Editing Game:Phantom Aqua

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During the first phase, the phantom Aqua will appear vulnerable like her previous forms, but this is actually a bait. Upon an attempt to hit her, the phantom Aqua will teleport and retaliate with an unblockable melee attack. However, avoiding taking damage and attempting to hit her three times in retaliation as well will force her to leave an opening. Randomly, the phantom may teleport to attempt to hit Aqua with a three-hit unblockable combo with no indication of the attack whatsoever, though the third attack can be parried for an opening. Another similar attack has her run at Aqua before teleporting into the air nearby, then immediately teleporting again and beginning a lengthy barrage of teleporting melee attacks that slowly pick up in speed and end with an unblockable attack. While hitting her during the first teleport will prevent the attack from happening completely, and the initial thrust can be parried, Barrier will protect Aqua from the barrage. Counter Blast is necessary to survive the finisher.
During the first phase, the phantom Aqua will appear vulnerable like her previous forms, but this is actually a bait. Upon an attempt to hit her, the phantom Aqua will teleport and retaliate with an unblockable melee attack. However, avoiding taking damage and attempting to hit her three times in retaliation as well will force her to leave an opening. Randomly, the phantom may teleport to attempt to hit Aqua with a three-hit unblockable combo with no indication of the attack whatsoever, though the third attack can be parried for an opening. Another similar attack has her run at Aqua before teleporting into the air nearby, then immediately teleporting again and beginning a lengthy barrage of teleporting melee attacks that slowly pick up in speed and end with an unblockable attack. While hitting her during the first teleport will prevent the attack from happening completely, and the initial thrust can be parried, Barrier will protect Aqua from the barrage. Counter Blast is necessary to survive the finisher.


The second phase is marked by the phantom Aqua either activating Spellweaver or summoning eight giant ice crystals. The ice crystals can be interrupted with magic, but this time, the phantom instantly teleports away after falling. If not interrupted, the phantom Aqua will strike with her previous moves while the ice crystals fall. During her Spellweaver phase, the phantom Aqua now fires unblockable orbs. Without warning, she will attack in droves of clones, firing orbs or using melee attacks, with no way to make her vulnerable. Her attacks have a set pattern, making them easier to defend against each time if remembered. Like before, she will perform the Spellweaver finisher, however, the final ice burst will be unblockable and a well-timed Counter Blast should be used early in order to strike the phantom with combos.
The second phase is marked by the phantom Aqua either activating Spellweaver or summoning eight giant ice crystals. The ice crystals can be interrupted with magic, but this time, the phantom instantly teleports away after falling. If not interrupted, the phantom Aqua will strike with her previous moves while the ice crystals fall. During her Spellweaver phase, the phantom Aqua now fires unblockable orbs. Without warning, she will attack in droves of clones, firing orbs or using melee attacks, with no way to make her vulnerable. Her attacks have a set pattern, making them easier to defend against each time if remembered. Like before, she will use the finishing spin, however, the final ice burst will be unblockable and a well-timed Counter Blast should be used early in order to strike the phantom with combos.


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