Editing Game:Terra-Xehanort

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[[File:Versus Terra-Xehanort's Recreated Data KHIIIRM.png|thumb|right|Terra-Xehanort's recreated data engaging in combat against Sora's data.]]
[[File:Versus Terra-Xehanort's Recreated Data KHIIIRM.png|thumb|right|Terra-Xehanort's recreated data engaging in combat against Sora's data.]]
Terra-Xehanort is a boss in the Limitcut Episode, where his moveset has been upgraded and he has gained a few new attacks. Terra-Xehanort is relentless and he will follow an attack with another attack immediately if he is not interrupted. During his first phase, Terra-Xehanort has three moves:
Terra-Xehanort is a boss in the Limitcut Episode, where his moveset has been upgraded and he has gained a few new attacks. Terra-Xehanort is relentless and he will follow an attack with another attack immediately if he is not interrupted. During his first phase, Terra-Xehanort has three moves:
* Ars Solum: Terra-Xehanort teleports in front of Sora, with his Keyblade glowing red, and performs three sets of slashes. For any hit in this combo where his Keyblade is red, the hit will be unblockable. The combo will start with 1 red slash and 2 normal slashes, then 1 red slash and 2 normal slashes again, followed by 1 red slash and 6 normal slashes, and finishes with 1 red slash overhead. Terra-Xehanort is vulnerable right before the finishing overhead strike, so Sora can time a reprisal while blocking the 6 blockable slashes of the third set. A good visual cue is the spinning portion of the third set, which indicates hits 4 and 5 - triggering a reprisal here will usually have the right timing, with Counter Kick having the safest window of opportunity. Alternatively, steer clear of the inital barrages of attacks using Dodge Roll or Glide, and cast a [[Water]] spell right as he teleports for the overhead strike. The surrounding barrier will damage Terra-Xehanort, interrupt his attack, and leave him vulnerable. Even if mistimed, the barrier will prevent damage.
* If he teleports in front of Sora with his Keyblade glowing red, he will initiate his three-part Ars Solum combo. For any hit in this combo where his Keyblade is red, the hit will be unblockable. The combo will start with 1 red slash and 2 normal slashes, then 1 red slash and 2 normal slashes again, followed by 1 red slash and 6 normal slashes, and finishes with 1 red slash overhead. Terra-Xehanort is vulnerable right before the finishing overhead strike, so the player can time a reprisal while blocking the 6 blockable slashes of the third set. A good visual cue is the spinning portion of the third set, which indicates hits 4 and 5 - triggering a reprisal here will usually have the right timing, with Counter Kick having the safest window of opportunity. Alternatively, steer clear of the inital barrages of attacks using Dodge Roll or Glide, and cast a [[Water]] spell right as he teleports for the overhead strike. The surrounding barrier will damage Terra-Xehanort, interrupt his attack, and leave him vulnerable. Even if mistimed, the barrier will prevent damage.
* Dark Volley: Terra-Xehanort teleports far from Sora and fires purple shots in three sets. He will fire two sets of curved shots, then finish with one set of straight shots. All of these shots can be blocked, and guarding the final set will reflect the shots back at him to stagger. Block each set, and prepare to Airstep while guarding the third set to attack.
* If he teleports far from Sora and fires purple shots, this will be his three-part Dark Volley combo. He will fire two sets of curved shots, then finish with one set of straight shots. All of these shots can be blocked, and guarding the final set will reflect the shots back at him to stagger. Block each set, and prepare to Airstep while guarding the third set to attack.
* Dash combo: Terra-Xehanort starts rushing at Sora in a straight line about 2-5 times on the ground or in the air, based on Sora's position. Sora can guard each dash, however guarding while on the ground will only redirect Terra-Xehanort backwards, and will not stop the combo. Guarding in the air will instead push Terra-Xehanort onto the ground, where Sora can reprisal to start attacking him. If Sora is on the ground when this attack starts, dodge roll to avoid the first hit, then jump, block, and reprisal. If Sora is in the air already, block quickly and reprisal. Alternatively, it is also possible to stay close to the edge of the arena and dodge out of the way of one of his dashes, then attack.
* If he starts rushing at Sora in a straight line, this will be his dashing combo. He will rush at Sora 2-5 times on the ground or in the air, based on Sora's position. Sora can guard each dash, however guarding on the ground will only redirect Terra-Xehanort backwards and will not stop the combo. Guarding in the air will instead push Terra-Xehanort onto the ground, where Sora can reprisal to start attacking him. If Sora is on the ground when this attack starts, dodge roll to avoid the first hit, then jump, block, and reprisal. If Sora is in the air already, block quickly and reprisal. Alteratively, it is also possible to stay close to the edge of the arena and dodge out of the way of one of his dashes, then attack.


