with the fourth being a downward slash, then he will cartwheel on the ground, and follow up with two more hits. Guard immediately when Vanitas teleports at the start, block the first four hits, wait for the cartwheel, and then block the last two hits. To get the opening for this move, you must cast Aerora/Aeroga before he starts this attack and stay near the wind but not too close to the centre to avoid Sora going into a jump animation. If you are next to a wall, launching Aerora/Aeroga to the outside of the wall can prevent the jumping animation from happening. | If Vanitas appears far away but instantly teleports before materializing (essentially, a black ball in the distance), he will do his six-hit combo. He will perform four quick flashes at Sora with the fourth being a downward slash, then he will cartwheel on the ground, and follow up with two more hits. Guard immediately when Vanitas teleports at the start, block the first four hits, wait for the cartwheel, and then block the last two hits. To get the opening for this move, you must cast Aerora/Aeroga before he starts this attack and stay near the wind but not too close to the centre to avoid Sora going into a jump animation. If you are next to a wall, launching Aerora/Aeroga to the outside of the wall can prevent the jumping animation from happening. | ||
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When Vanitas' revenge value is hit, he will teleport above Sora and perform a single downward slash, which can be blocked. | When Vanitas' revenge value is hit, he will teleport above Sora and perform a single downward slash, which can be blocked. | ||
Vanitas has two type of patterns that he will follow for the 1st phase and he | Vanitas has two type of patterns that he will follow for the 1st phase and he may cycle through the other pattern if he doesn't perform his ultimate attack. | ||
'''Pattern A''' | '''Pattern A''' | ||
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If Vanitas appears on the opposite side of the stage with a dark portal, he is performing his ultimate attack. A cloud of Keyblades will emerge from the portal, and Vanitas will ride on it. From here he will fire three Blizzards, perform a blue-tinted dash at Sora, fire another three Blizzards, blue dash, fire six Blizzards, and finally perform a pink dash. The blue dashes are blockable, however the Blizzards and the pink dash are unblockable. When he starts this move, Doubleflight into the air and glide away from Vanitas, which should make the Blizzards miss. When he blue dashes, Air Slide or block to avoid it. After dodging the pink dash, enter focus and Airstep to Vanitas as he lands to attack. Alternatively, it is also possible to cancel this entire move by hitting Vanitas with Thunder when the dark portal is still visible - just keep an eye on the far edge of the stage to know when to cast. | If Vanitas appears on the opposite side of the stage with a dark portal, he is performing his ultimate attack. A cloud of Keyblades will emerge from the portal, and Vanitas will ride on it. From here he will fire three Blizzards, perform a blue-tinted dash at Sora, fire another three Blizzards, blue dash, fire six Blizzards, and finally perform a pink dash. The blue dashes are blockable, however the Blizzards and the pink dash are unblockable. When he starts this move, Doubleflight into the air and glide away from Vanitas, which should make the Blizzards miss. When he blue dashes, Air Slide or block to avoid it. After dodging the pink dash, enter focus and Airstep to Vanitas as he lands to attack. Alternatively, it is also possible to cancel this entire move by hitting Vanitas with Thunder when the dark portal is still visible - just keep an eye on the far edge of the stage to know when to cast. | ||
When Vanitas has about six bars of HP left, he will perform a variation of his ultimate attack. He will summon his cloud of Keyblades again, but this time form a large orb around himself. Streams of Keyblades and Vanitas shadows will fly out of the orb - the Vanitas shadows can be blocked, however the Keyblades cannot be blocked since they are glowing pink. | When Vanitas has about six bars of HP left, he will perform a variation of his ultimate attack. He will summon his cloud of Keyblades again, but this time form a large orb around himself. Streams of Keyblades and Vanitas shadows will fly out of the orb - the Vanitas shadows can be blocked, however the Keyblades cannot be blocked since they are glowing pink. The shadows will come from the sides while the keyblades will appear from the centre of the core. | ||
There is a recurring pattern where if 2 shadows attack at once and then comes a third shadow or if the 3 shadows came out fast and hit you one at a time, the next attack will be the keyblades streams. He will perform the following combos in sequence: | |||
* First combo: Two streams will go into the ground and two Vanitas shadows will attack, then a third will appear. Block the first two shadows, pause, and block the third. | * First combo: Two streams will go into the ground and two Vanitas shadows will attack, then a third will appear. Block the first two shadows, pause, and block the third. | ||
* Second combo: One pink stream of Keyblades will approach, then four Vanitas shadows will strike in a slow sequence with the last one having a large white flash on its strike. Three Vanitas shadows will appear and attack in a quick sequence. Dodge the stream, carefully block the four slow shadows, then block the three quick shadows. | * Second combo: One pink stream of Keyblades will approach, then four Vanitas shadows will strike in a slow sequence with the last one having a large white flash on its strike. Three Vanitas shadows will appear and attack in a quick sequence. Dodge the stream, carefully block the four slow shadows, then block the three quick shadows. | ||
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Due to the frequent pauses, it is usually safer to wait for the shadows to approach instead of guarding their attacks too early. | Due to the frequent pauses, it is usually safer to wait for the shadows to approach instead of guarding their attacks too early. | ||
This Keyblade cloud move can be cancelled the same way as before, with a Thunder while the dark portal is still visible. Since he will use the move at about six HP bars remaining, watch his HP carefully and prepare a Thunder cast when he is close to the threshold. | |||
