Editing Game:Lingering Will
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Sora should have [[High Jump]], [[Dodge Roll]], [[Aerial Dodge]], and [[Glide]] all at [[Level]] 3, as well as some action [[abilities]] like [[Retaliating Slash]] and [[Horizontal Slash]] and support [[abilities]] such as [[Once More]], and [[Second Chance]]. He should pack as many [[Ether]]s as he can, and have at least one [[Combo Plus]]. Sora should also have [[Decisive Pumpkin]] equipped for its [[Combo Boost]]. | Sora should have [[High Jump]], [[Dodge Roll]], [[Aerial Dodge]], and [[Glide]] all at [[Level]] 3, as well as some action [[abilities]] like [[Retaliating Slash]] and [[Horizontal Slash]] and support [[abilities]] such as [[Once More]], and [[Second Chance]]. He should pack as many [[Ether]]s as he can, and have at least one [[Combo Plus]]. Sora should also have [[Decisive Pumpkin]] equipped for its [[Combo Boost]]. | ||
The Lingering Will has a very high forced retaliation point/Revenge Value, meaning that it is especially vulnerable to multiple combo attacks, but this can easily cause an inattentive player to be too combo-happy and not notice when its Revenge Value has been reached, making its counterattacks quite harsh and/or near-fatal. [[Combo Boost]], [[Air Combo Boost]], [[Combo Plus]]es and/or [[Air Combo Plus]]es are recommended to equip (especially the former 2) | The Lingering Will has a very high forced retaliation point/Revenge Value, meaning that it is especially vulnerable to multiple combo attacks, but this can easily cause an inattentive player to be too combo-happy and not notice when its Revenge Value has been reached, making its counterattacks quite harsh and/or near-fatal. [[Combo Boost]], [[Air Combo Boost]], [[Combo Plus]]es and/or [[Air Combo Plus]]es are recommended to equip (especially the former 2). The key point is that in most normal circumstances, the player should be careful to back off before dealing a 5th normal combo finisher in a row to manage its Revenge Value. | ||
Furthermore, it has a unique armor mechanic where the more combos landed on it (including finishers), the more overall damage starts to build up on it, completely independent of either Combo Boost or Air Combo Boost damage formulas. The first combo landed on it each time it is left open will always do very little damage, until the subsequent ones increase in output. | Furthermore, it has a unique armor mechanic where the more combos landed on it (including finishers), the more overall damage starts to build up on it, completely independent of either Combo Boost or Air Combo Boost damage formulas. The first combo landed on it each time it is left open will always do very little damage, until the subsequent ones increase in output. | ||