Terra-Xehanort will always start the fight with either Ars Solum or his dashing combo.
Terra-Xehanort will always start the fight with either Ars Solum or his dashing combo.


When Terra-Xehanort's revenge value is triggered, he will float away and summon the Dark Figure to perform one of three attacks:
When Terra-Xehanort's revenge value is triggered, he will float away and summon the Dark Figure to perform one of three attacks:
* Ground slam: If the Dark Figure raises its fist with a red aura, it will slam the ground once, making spikes rise up from the ground. This is unblockable, so dodge roll it accordingly.
* If the Dark Figure raises its fist with a red aura, it will slam the ground once, making spikes rise up from the ground. This is unblockable, so dodge roll it accordingly.
* One-two punch: If the Dark Figure raises its fist with a white aura, it will punch once before teleporting and doing an uppercut with both hands. Both of these hits are blockable. Guard, wait a brief moment, then guard again.
* If the Dark Figure raises its fist with a white aura, it will punch once before teleporting and doing an uppercut with both hands. Both of these hits are blockable. Guard, wait a brief moment, then guard again.
* Upward rushes: A black pool appears below Sora with a dim white ray of light. The ray will flash wider just before the Dark Figure performs an upward attack, so use this cue to block or dodge. Air sliding away is also possible, however Sora landing on the ground may throw off the air slide/dodge timing, so it is safer to block when in the air.
* If a black pool appears below Sora with a dim white ray of light, the Dark Figure will be doing an upward rush. The ray will flash wider just before the attack lands, so use this cue to block or dodge. Air sliding away is also possible, however Sora landing on the ground may throw off the air slide/dodge timing, so it is safer to block when in the air.


If Terra-Xehanort performs his reprisal while on the ground, the Dark Figure will usually perform the ground slam. If he reprisals while in the air, the Dark Figure will do the upward rush.
If Terra-Xehanort performs his reprisal while on the ground, the Dark Figure will perform the ground slam. If he reprisals while in the air, the Dark Figure will do the upward rush.


If the Dark Figure starts attacking without provocation, then it is performing one of two combos that combine the above moves.
If the Dark Figure starts attacking without provocation, then it is performing one of two combos that combine the above moves.
* Dark Figure combo 1: The Dark Figure will do a ground slam, followed by a one-two punch, followed by a second ground slam, and a one-two punch. Be prepared to Airstep immediately after blocking the last strike for a chance to attack. When punishing, be careful as Terra-Xehanort tends to retaliate one attack sooner than usual.
* The Dark Figure will do a ground slam, followed by a one-two punch, followed by a second ground slam, and a one-two punch. Be prepared to Airstep immediately after blocking the last strike for a chance to attack. When punishing, be careful as Terra-Xehanort tends to retaliate one attack sooner than usual.
* Dark Figure combo 3: The Dark Figure will do a ground slam, followed by two upward rushes, and finishing with a ground slam. Dodge the first slam, block the upward rushes, and dodge toward Terra-Xehanort during the second slam to get a chance to attack.
* The Dark Figure will do a ground slam, followed by two upward rushes, and finishing with a ground slam. Dodge the first slam, block the upward rushes, and dodge toward Terra-Xehanort during the second slam to get a chance to attack.


Terra-Xehanort will be vulnerable to attack immediately after either Dark Figure combo, indicated by him re-summoning his Keyblade into his hand.
Terra-Xehanort will be vulnerable to attack immediately after either Dark Figure combo, indicated by him re-summoning his Keyblade into his hand.