After the variant of his ultimate attack (whether it was cancelled or not), Vanitas will be in his second phase and will gain some new attacks. | After the variant of his ultimate attack (whether it was cancelled or not), Vanitas will be in his second phase and will gain some new attacks. The opening for these attacks can only be exploited through the use of a well timed Aerora/Aeroga while Sora is stationary. If you case Aero while moving Sora will end up going into the spring board or out of the hitbox range to force Vanitas out of the teleport. | ||
* If Vanitas fires a single slow Fire before disappearing, he will do his fireball-plus-Teleport Slashes combo. He will appear with an upward slash while the fireball is still far away, then the fireball will break into pieces and approach, and Vanitas will follow with a quick slash. Vanitas will then shoot two fast Fires, do an upward slash. If Vanitas retaliate from the previous opening, wait around two seconds after he vanished before casting Aerora/Aeroga in the opposite direction of the camera, then guard when you see the second yellow cursor from afar to guard his teleport slash and he will be knocked out of the teleport. While he can be knocked and punished right there, the fireball attack will split and hit Sora so be sure to guard and reprise that unless you use Counter Kick for the I-frames from the previous guard. You could technically get the opening with Aerora/Aeroga after you block the split fireball attacks but the timing is quite strict so its better to just prepare for its early windows of punish. If Sora unleashed aero anywhere that is considered front angle for this particular move, Vanitas will not get knocked out after the guard whether he move backwards within the wind hitbox. | |||
* If Vanitas fires a single slow Fire before disappearing, he will do his fireball-plus- | * He will do three white beams with a teleport in between each starting from the left. He will perform a cartwheel just before the last white beam. | ||
* If Vanitas flings a stream of Keyblades from his hand, he is doing his Keyblade flurry combo. He will fling two streams, pause, fling a third stream, perform an upward slash, pause, fling another stream, and finally spiral into the air with a fountain of Keyblades. Carefully time a block for each attack, keeping the pauses in mind if you had no MP to use. To get the opening here, dodge roll the first two Keyblade streams, cast Aero as soon as the second keyblade stream fully launched (no more keyblade came out from the tip of Void Gear) then guard the 3rd Keyblade stream and guard his upward slash before reprising and punishing him. | |||
Like phase 1, he has two type of pattern for phase 2 after his second variation ultimate attack that goes as follows. If you didn't beat Vanitas when both pattern C and D are out, he | Like phase 1, he has two type of pattern for phase 2 after his second variation ultimate attack that goes as follows. If you didn't beat Vanitas when both pattern C and D are out, he may do another Keyblade Flurry combo at the end of any two pattern or if you are a few hits away from defeating Vanitas before doing the second variant of his ultimate attack again. | ||
'''Pattern C''' | '''Pattern C''' | ||
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'''Pattern D''' | '''Pattern D''' | ||
Triple Downward Slash Combo -> Fireball-Plus-Slashes Combo -> White Beam Combo (2nd variation) -> Fire Combo -> Keyblade Flurry Combo | Triple Downward Slash Combo -> Fireball-Plus-Teleport Slashes Combo -> White Beam Combo (2nd variation) -> Fire Combo -> Keyblade Flurry Combo | ||
==Videos== | ==Videos== |
Latest revision as of 00:05, 1 November 2024
The Masked Boy | |||||||
---|---|---|---|---|---|---|---|
Japanese | 仮面の少年 | ||||||
Rōmaji | Kamen no Shōnen | ||||||
Game | Kingdom Hearts Birth by Sleep | ||||||
| |||||||
|
Location | HP | EXP | Strength | Defense | |
Keyblade Graveyard | 550 | 0 | 14 | 6 | |
Physical | Fire | Blizzard | Thunder | Dark | Other |
x1.0 | x1.0 | x1.0 | x1.0 | x1.0 | x1.0 |
Stun | Freeze | Mini | Blind | Ignite | Confuse |
x1.0 | x1.0 | x0 | x0 | x1.0 | x0 |
Bind | Poison | Slow | Stop | Sleep | Death |
x0 | x1.0 | x0 | x0 | x1.0 | x0 |
Zero Gravity | Magnet | Warp | |||
x1.0 | x1.0 | x0
| |||
Rewards | |||||
Maximum HP UP, Mickey's D-Link | |||||
World(s) | |||||
Keyblade Graveyard |
Location | HP | EXP | Strength | Defense | |
Radiant Garden | 550 | 0 | 14 | 6 | |
Physical | Fire | Blizzard | Thunder | Dark | Other |
x1.0 | x1.0 | x1.0 | x1.0 | x1.0 | x1.0 |
Stun | Freeze | Mini | Blind | Ignite | Confuse |
x1.0 | x1.0 | x0 | x0 | x1.0 | x0 |
Bind | Poison | Slow | Stop | Sleep | Death |
x0 | x1.0 | x0 | x0 | x1.0 | x0 |
Zero Gravity | Magnet | Warp | |||
x1.0 | x1.0 | x0
| |||
Rewards | |||||
Deck Capacity +1 | |||||
World(s) | |||||
Radiant Garden |
Vanitas | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Japanese | ヴァニタス | |||||||||||||||
Rōmaji | Vanitasu | |||||||||||||||
Games | Kingdom Hearts Birth by Sleep Kingdom Hearts III | |||||||||||||||
| ||||||||||||||||
|
Location | HP | EXP | Strength | Defense | |
Keyblade Graveyard | 550 | 0 | 26 | 15 | |
Physical | Fire | Blizzard | Thunder | Dark | Other |
x1.0 | x1.0 | x1.0 | x1.0 | x1.0 | x1.0 |
Stun | Freeze | Mini | Blind | Ignite | Confuse |
x1.0 | x1.0 | x0 | x0 | x1.0 | x0 |
Bind | Poison | Slow | Stop | Sleep | Death |
x0 | x1.0 | x0 | x0 | x1.0 | x0 |
Zero Gravity | Magnet | Warp | |||
x1.0 | x0 | x0
| |||
Rewards | |||||
Maximum HP UP | |||||
World(s) | |||||
Keyblade Graveyard |
Location | HP | EXP | Strength | Defense | |
Keyblade Graveyard | 600 | 0 | 26 | 15 | |
Physical | Fire | Blizzard | Thunder | Dark | Other |
x1.0 | x1.0 | x1.0 | x1.0 | x1.0 | x1.0 |
Stun | Freeze | Mini | Blind | Ignite | Confuse |
x1.0 | x0 | x0 | x0 | x0 | x0 |
Bind | Poison | Slow | Stop | Sleep | Death |
x0 | x0 | x0 | x0 | x0 | x0 |
Zero Gravity | Magnet | Warp | |||
x0 | x0 | x0
| |||
Rewards | |||||
Maximum HP UP | |||||
World(s) | |||||
Keyblade Graveyard |
Location | HP | EXP | Strength | Defense | |
Neverland | 550 | 0 | 23 | 14 | |
Physical | Fire | Blizzard | Thunder | Dark | Other |
x1.0 | x1.0 | x1.0 | x1.0 | x1.0 | x1.0 |
Stun | Freeze | Mini | Blind | Ignite | Confuse |
x1.0 | x1.0 | x0 | x0 | x1.0 | x0 |
Bind | Poison | Slow | Stop | Sleep | Death |
x0 | x1.0 | x0 | x0 | x1.0 | x0 |
Zero Gravity | Magnet | Warp | |||
x1.0 | x0 | x0
