Editing Mushroom XIII

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{{Q|Press {{button|t}} to begin the duel! Keep attacking until the number counts down to 0!|Information}}
{{Q|Press {{button|t}} to begin the duel! Keep attacking until the number counts down to 0!|Information}}
'''No. 11''' appears at the {{c|Waterway|tr}}. Sora must deplete the hit counter above its head in a certain amount of seconds (19 at minimum for the journal entry), starting out at 99 total hits required. The best way to defeat it is by using Wisdom Form and equipping as much Finishing Pluses as possible to take advantage of its burst-fire combo finisher. Sora can also use Wisdom Form combined with Berserk Charge, making sure to empty the MP Gauge immediately before starting the battle in order to use Berserk as soon as possible. Alternatively Sora can equip as much [[Negative Combo]]s as possible and pelt the mushroom with only Wisdom Shot combo finishers.
'''No. 11''' appears at the {{c|Waterway|tr}}. Sora must deplete the hit counter above its head in a certain amount of seconds, starting out at 99 total hits required. The best way to defeat it is by using Wisdom Form and equipping as much Finishing Pluses as possible to take advantage of its burst-fire combo finisher. Sora can also use Wisdom Form combined with Berserk Charge, making sure to empty the MP Gauge immediately before starting the battle in order to use Berserk as soon as possible. Alternatively Sora can equip as much [[Negative Combo]]s as possible and pelt the mushroom with only Wisdom Shot combo finishers.


However, it's apparent that the mushroom will periodically jump about as it moves around, which will likely mess up Sora's shots even if he's locked-on as some of the Wisdom Shots may end up curving below or away during any of the mushroom's jump arcs. This can mainly occur if Sora is within a close-enough range as it jumps towards him or jumps towards the side, but not when jumping away. Sora must also not move too far back as the Wisdom Shots have limited range and will dissipate before contacting the target; the key is to keep a proper distance so Sora can land as much shots as possible within the time frame if aiming for an S rank and being able to predict its jump path to land the maximum amount of shots by moving Sora around properly.
However, it's apparent that the mushroom will periodically jump about as it moves around, which will likely mess up Sora's shots even if he's locked-on as some of the Wisdom Shots may end up curving below or away during any of the mushroom's jump arcs. This can mainly occur if Sora is within a close-enough range as it jumps towards him or jumps towards the side, but not when jumping away. Sora must also not move too far back as the Wisdom Shots have limited range and will dissipate before contacting the target; the key is to keep a proper distance so Sora can land as much shots as possible within the time frame if aiming for an S rank and being able to predict its jump path to land the maximum amount of shots by moving Sora around properly.

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