For his ultimate attack, Terra-Xehanort summons a pool of darkness that pulls Sora towards the center, and two trails of rays slowly spiral around the area. Terra-Xehanort also summons a fence of red lightning around the arena, forcing Sora to stay around the center of the arena, and instead of swiping at Sora, the Dark Figure will periodically appear and throw two ground fissures at Sora. The rays as well as the fissures are unblockable. After the fourth set of fissures, the Dark Figure will reappear, charge up its fists and slam down on the ground, dispelling the dark pool, indicated by Terra-Xehanort saying "Join the shadows!". Carefully walk around or dodge roll the circling rays, dodge roll the Dark Figure's ground fissures, and dodge roll right before the Dark Figure slams the ground at the end - a slight moment after Terra-Xehanort finishes his voice line. The first two sets of rays will both go outward, so be careful of standing in the middle near the start. Afterwards, the rays will alternate between moving inward or outward. It is generally safe to move around the bottom-middle of the arena to see the rays coming.
His ultimate attack has also been upgraded. Terra-Xehanort summons a pool of darkness that pulls Sora towards the center and two trails of rays that slowly spiral around the area around the center, like in the story. Unlike the story, Terra-Xehanort also summons a fence of red lightning around the arena, forcing the player to stay around the center of the arena, and instead of swiping at Sora, the Dark Figure will instead periodically appear and throw two ground fissures at Sora. The fissures are unblockable like the trail of rays. After the fourth set of fissures, the Dark Figure will reappear, charge up its fists and slam down on the ground, dispelling the dark pool, indicated by Terra-Xehanort saying "Join the shadows!". Carefully walk around or dodge roll the circling rays, dodge roll the Dark Figure's ground fissures, and dodge roll right before the Dark Figure slams the ground at the end - a slight moment after Terra-Xehanort finishes his voice line. The first two sets of rays will both go outward, so be careful of standing in the middle near the start. Afterwards, the rays will alternate between moving inward or outward. It is generally safe to move around the bottom-middle of the arena to see the rays coming.


When Terra-Xehanort has about six bars of HP left, he will enter his second phase - note that there is no clear indication of this unlike other bosses, so watch his HP carefully. He will continue using attacks from his first phase, but will also add additional attacks and variations:
When Terra-Xehanort has about six bars of HP left, he will enter his second phase - note that there is no clear indication of this unlike other bosses, so watch his HP carefully. He will continue using attacks from his first phase, but will also add additional attacks and variations:
* Ars Solum variation: If Terra-Xehanort gathers red energy into his Keyblade, he will perform a mostly-unblockable version of Ars Solum. He will do 3 slashes, 3 slashes, 1 slash, 1 overhead slash, and a second overhead slash. He will pause to gather energy a second time, then do 3 unblockable slashes, 2 unblockable slashes and 1 blockable slash, then 1 unblockable overhead slash. Dodge roll once for each set of slashes, then during the second round, block and reprisal the one blockable slash to get a chance to attack. The timing can be tight even if the one slash is blocked and reprisaled correctly, so dodging the entire move can also work. Water spells can interrupt this variant of Ars Solum as well, and are safer to execute than a Reprisal, so avoiding the move until his very last slam and then casting Water is also an option.
* If he gathers red energy into his Keyblade, he will perform a mostly-unblockable version of Ars Solum. He will do 3 slashes, 3 slashes, 1 slash, 1 overhead slash, and a second overhead slash. He will pause to gather energy a second time, then do 3 unblockable slashes, 2 unblockable slashes and 1 blockable slash, then 1 unblockable overhead slash. Dodge roll once for each set of slashes, then during the second round, block and reprisal the one blockable slash to get a chance to attack. The timing can be tight even if the one slash is blocked and reprisaled correctly, so dodging the entire move can also work. Water spells can interrupt this variant of Ars Solum as well, and are safer to execute than a Reprisal, so avoiding the move until his very last slam and then casting Water is also an option.
* Dash into Ars Solum: He will start a dash from the air, but direct himself at the ground, land right in front of Sora, and then perform the last 6 hits of his normal Ars Solum, followed by an overhead slash. It is possible to block the dash and reprisal for a chance to attack. Alternatively, dodge roll the dash and prepare to dodge roll the initial red strike of Ars Solum, then block the blockable hits and reprisal when he spins, as before. If Sora is caught the air when the initial dash occurs, then most of Ars Solum will not connect, though the finisher can. Turn the camera toward Terra-Xehanort and glide until he is about to do the overhead strike, then air slide to avoid it.
* His second new attack is a dash to Ars Solum combo. He will start a dash from the air, but direct himself at the ground, land right in front of Sora, and then perform the last 6 hits of his Ars Solum followed by an overhead slash. Dodge roll the dash and prepare to dodge roll the initial red strike of Ars Solum, then block the blockable hits and reprisal when he spins, as before. If Sora is caught the air when the initial dash occurs, then most of Ars Solum will not connect, though the finisher can. Turn the camera toward Terra-Xehanort and glide until he is about to do the overhead strike, then air slide to avoid it.
* Dark Volley variation: The attack can now consist of three sets of curved shots, or three sets of straight shots. He is vulnerable after the third set of straight shots, so Airstep to him after guarding the third set to attack. Note that the timing to Airstep is tighter this time, however - Sora will need to Airstep immediately after guarding, as Terra-Xehanort will not stand in place long enough for the reflected shots to stagger him. Airstepping after the curved shots is much trickier - alternatively, note that any of the curved shots will miss if Sora runs directly towards Terra-Xehanort.
* Dark Volley can now consist of three sets of curved shots, or three sets of straight shots. He is vulnerable after the third set of straight shots, so Airstep to him after guarding the third set to attack. Note that the timing to Airstep is tighter this time, however - Sora will need to Airstep immediately after guarding, as Terra-Xehanort will not stand in place long enough for the reflected shots to stagger him. Airstepping after the curved shots is much trickier - alternatively, note that any of the curved shots will miss if the player runs directly towards Terra-Xehanort.