| |||
Rewards | |||||
Maximum HP UP Ghost Drive, Peter Pan's D-Link, Pixie Petal | |||||
World(s) | |||||
Neverland |
Location | HP | Strength | Defense | EXP | |||||||
Land of Departure | 2600 | 63 | 32 | 0 | |||||||
Keyblade Graveyard | 2600 | 59 | 30 | 0 | |||||||
Physical | Fire | Blizzard | Thunder | Water | |||||||
×1.0 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | |||||||
Aero | Dark | Neutral | Rapid-fire | ||||||||
×1.0 | ×1.0 | ×1.0 | ×0.5 | ||||||||
Freeze | Electrify | Stun | Hunny | ||||||||
✕ | ✕ | ✕ | ✕ | ||||||||
Reaction Endurance |
Revenge Value |
Attraction Magnification |
Damage Limit | ||||||||
0[1]/5[2] | 6 | —[3]/×0.5[4] | 24
| ||||||||
Rewards | |||||||||||
Sora: Max MP +5 (Keyblade Graveyard)[5] | |||||||||||
World(s) | |||||||||||
Land of Departure, Keyblade Graveyard | |||||||||||
Vanitas | |||||||
---|---|---|---|---|---|---|---|
Japanese | ヴァニタス | ||||||
Rōmaji | Vanitasu | ||||||
Game | Kingdom Hearts Birth by Sleep | ||||||
| |||||||
|
Location | HP | EXP | Strength | Defense | |
Keyblade Graveyard | 700 | 0 | 26 | 15 | |
Physical | Fire | Blizzard | Thunder | Dark | Other |
x1.0 | x1.0 | x1.0 | x1.0 | x1.0 | x1.0 |
Stun | Freeze | Mini | Blind | Ignite | Confuse |
x0 | x0 | x0 | x0 | x0 | x0 |
Bind | Poison | Slow | Stop | Sleep | Death |
x0 | x0 | x0 | x0 | x0 | x0 |
Zero Gravity | Magnet | Warp | |||
x0 | x0 | x0 | |||
World(s) | |||||
Keyblade Graveyard |
Vanitas's Recreated Data | |||||||
---|---|---|---|---|---|---|---|
Japanese | ヴァニタスの再現データ | ||||||
Rōmaji | Vanitasu no Saigen Dēta | ||||||
Translation | Vanitas's Recreated Data | ||||||
Game | Kingdom Hearts III Re Mind | ||||||
| |||||||
|
Location | HP | Strength | Defense | EXP | |||||||
Radiant Garden (Garden of Assemblage) |
3000 | 0 | |||||||||
Physical | Fire | Blizzard | Thunder | Water | |||||||
×1.0 | ×0.5 | ×0.5 | ×0.5 | ×0.5 | |||||||
Aero | Dark | Neutral | Rapid-fire | ||||||||
×0.5 | ×0.5 | ×0.85 | ? | ||||||||
Freeze | Electrify | Stun | Hunny | ||||||||
✕ | ✕ | ✕ | ✕ | ||||||||
Reaction Endurance |
Revenge Value |
Attraction Magnification |
Damage Limit | ||||||||
? | 6.5 | — | ?
| ||||||||
Rewards | |||||||||||
AP Boost | |||||||||||
World(s) | |||||||||||
Radiant Garden | |||||||||||
Vanitas is a boss in Kingdom Hearts Birth by Sleep, fought by Terra, Aqua, and Ventus. While he only faces Terra as an aid to Master Xehanort during their final battle, he battles Ventus in hopes of making him stronger and with the goal of fusing with him in the end to create the χ-blade. Should Ventus fail to serve his purpose, he wishes to use Aqua as his backup plan. Vanitas appears as a boss six times in Kingdom Hearts Birth by Sleep.
In Kingdom Hearts III, Vanitas also appears as a boss at the Land of Departure against Aqua in a bid to collect Ventus's body, and at the Keyblade Graveyard alongside Terra-Xehanort against Sora, Ventus, and Aqua. A data replica of him is also a optional boss in Kingdom Hearts III Re Mind.
Strategy[edit]
Kingdom Hearts Birth by Sleep[edit]
Terra's scenario[edit]
The only time Vanitas ever faces Terra in combat is during the final battle with Master Xehanort, during which Vanitas assists Master Xehanort in a battle against the young Keyblade wielder. During this battle, Terra has access to D-Links, Shotlocks, and Command Styles. While clearing this boss fight without the use of these special powers and abilities is quite possible, it is recommended that Terra instead make full use of them.
It is very important that Terra immediately go on the offensive against Vanitas at the start of the battle, as he has two powerful bosses attacking him simultaneously; fortunately, only Vanitas must be defeated to progress. Vanitas will not attack often and will mainly attempt to dodge the Terra's attacks, but certain abilities such as Chaos Rave will allow Terra to stay on him. When Vanitas vanishes, Slide out of the way; if Terra does not, he will fall victim to an downward strike from Vanitas with his Keyblade. When Vanitas sinks into the ground, only visible by a moving pool of darkness, immediately chain Slides together. Otherwise, Terra will be bombarded with fireballs as the boss reemerges. Vanitas may leap into the air bombarding Terra with dark lightning, or he even may shoot a single, large fireball that later splits into three homing ones. Slide can be used to dodge these attacks, as well.
Once enough HP has been depleted from Vanitas, the battle will automatically end, regardless of how much of it currently remains, but in the PS4 version, it will end when his health's completely gone. However, remember that Master Xehanort is also present during the battle, and he may strike Terra with his Keyblade or shoot a long-range, dark Blizzard spell in his direction. Master Xehanort may also combine the two attacks, assaulting Terra with a fast-paced physical combo and ending it with a Blizzard spell that can freeze Terra, leaving him open to both Vanitas and Master Xehanort's attacks.
Ventus's scenario[edit]
First battle[edit]
Vanitas first fights Ventus in a two-part boss battle after luring him to the Keyblade Graveyard. The first will end once enough HP has been depleted from Vanitas, or if Vanitas depletes Ventus's HP to 0, while the second begins soon afterwards. However, in the second part of the battle, Ventus has the assistance of Mickey Mouse. He will also have access to Shotlocks, Command Styles, and D-Links, increasing the easiness of winning the battle along with Ventus's normal abilities.
Vanitas at first challenges Ventus with the goal of testing his power. During the first part of the two-part battle, Ventus should go on the offensive while also following a hit-and-run strategy, using both physical and magical attacks in a balanced manner before fleeing Vanitas's close combat attacks. Vanitas may disappear during the battle, but Ventus should immediately Dodge Roll, or he will fall victim to his downward strike if they do not dodge. The boss may also shoot a single, large fireball at Ventus that will soon separate into three smaller, homing fireballs after traveling forward in the his direction. Dodge Roll again can be used to avoid this attack. If Vanitas leaps into the air, he may strike Ventus with a dark lightning attack, which has a relatively long range. Dodge Roll is recommended in terms of avoiding it. lastly, Vanitas may perform a simple two-hit physical combo, an attack easily dodged with Dodge Roll.
