Iron Imprisoner: Difference between revisions

703 bytes added ,  10 years ago
→‎Iron Imprisoner III: There IS a foolproof way to avoid the cage.
(→‎Iron Imprisoner II: Tried and tested. Also, caps.)
(→‎Iron Imprisoner III: There IS a foolproof way to avoid the cage.)
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====Iron Imprisoner III====
====Iron Imprisoner III====
In this form, the Iron Imprisoner's legs are now free of its gibbet. As a result, it is much faster, but it cannot shoot lasers. It retains its other moves so the strategy is the same. Shotlock commands are the most effective way to damage the Iron Imprisoner, and as a result the Damage Syphon ability is very useful. While it will pause periodically, the window of attack is very small, and it is safer to use the time to heal or use a Shotlock. The only safe time to attack normally is after the Unversed summons its cage. Evading the cage is difficult unless the player is executing a finishing command or a Shotlock, however, if timed correctly, one can avoid the cage by attacking the Imprisoner with a combo, but it is preferable to simply attack and not attempt to dodge it.
In this form, the Iron Imprisoner's legs are now free of its gibbet. As a result, it is much faster, but it cannot shoot lasers. It retains its other moves so the strategy is the same. Shotlock commands are the most effective way to damage the Iron Imprisoner, and as a result the Damage Syphon ability is very useful. While it will pause periodically, the window of attack is very small, and it is safer to use the time to heal, use a Shotlock or cast multiple Firagas.
 
There are three safe windows of attack: after the Iron Imprisoner summons its cage, immediately after it emerges from the ground, or when it is very far from the player. The first two instances are safe for the player to use Shotlocks; the last instance requires multiple Firagas to subdue the Iron Imprisoner.
 
Evading the cage is difficult unless the player is executing a finishing command or a Shotlock. If timed correctly, one can avoid the cage by attacking the Imprisoner with a combo.
 
There is a foolproof way of dodging the cage and preventing it from imprisoning the player: when the cage is still in the ground following the player, dodge in the ''opposite'' way in which the cage is going. That way, the minute the cage meets the player, it will rise from beneath the ground and no longer chase the player around. The player, having dodged, will be free to move. This move, however, is not recommended when the Iron Imprisoner is down to its last two bars of health, due to its more vigorous attacks.


====Iron Imprisoner IV====
====Iron Imprisoner IV====
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