The Dark Figure will also gain one more combo in the second phase:
The Dark Figure will also gain one more combo in the second phase:
* Dark Figure combo 3: The Dark Figure performs two upward rushes, followed by a one-two punch, followed by two upward rushes, a ground slam, and a one-two punch. Prepare to Airstep after blocking the last hit, but again be cautious as Terra-Xehanort may retaliate a hit sooner than normal.
* The Dark Figure performs two upward rushes, followed by a one-two punch, followed by two upward rushes, a ground slam, and a one-two punch. Prepare to Airstep after blocking the last hit, but again be cautious as Terra-Xehanort may retaliate a hit sooner than normal.


Terra-Xehanort will be vulnerable right after the Dark Figure combo as before, indicated by him re-summoning his Keyblade into his hand.
Terra-Xehanort will be vulnerable right after the Dark Figure combo as before, indicated by him re-summoning his Keyblade into his hand.


At about three health bars remaining, Terra-Xehanort will perform an alternate version of his ultimate attack. The attack starts the same as before, with the pool of darkness, swirling rays, and fissures from the Dark Figure. Now, after the third set of fissures, Terra-Xehanort will appear at the center of the arena and fire a straight set of Dark Volley shots at Sora, followed by another set of fissures from the Dark Figure. Terra-Xehanort will reappear one more time with Dark Volley shots in a circular motion instead, and the Dark Figure will throw another set of fissures. The move will finally end with the ground slam, as before. It's possible to block the Dark Volley shots, however the knockback can push Sora into the unblockable rays - so be prepared to dodge out of guard, or time it such that no rays are behind Sora when he is pushed back. Blocking the shots point-blank tends to neutralize them quickly.
At about three health bars remaining, Terra-Xehanort will perform an alternate version of his ultimate attack. The attack starts the same as before, with the pool of darkness, swirling rays, and fissures from the Dark Figure. Now, after the third set of fissures, Terra-Xehanort will appear at the center of the arena and fire a straight set of Dark Volley shots at Sora, followed by another set of fissures from the Dark Figure. Terra-Xehanort will reappear one more time with Dark Volley shots in a circular motion instead, and the Dark Figure will throw another set of fissures. The move will finally end with the ground slam, as before. It's possible to block the Dark Volley shots, however the knockback can push Sora into the unblockable rays - so be prepared to dodge out of guard, or time it such that no rays are behind Sora when he is pushed back.


For PRO code players, a good opportunity to heal via [[Wizard's Ruse]] is after finishing a 2-full-combo punish on Terra-Xehanort. Switch Keyblades to [[Grand Chef]] and cast one or two Thunder spells from the ground, but be prepared to dodge roll the Dark Figure's retaliation just in case. Don't attempt more than two magic casts, as this will likely lock Sora in place for the Dark Figure to strike him, or Terra-Xehanort will have started his next move by then.
For PRO code players, a good opportunity to heal via [[Wizard's Ruse]] is after finishing a 2-full-combo punish on Terra-Xehanort. Switch Keyblades to [[Grand Chef]] and cast one or two Thunder spells from the ground, but be prepared to dodge roll the Dark Figure's retaliation just in case. Don't attempt more than two magic casts, as this will likely lock Sora in place for the Dark Figure to strike him, or Terra-Xehanort will have started his next move by then.

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