In terms of offensive tactics, Mine Square and Tornado are highly recommended for use, as they will deal great damage to the boss, as well as interrupt his attacks. Other good weaknesses to exploit are the boss's vulnerabilities to Magnet, Aero, and Gravity magic. Each of these spells temporarily hoist him into the air, leaving him open to major damage, although timing is key to successfully use these attacks on him. This rule applies to all of his battles. Whatever physical attacks Ventus attempts should be the most powerful in his arsenal. Continuation to use powerful physical and magic attacks is the key to ending the first part of the two-part battle with ease and minimal damage.
Now that Mickey has joined Ventus in his battle with his darkness, Vanitas is forced to eliminate them both. His HP will be the same as what it was depleted to in the first part of the battle, and will also use the same battle tactics. Ventus can follow the same strategies as in the last battle to defeat Vanitas this time. In terms of Mickey fighting alongside Ventus, his physical attacks are strong, and there is no need to worry when his HP reaches 0. He will automatically revive himself in time. One major advantage to fighting with Mickey is that he will grant Ventus the usage of a powerful offensive ability, Burst of Faith. Again, continue using the same strategies as the first part of the battle, and take advantage of Mickey's presence.
Second battle[edit]
Ventus initiates the second battle with the embodiment of his darkness, after Vanitas had attempted to eliminate Aqua by ambushing her. His HP has not increased since the two-part battle, but Ventus no longer has Mickey to aid him. By now, Ventus should not need his presence. The only thing Ventus needs to worry about would be the new attacks added to Vanitas's arsenal.
Vanitas will begin the battle by jumping onto a vortex of flying Keyblades. As he travels around the battlefield, he will cast dark Blizzard spells in Ventus's direction. These Blizzard spells have strong homing capabilities, but they can be dodged with relative ease. Fire Glide, Shotlocks, and other magic attacks can be used to make Vanitas fall from the flying Keyblades. If Ventus doesn't knock him off the Keyblade vortex, when returning to the ground, he will imbue the Void Gear with darkness, strengthening his attack power. Vanitas also may sink into the ground once he dismounts the Keyblade storm, visible only as a mobile pool of darkness. Vanitas will travel to Ventus's location, so Dodge Roll to prevent being hit by several fireballs. He may perform this attack up to three times in a row.
Vanitas's other attacks are the same as those he used in the first encounter with him, save for his two-hit combo, which now adds a blue crescent-shaped wave of energy. Also, when he teleports behind Ventus, his downward strike now causes a large pillar of ice to erupt out of the ground. But they can be dodged the same way. As with the last battle, careful timing of Dodge Roll and a balanced use of physical and magic attacks are the key to winning this battle. However, this battle can be won purely with Reprisals (Reversal Slash, Counter Rush, etc.) as almost all of his attacks can be countered this way.
Third battle[edit]
The final battle with Vanitas has come; Vanitas has entered Ventus's heart, fusing with him and creating an incomplete version of the χ-blade. This tremendous weapon has not only increased the strength of his attacks and changed those he can use, but his HP has also increased a great deal. Ventus has access to D-Links, Shotlocks, and Command Styles during this battle, so make full use of them.
Vanitas will first charge his weapon, surrounding it and himself in a damaging aura. The attack is indicated by the lines "Forge the χ-blade!", "What's yours is mine!", or "Show me anguish!" He will then proceed to lunge at Ventus with the massive weapon, slam the ground and create an X-shaped shockwave, perform another lunging slash, and even shoot a homing blast of energy in the shape of an "X" at Ventus. Dodge Roll can be used to avoid this attack. If Vanitas is attacked while charging the χ-blade, the attack is cancelled, so Reversal Slash can be used to avoid damage altogether and cancel out the attack. The boss also still favors the dark lightning attack, and he still has the ability to vanish and appear behind Ventus. However, rather than performing a single, downward strike, Vanitas will perform Dark Splicer, a similar attack to Time Splicer, wherein he will slash Ventus multiple times while teleporting around him to attack from all sides. Dodge Roll until he stops or, a more preferable option, block his attack. This leaves the boss open to damage from Counter Rush.
Vanitas also may begin to utilize Dark Spiral, a charging attack akin to Riku's Dark Aura, charging at Ventus at a fast pace multiple times, while the χ-blade cloaks him in dark energy. Dodge Roll can be used to avoid this. The attack can be predicted by the quotes "There's no escape!", or "Darkness waits!" While Ventus should continue to use a hit-and-run strategy, it is advised to use Tornado and Mine Square to interrupt Vanitas's combos while still dealing great damage to him. Physical attacks should not be used as the main offense, as this will open Ventus to Vanitas's attacks. Instead, utilize magic or other long-ranged attacks to the fullest.
Once Vanitas's HP falls to 1, he will shatter the Station of Awakening he and Ventus are fighting on. The two Keyblade wielders now float in a dark realm amidst the remnants of the Station of Awakening. Ventus will then D-Link with Vanitas, copying Vanitas's Dark Splicer and Dark Spiral attacks, but cannot heal. Vanitas will gain access to a Shotlock called "Dark Cannon", in which he fires a beam of darkness; Ventus's Shotlock will also change to a light version of this attack called Dark Link. The only way to fill the D-Link's Command Gauge is to counter Vanitas's attacks with the D-Link's corresponding attacks:
- If Ventus and Vanitas both use Dark Splicer at the same time, Ventus must press the right buttons when prompted to dodge Vanitas and counter.
- If Ventus uses Dark Spiral when Vanitas uses Dark Cannon or Dark Spiral, Ventus must rotate counterclockwise to win the grapple.
- If Ventus uses Dark Link when Vanitas uses Dark Cannon or Dark Spiral, Ventus must rapidly tap , in Japan, to win the grapple.
When the gauge is filled by repeated clashes, Ventus will gain access to the Last Word finish command, which he must use to finish Vanitas off once and for all. However, Ventus can miss when performing this attack, therefore timing is crucial.
Aqua's scenario[edit]
First battle[edit]
Vanitas first challenges Aqua in the Radiant Garden. While his attacks are the same as in the early battles of Ventus's scenario, keep in mind that Aqua favors magic, which calls for a change in strategy. Aqua has access to D-Links, Command Styles, and Shotlocks in this battle, and they should be used if possible to gain the upper hand in battle.
