Game:Xemnas: Difference between revisions

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After half of his HP has been depleted, Xemnas resets the battlefield, requiring Sora to time Slide Rolls and dodge the incoming buildings. After all three sets of Building Throw have been sent, Sora gets sent into a gliding phase of the attack where he cannot move but can still use the Attack command (contrary to how it is displayed), and on the last building Sora can trigger the [[Nightmare's End]] [[Reality Shift]].
After half of his HP has been depleted, Xemnas resets the battlefield, requiring Sora to time Slide Rolls and dodge the incoming buildings. After all three sets of Building Throw have been sent, Sora gets sent into a gliding phase of the attack where he cannot move but can still use the Attack command (contrary to how it is displayed), and on the last building Sora can trigger the [[Nightmare's End]] [[Reality Shift]].


If Nightmare's End succeeds, the arena will shapeshift to include a long Flowmotion rail with a passive Xemnas at its end. Sora can unleash powerful commands during this time without fear of reprisal, and after a set time, Xemnas will rally and warp the battlefield back to its original state. Using [[Sliding Dive]] from the last rail will cause Xemnas to rally immediately.  
If Nightmare's End fails or isn't used, Sora will take damage and the battlefield will shift back to its original form, and the ferocity of Xemnas's attacks will remain normal until he starts the phase again.


If Nightmare's End fails or isn't used, Sora will take damage and the battlefield will shift back to its original form, and the ferocity of Xemnas's attacks will remain normal until he starts the phase again.<br>
If Nightmare's End succeeds, the arena will shapeshift to include a long Flowmotion rail with a passive Xemnas at its end. Sora's first hit will cause Xemnas to sigh and rally after some time will have passed, meaning that in the meantime, Sora should unleash his most powerful commands until the Nobody rallies and warps the battlefield back to its original state. Using [[Sliding Dive]] from the last rail isn't recommended as it counts as a first hit too.<br>
However, if Sora succeeds at using Reality Shift, Xemnas increases the frequency and ferocity of his attacks once its phase is done. If Sora immediately attacks him with the Slide Roll/Sonic Impact/Double Impact combo, he will repeat the latter phase with the buildings. Resume the Guard and [[Counter Rush]] and use a powerful [[Link]] Attack—like Decussation—or [[Dual Link]]—like [[Unison Rush]]—to finish Xemnas off. As he doesn't stagger from damage at all anymore, it isn't advised to use the Slide Roll/Sonic Impact/Double Impact/Sliding Sidewinder combos strategy.  
Once he has rallied, Xemnas increases the frequency and ferocity of his attacks once its phase is done. As he doesn't stagger from damage at all anymore, it isn't advised to use the Slide Roll/Sonic Impact/Double Impact/Sliding Sidewinder combos strategy.
 
In both cases, if Sora immediately attacks him with the Slide Roll/Sonic Impact/Double Impact combo, he will repeat the latter phase with the buildings. Resume the Guard and [[Counter Rush]] and use a powerful [[Link]] Attack—like Decussation—or [[Dual Link]]—like [[Unison Rush]]—to finish Xemnas off.  


It is advised to bring two Curaga commands into battle to ensure maximum healing potential and cancel out the wait for command reload time should Sora's HP need replenishing. Also bring [[Spirits]] that have Curaga and the [[Haste]] Support Magic to not have problems with the reload time, while having ones that can cast [[Spirit Roar]] in order for Sora's damage to increase temporarily, and, combined with his best commands, allowing him to wipe out up to 3 or 4 of the enemy's HP bars. Use Flowmotion to Sora's advantage, and the battle should end with minimal difficulty. It is a necessity to enter this fight with a full [[Drop Gauge]] and even bring [[Drop-Me-Not]]s when at a lower level.
It is advised to bring two Curaga commands into battle to ensure maximum healing potential and cancel out the wait for command reload time should Sora's HP need replenishing. Also bring [[Spirits]] that have Curaga and the [[Haste]] Support Magic to not have problems with the reload time, while having ones that can cast [[Spirit Roar]] in order for Sora's damage to increase temporarily, and, combined with his best commands, allowing him to wipe out up to 3 or 4 of the enemy's HP bars. Use Flowmotion to Sora's advantage, and the battle should end with minimal difficulty. It is a necessity to enter this fight with a full [[Drop Gauge]] and even bring [[Drop-Me-Not]]s when at a lower level.