Aqua should go on the offensive while also following a hit-and-run strategy, using magical attacks as her primary source of dealing damage. Vanitas may disappear during the battle, so Aqua should immediately Cartwheel, or fall victim to his downward strike if she does not dodge the assault. Vanitas may also shoot a single, large fireball at Aqua that will soon separate into three smaller, homing fireballs after traveling forward in the her direction. Cartwheel again can be used to avoid this attack. If Vanitas leaps into the air, he may strike Aqua with a dark lightning attack, which has a relatively long range. Cartwheel is recommended in terms of avoiding it. Lastly, Vanitas may perform a simple two-hit physical combo, an attack easily dodged with Cartwheel. In terms of offensive tactics, Seeker Mine and Raging Storm are highly recommended for use, as they will deal great damage to the boss, also interrupting his attacks. The Sleep magic command works great as it inflicts sleep status, leaving Vanitas at Aqua's mercy. Whatever physical attacks Aqua attempts should be the most powerful in her arsenal.
Second battle[edit]
Vanitas next challenges Aqua in Neverland. Aqua has access to D-Links, Command Styles, and Shotlocks in this battle, and they should be used if possible to gain the upper hand in battle.
Aqua should go on the offensive while also following a hit-and-run strategy, using magical attacks as their primary source of dealing damage. Vanitas may disappear during the battle, so Aqua should immediately Cartwheel, or instead will fall victim to his downward strike. The boss may also shoot a single, large fireball at Aqua that will soon separate into three smaller, homing fireballs after traveling forward in the Aqua's direction. Cartwheel again can be used to avoid this attack. If Vanitas leaps into the air, he may strike Aqua with a dark lightning attack, which has a relatively long range. Cartwheel is recommended in terms of avoiding it. Vanitas may proceed to sink into the ground, visible only as a pool of darkness that will move to Aqua's location. Unless Aqua Cartwheels away, she will be hit by several fireballs. Lastly, Vanitas may perform a simple two-hit physical combo which now adds a homing, blue, crescent-shaped wave of energy, an attack easily dodged with Cartwheel. In terms of offensive tactics, Seeker Mine and Raging Storm are highly recommended for use, as they will deal great damage to the boss, also interrupting his attacks. Whatever physical attacks the Aqua attempts should be the most powerful in her arsenal.
- Ventus's scenario (First battle), Aqua's scenario (First battle)
Technique | Element | Status | Power | Block? | ||
---|---|---|---|---|---|---|
Continuous Slash (連続斬り Renzokukiri ) |
Physical | — | 1.5 + 2.0 | ◯ | ||
Performs a rushing slash, followed by a spinning slash. | ||||||
Warp Downslash (ワープ切り下ろし Wāpu Kirioroshi ) |
Physical | — | 1.5 | ◯ | ||
Warps above the opponent, leaving an afterimage, then swings his weapon down while falling. | ||||||
Used as counterattack. | ||||||
Dark Firaga (ダークファイガ Dāku Faiga , lit. "Dark Figa") |
Fire | — | Main: 2.5 Split: 1.5 x5 |
△ | ||
Shoots a fireball that tracks the opponent. On the way, the fireball splits into 5 and start flying at high speed. | ||||||
Dark Thundaga (ダークサンダガ Dāku Sandaga ) |
Neutral | — | 2.5 | X | ||
Jumps up and shoots lightning in a fan shape diagonally downward. | ||||||
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked. |
Special Commands | |||||||
---|---|---|---|---|---|---|---|
Special Command | Element | Power | Command Gauge | Description | |||
Burst of Faith (ホーリーバースト Hōrī Bāsuto , lit. "Holy Burst") |
Neutral | 1.5 x2 + 1.5 x4 | +10 | Only available during the first battle in Ventus's scenario. Can be used after pressing near King Mickey while he charges energy. Stand back-to-back with King Mickey, create a shower of lights while spinning by pressing ( in the Japanese version) when prompted, and finish by sending out a burst of sparks. | |||
Avenger Rush (ラッシュカウンター Rasshu Kauntā , lit. "Rush Counter") |
Neutral | 2.5 | +40 | Only available during the first battle in Ventus's scenario. Can be used after successfully defending King Mickey from an attack. Counterattack with a flurry of blows. |
- Terra's scenario, Ventus's scenario (Second battle), Aqua's scenario (Second battle)
Technique | Element | Status | Power | Block? | ||
---|---|---|---|---|---|---|
Continuous Slash (連続斬り Renzokukiri ) |
Weapon | Physical | — | 0.5 + 1.0 | ◯
| |
Blade of darkness | Physical | — | 0.5 | △ | ||
Performs a rushing slash, followed by a spinning slash. May also fire a crescent-shaped blade of darkness. | ||||||
Warp Downslash (ワープ切り下ろし Wāpu Kirioroshi ) |
Weapon | Physical | — | 1.0 | ◯
| |
Crystal of darkness | Physical | — | 0.5 | △ | ||
Warps above the opponent, leaving an afterimage, then swings his weapon down while falling, simultaneously making a crystal of darkness thrust up from the ground. | ||||||
Used as counterattack. | ||||||
Dark Firaga (ダークファイガ Dāku Faiga , lit. "Dark Figa") |
Fire | — | Main: 1.5 Split: 1.0 x5 |
△ | ||
Shoots a fireball that tracks the opponent. On the way, the fireball splits into 5 and start flying at high speed. | ||||||
Dark Thundaga (ダークサンダガ Dāku Sandaga ) |
Neutral | — | 1.5 | X | ||
Jumps up and shoots lightning in a fan shape diagonally downward. | ||||||
Shadow Dive (シャドウダイブ Shadou Daibu ) |
Weapon | Neutral | — | 1.0 | X
| |
Jump out | Neutral | — | 2.0 | X | ||
Shock wave | Neutral | — | 0.5 | X | ||
Flames | Neutral | — | 0.5 | X | ||
Flame pillar | Neutral | — | 1.0 | X | ||
Swings down weapon and dives into the ground, follows the opponent, then jumps out of the ground while swinging his weapon, creating a shock wave. After doing this 1-3 times, sprays flames around him on the final jump out. The flames fly in a parabolic curve and create flame pillars when they hit the ground. | ||||||
Keyblade Ride (キーブレードライド Kīburēdo Raido ) |
Rush | Physical | — | 1.5 | △
| |
Ice bullets | Blizzard | — | 0.5 x3 | △ | ||
Flies around on a bunch of Keyblades, either firing a set of 3 ice bullets, or rushing at the opponent. | ||||||
Only used in Ventus's scenario, and always starts with this attack. | ||||||
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked. |
- Ventus's scenario (Third battle)
Technique | Element | Status | Power | Block? | ||
---|---|---|---|---|---|---|
Continuous Slash (連続斬り Renzokukiri ) |
Weapon | Physical | — | 0.5 + 1.5 | ◯
| |
Blade of darkness | Physical | — | 0.5 | △ | ||
Performs a rushing slash, a spinning slash, and fires a crescent-shaped blade of darkness. | ||||||
Only used during normal combat. | ||||||
Dark Thundaga (ダークサンダガ Dāku Sandaga ) |
Neutral | — | 1.5 | X | ||
Jumps up and shoots lightning in a fan shape diagonally downward. | ||||||
Only used during normal combat. | ||||||
X Discharge (Xディスチャージ X Disuchāji ) |
Shock wave | Neutral | — | 1.0 per hit | X
| |
Spin Slash | Neutral | — | 1.5 | X | ||
Jump Slash | Neutral | — | 1.0 | X | ||
X-shape Slash | Neutral | — | 2.0 | X | ||
X-shape Blade | Neutral | — | 1.0 | X | ||
After releasing a shock wave from his body, he performs a spinning slash, followed by a jumping slash that releases shock waves in 4 directions, followed by another spinning slash, followed by an X-shaped slash which fires an X-shaped blade. | ||||||
Only used during normal combat. | ||||||
Dark Splicer (ダークスプライサー Dāku Supuraisā ) |
Dark | — | 1.0 - 1.5 per hit | ◯ | ||
Warps to the opponent's side and performs several slashes one to several times. The warping itself also damages the opponent. The attack's power depends on the action used. | ||||||
Can be used as a counterattack. During the phase after breaking the Station of Awakening, this attack is used either separately or at the same time as Ventus's Dark Splicer, which can be used to counter Vanitas's. | ||||||
Dark Spiral (ダークスパイラル Dāku Supairaru ) |
Neutral | — | 2.0 x3 | X | ||
Rushes 3 times with the χ-blade held sideways. | ||||||
During the phase after breaking the Station of Awakening, this attack can be countered with either Dark Spiral or Dark Link. | ||||||
Dark Cannon (ダークキャノン Dāku Kyanon ) |
Neutral | — | 2.0 per hit | X | ||
After locking-on multiple times, turns towards the opponent and fires a laser. | ||||||
Only used after breaking the Station of Awakening. Can be countered with either Dark Spiral or Dark Link.
| ||||||
When at 1 HP, Vanitas becomes invincible while he breaks the Station of Awakening, giving Ventus access to his D-Link afterwards. During that time, Vanitas can only use Dark Splicer, Dark Spiral or Dark Cannon. The D-Link's command gauge must be filled by winning clashes to get access to Last Word, which is required in order to drop Vanitas's HP to 0. | ||||||
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked. |
Kingdom Hearts III[edit]
First battle[edit]
Aqua battles Vanitas at the Land of Departure. Unlike Sora, Aqua does not have the ability to switch Keyblades nor use Links. However, she does have access to Spellweaver, Shotlocks and Grand Magic.
Vanitas's moveset is nearly identical to how it was in Birth by Sleep. He can perform a two-hit combo, the finisher sending out a shockwave, crash down on Aqua and summon an icicle in the process, and melt into the ground before emerging under a hail of fireballs. He also has the ability to cast Dark Firaga, which is either a slow-moving orb that splits into multiple fireballs, or a fast-moving fireball. Vanitas generally doesn't stagger from attacks while attacking (exceptions may occur), cartwheeling, or backflipping. To get an opening on combo, either attack him while he is approaching Aqua or reprisal with Counter Blast at the end of his Shadow Dive and Downward Warp Slash attacks.
If Aqua is far away, he typically enacts any of the following actions: uses Dark Firaga and Shadow Dive; uses Shadow Dive four times (the fourth action may change into a Downward Warp Slash); runs up to Aqua; runs to a certain extent and then uses either Downward Warp Slash or Shadow Dive.
If Aqua is nearby, he typically cartwheels around her and uses either Continuous Slash or Downward Warp Slash.
Second battle[edit]
Vanitas's final stand occurs at the Keyblade Graveyard, where he and Terra-Xehanort team up to decimate the Guardians of Light. Sora has Aqua and Ventus as party members.
In this fight, Vanitas behaves almost exactly the same as in his first battle, however here he does not use Shadow Dive consecutively. If Terra-Xehanort is targeting Sora, Vanitas will typically target Ventus and Aqua (especially Ventus). However, he may still intervene if Sora is attacking Terra-Xehanort by attacking Sora with Downward Warp Slash and Continuous Slash.
When Vanitas is reduced to 20% HP, or after Terra-Xehanort is defeated, he gains a new attack in which he summons a Keyblade twister and rides on it, often barreling into the party or firing Blizzard salvos, the latter of which can be guarded or even deflected back at Vanitas at the right angle. Eventually, Vanitas will guide the twister towards the center and surround himself with the Keyblades, often sending then groups at a time at Sora. He is completely vulnerable while doing this, so it is possible to get up to Vanitas with an Airstep and pelt him with reprisal upon reprisal. Once this is done, he continues the fight as normal, though he does occasionally continue this attack.
It is recommended to defeat Vanitas first since Terra-Xehanort's desperation attack is even more dangerous to deal with when Vanitas is around. Vanitas and Terra-Xehanort will try to blindside Sora if he remains too occupied with either opponent so keeping them both within view is crucial. Bringing Vanitas into the air for an air combo is recommended to make sure Sora's attacks are not interrupted. Fending off Terra-Xehanort should be a priority if he is attacking Sora but it is important to make sure his health does not reach 50% because that will be the period he starts using his desperation move. When that happens using long ranged attack on Vanitas, such as magic or shotlocks, is useful for adding damage to him while Aqua and/or Ventus keep him pressured. As keeping an eye on both opponents is necessary, being an opportunist is important and taking whatever opening available is key. Should Aqua or Ventus catch Vanitas in an air combo, feel free to air step over and follow up with another air combo. Keep this up and Vanitas will fall, giving the party free reign to finish off Terra-Xehanort.
Technique | Element | Status | Power | Block? | Repel LV | |
---|---|---|---|---|---|---|
Continuous Slash (連続斬り Renzokukiri ) |
(weapon) | Physical | — | 0.8 + 0.4 | △ | 2
|
(shockwave) | Physical | — | 1.0 | △ | — | |
Swings weapon downward while somersaulting, firing a shock wave directly forward. | ||||||
Warp Downward Slash (ワープ斬り下ろし Wāpu Kiri Oroshi ) |
(weapon) | Physical | — | 1.0 | △ | 2
|
(icicle) | Blizzard | — | 0.5 | △ (Risk Dodge) | 2 | |
Warps directly over opponent and swings weapon downward as an icicle protrudes from below. | ||||||
Dark Firaga (ダークファイガ Dāku Faiga , lit. "Dark Figa") |
(before split) | Fire | — | 1.0 | △ | 2
|
(after split) | Fire | — | 0.3 per hit | △ | — | |
Launches a homing fireball; it advances slowly, then splits into five fireballs that move at high speed. | ||||||
Shadow Dive (シャドウダイブ Shadou Daibu ) |
(weapon) | Physical | — | 0.25 | △ | 2
|
(fireball) | Fire | — | 0.4 per hit | △ | — | |
Dives underground, then leaps out while swinging his weapon and scatters fireballs around himself. | ||||||
Keyblade Ride (キーブレードライド Kīburēdo Raido ) |
(ice projectiles) | Blizzard | — | 0.3 per hit | ◯ | 2
|
(charge) | Physical | — | 1.0 per hit | △ | — | |
(launched bundles) | Physical | — | 1.2 per hit | △ | 2 | |
Rides upon a mass of Keyblades and attacks in the following sequence: fires a barrage of homing ice projectiles → charges opponents three times → causes the Keyblade mass to swirl around himself and launches 10 masses of them at opponents. | ||||||
Only used in the second battle, when at low HP and at the start of the fight if he is the only remaining target. | ||||||
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked. |
Kingdom Hearts III Re Mind[edit]
Keyblade Graveyard[edit]
Vanitas's first battle in Re Mind is a revisit of his and Terra-Xehanort's battle from the base game. For the first part of the fight, the player plays as Aqua with Ventus as a party member. Once Sora joins the battle, the player can choose to play as Aqua with or Sora with . When playing as Aqua, she and Ven can use the Icy Slider Team Attack.
Data Rematch[edit]
Vanitas's data serves as a boss in the Limitcut Episode, where his moveset has been heavily upgraded. Several of Vanitas' attacks can Freeze Sora, so it is recommended to equip Freeze Protection through equipment such as the Snowman Rosette armor or the Crystal Snow Keyblade. Due to some of Vanitas's openings that involve teleporting can only be obtained through the use of a well-timed pre-launch Aero, it is essential to have it assigned on the shortcut men. Aerora and Aeroga are preferrable here due to their larger range. Using accessories like Rune Ring and Flanniversary Badge to ensure that you have enough magic to exploit this opening, especially when fighting Vanitas with all pro codes on. Having Block Replenisher support ability equipped can help greatly in this matter since you can block a lot during this fight and avoid going into MP recharge. As far as reprisal goes, Counter Slash or Counter Kick are preferrable as they had longer forward reach compared to Counter Impact.
If Vanitas appears in the air above Sora, he is doing his triple downward slash combo. He will do three downward slashes, with the last breaking Sora's guard and leaving a cluster of ice on the ground. If Sora is hit by this third strike, he may get frozen. Block each strike, risk dodge after Sora's guard is broken, and attack. If Sora is in the air when blocking the third strike, he can perform a normal reprisal and still hit Vanitas for the punish.
If Vanitas dives into a red circle on the ground, he is doing his Fire fountain combo. He will dive and approach Sora, then rise out of the ground, raining down several Fire spells. He will repeat this two more times - dodge roll towards Vanitas' red circle as it approaches each time. Depending on the height of his first two jumps, Vanitas will then end the combo in one of two ways:
- If he rises very high for all 3 jumps, Vanitas starts falling after the third fountain, he will land on the ground and be open to attack - Airstep to him and strike. Be careful not to Airstep too early, or Sora will be above Vanitas and will miss.
- If the first and second jump was shorter than his third jump, Vanitas disappears quickly after the third fountain and re-appears above Sora, he will perform a guard-breaking downward slash that leaves a cluster of ice. Block, then risk dodge after the guard break, and attack. If Sora is caught in the air when he guards, performing a normal reprisal will still hit Vanitas and leave him open to attack.
If Vanitas cartwheels some distance away and casts two Fire spells, he is doing his Fire combo. For each set of two shots, the lower fireball is fast while the upper fireball is slow and will break into smaller ones after a brief moment. He will cast two sets of these, then will rapidly teleport 5 times on the left, then right, left, right, and finally left before casting one fast Fire spell. Afterwards, he will cast a quick Fire up close, teleport twice and shoot a slow-moving Fire, shoot a fast-moving Fire, do a cartwheel, and cast one final Fire spell. Block the first two sets of Fire spells, and when he starts his five-teleport sequence, keep an eye on the left and count three teleports. Just before he casts his Fire, dodge roll towards him and attack. It is also possible to block and then Airstep to him to attack instead. If this fails, quickly block the next Fire, wait a moment to guard the slow Fire and the fast one, wait for the cartwheel, and then block the final Fire.
If Vanitas cartwheels to the side and fires white beams at Sora, this is his white beam combo. He will fire three beams, with the third spinning. He will then repeat the three-beam combo, and backflip away. Guard the first beam, then use Counter Kick to close the distance and attack. It is common to get hit by the first couple of hits unexpectedly, but it is very possible to recover and block the remaining hits.
If Vanitas appears far away but instantly teleports before materializing (essentially, a black ball in the distance), he will do his six-hit combo. He will perform four quick flashes at Sora with the fourth being a downward slash, then he will cartwheel on the ground, and follow up with two more hits. Guard immediately when Vanitas teleports at the start, block the first four hits, wait for the cartwheel, and then block the last two hits. To get the opening for this move, you must cast Aerora/Aeroga before he starts this attack and stay near the wind but not too close to the centre to avoid Sora going into a jump animation. If you are next to a wall, launching Aerora/Aeroga to the outside of the wall can prevent the jumping animation from happening.
When Vanitas' revenge value is hit, he will teleport above Sora and perform a single downward slash, which can be blocked.
Vanitas has two type of patterns that he will follow for the 1st phase and he may cycle through the other pattern if he doesn't perform his ultimate attack.
Pattern A
Triple Downward Slash Combo -> Fire fountain Combo + Downward Slash -> Six-hit Combo -> White Beam Combo -> Fire Combo
Pattern B
White Beam Combo -> Fire fountain Combo -> Fire Combo -> White Beam Combo -> Six-hit Combo
If Vanitas appears on the opposite side of the stage with a dark portal, he is performing his ultimate attack. A cloud of Keyblades will emerge from the portal, and Vanitas will ride on it. From here he will fire three Blizzards, perform a blue-tinted dash at Sora, fire another three Blizzards, blue dash, fire six Blizzards, and finally perform a pink dash. The blue dashes are blockable, however the Blizzards and the pink dash are unblockable. When he starts this move, Doubleflight into the air and glide away from Vanitas, which should make the Blizzards miss. When he blue dashes, Air Slide or block to avoid it. After dodging the pink dash, enter focus and Airstep to Vanitas as he lands to attack. Alternatively, it is also possible to cancel this entire move by hitting Vanitas with Thunder when the dark portal is still visible - just keep an eye on the far edge of the stage to know when to cast.
When Vanitas has about six bars of HP left, he will perform a variation of his ultimate attack. He will summon his cloud of Keyblades again, but this time form a large orb around himself. Streams of Keyblades and Vanitas shadows will fly out of the orb - the Vanitas shadows can be blocked, however the Keyblades cannot be blocked since they are glowing pink. The shadows will come from the sides while the keyblades will appear from the centre of the core. There is a recurring pattern where if 2 shadows attack at once and then comes a third shadow or if the 3 shadows came out fast and hit you one at a time, the next attack will be the keyblades streams. He will perform the following combos in sequence:
- First combo: Two streams will go into the ground and two Vanitas shadows will attack, then a third will appear. Block the first two shadows, pause, and block the third.
- Second combo: One pink stream of Keyblades will approach, then four Vanitas shadows will strike in a slow sequence with the last one having a large white flash on its strike. Three Vanitas shadows will appear and attack in a quick sequence. Dodge the stream, carefully block the four slow shadows, then block the three quick shadows.
- Third combo: Three sets of pink Keyblade streams will approach, then three Vanitas shadows will strike in a quick sequence, and one pink Keyblade stream will approach. Dodge the first stream, block the three shadows, and dodge the second stream.
- Fourth combo: One pink Keyblade stream will approach, two Vanitas shadows will attack, pause, a third will strike with a white flash, another pink stream of Keyblades will approach, and one final Vanitas shadow will strike with a white flash. Dodge the stream, block the two shadows, pause, block the one shadow, dodge the stream, pause, and block the last shadow.
Due to the frequent pauses, it is usually safer to wait for the shadows to approach instead of guarding their attacks too early.
This Keyblade cloud move can be cancelled the same way as before, with a Thunder while the dark portal is still visible. Since he will use the move at about six HP bars remaining, watch his HP carefully and prepare a Thunder cast when he is close to the threshold.
After the variant of his ultimate attack (whether it was cancelled or not), Vanitas will be in his second phase and will gain some new attacks. The opening for these attacks can only be exploited through the use of a well timed Aerora/Aeroga while Sora is stationary. If you case Aero while moving Sora will end up going into the spring board or out of the hitbox range to force Vanitas out of the teleport.
- If Vanitas fires a single slow Fire before disappearing, he will do his fireball-plus-Teleport Slashes combo. He will appear with an upward slash while the fireball is still far away, then the fireball will break into pieces and approach, and Vanitas will follow with a quick slash. Vanitas will then shoot two fast Fires, do an upward slash. If Vanitas retaliate from the previous opening, wait around two seconds after he vanished before casting Aerora/Aeroga in the opposite direction of the camera, then guard when you see the second yellow cursor from afar to guard his teleport slash and he will be knocked out of the teleport. While he can be knocked and punished right there, the fireball attack will split and hit Sora so be sure to guard and reprise that unless you use Counter Kick for the I-frames from the previous guard. You could technically get the opening with Aerora/Aeroga after you block the split fireball attacks but the timing is quite strict so its better to just prepare for its early windows of punish. If Sora unleashed aero anywhere that is considered front angle for this particular move, Vanitas will not get knocked out after the guard whether he move backwards within the wind hitbox.
- He will do three white beams with a teleport in between each starting from the left. He will perform a cartwheel just before the last white beam.
- If Vanitas flings a stream of Keyblades from his hand, he is doing his Keyblade flurry combo. He will fling two streams, pause, fling a third stream, perform an upward slash, pause, fling another stream, and finally spiral into the air with a fountain of Keyblades. Carefully time a block for each attack, keeping the pauses in mind if you had no MP to use. To get the opening here, dodge roll the first two Keyblade streams, cast Aero as soon as the second keyblade stream fully launched (no more keyblade came out from the tip of Void Gear) then guard the 3rd Keyblade stream and guard his upward slash before reprising and punishing him.
Like phase 1, he has two type of pattern for phase 2 after his second variation ultimate attack that goes as follows. If you didn't beat Vanitas when both pattern C and D are out, he may do another Keyblade Flurry combo at the end of any two pattern or if you are a few hits away from defeating Vanitas before doing the second variant of his ultimate attack again.
Pattern C
White Beam Combo -> Fire Fountain Combo + Downward Slash -> Fire Combo -> White Beam Combo -> Keyblade Flurry Combo
Pattern D
Triple Downward Slash Combo -> Fireball-Plus-Teleport Slashes Combo -> White Beam Combo (2nd variation) -> Fire Combo -> Keyblade Flurry Combo
Videos[edit]
Vanitas and Xehanort – Kingdom Hearts Birth by Sleep (Terra) | Vanitas I – Kingdom Hearts Birth by Sleep (Ventus) | Vanitas II – Kingdom Hearts Birth by Sleep (Ventus) |
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Vanitas I – Kingdom Hearts Birth by Sleep (Aqua) | Vanitas II – Kingdom Hearts Birth by Sleep (Aqua) | Vanitas I – Kingdom Hearts III |
Vanitas and Terra-Xehanort – Kingdom Hearts III | Vanitas – Kingdom Hearts III | Vanitas and Terra-Xehanort – Kingdom Hearts III Re Mind |
Vanitas's Recreated Data – Kingdom Hearts III Re Mind | ||
Notes and references[edit]
Original bosses |
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Riku | Riku Replica | Shadow Roxas | Hostile Program | Lingering Will | Anti-Riku | Data-Riku | Terra | Ventus | Aqua | Braig | Vanitas | Master Eraqus | Master Xehanort | Ventus-Vanitas | Terra-Xehanort | Young Xehanort | Armor of Eraqus | No Heart Phantom Aqua | Anti-Aqua | Master Ava | Master Ira | Master Aced | Master Invi | Master Gula | Darkness | Ephemer & Skuld | Yozora | Vali, Vala, & Vidar | Hringhorn |