Game:Zack: Difference between revisions

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Zack should be, overall, a very easy opponent to beat. So long as one remembers Terra's preference of brute strength, uses all benefits of D-Links, Shotlocks, and Command Styles, and heals if needed, Zack should fall in due time.
Zack should be, overall, a very easy opponent to beat. So long as one remembers Terra's preference of brute strength, uses all benefits of D-Links, Shotlocks, and Command Styles, and heals if needed, Zack should fall in due time.
{{atk-o|bbs}}
{{atk|{{nihongo|'''Continuous Slash'''|連続斬り|<br>Renzokukiri}}|Physical|—|1.0+1.5+2.0|O|Performs a vertical slash, horizontal slash, and jump slash.}}
{{atk-m|{{nihongo|'''Blade Beam'''|破晄撃|<br>Hakōgeki|lit. "Break Clear Attack"}}|Sword|Physical|—|2.0|O|Raises sword and releases a shock wave that travels along the ground.||Shock wave|Physical|—|1.5|△}}
{{atk-m|{{nihongo|'''True Climhazzard'''|真クライムハザード|<br>Shin Kuraimuhazādo}}|Sword|Neutral|—|2.0|X|Jumps while raising his sword, then dives diagonally and thrusts his sword into the ground, creating a shock wave around it.||Shock wave|Neutral|—|1.5|X}}
{{atk-c}}


====Second battle====  
====Second battle====  
Zack, now under Hades's control, challenges Terra to a rematch. As within the first battle, Terra will have access to [[Command Style|Command Styles]], [[Dimension Link|D-Links]], and [[Shotlock|Shotlocks]], proper execution of these abilities extremely decreasing the difficulty of the battle.
Zack, now under Hades's control, challenges Terra to a rematch. As within the first battle, Terra will have access to [[Command Style]]s, [[D-Link]]s, and [[Shotlock]]s, proper execution of these abilities extremely decreasing the difficulty of the battle.


During the second battle against Zack, it is best that the player keep as far away from him as possible and remain in constant motion. A hit-and-run strategy is recommended, meaning attacks such as [[Thunder Surge]] and [[Fire]] should be favored. Zack will begin the battle by using several rapid slashes, chains of Slides are needed to be used in order to avoid the vicious combo, or the use of a Shotlock, as being caught in the attack will spell defeat or at least leave Terra's HP very low in the Alarm Zone. Zack may also use the jumping, downward thrust from the first battle. The same strategies can be used to avoid it, as well. Another new attack in Zack's arsenal is a devastating Meteor spell. This attack can easily be predicted, as his sword will always flash beforehand, and can easily be dodged with Slide. In terms of damaging Zack amidst all his dark and relentless attacks, one should wait until he pauses, struggling with the darkness that controls him. When this occurs, the player can then proceed to bombard Zack with physical attacks such as Critical Impact's combos or even a Final Break. Once Zack recollects himself after being damaged or from his struggles, it is important that the player resume the hit-and-run strategy. So long as one heals if necessary and uses all special abilities granted, Zack should not be a challenge to defeat.
During the second battle against Zack, it is best that the player keep as far away from him as possible and remain in constant motion. A hit-and-run strategy is recommended, meaning attacks such as [[Thunder Surge]] and [[Fire]] should be favored. Zack will begin the battle by using several rapid slashes, chains of Slides are needed to be used in order to avoid the vicious combo, or the use of a Shotlock, as being caught in the attack will spell defeat or at least leave Terra's HP very low in the Alarm Zone. Zack may also use the jumping, downward thrust from the first battle. The same strategies can be used to avoid it, as well. Another new attack in Zack's arsenal is a devastating Meteor spell. This attack can easily be predicted, as his sword will always flash beforehand, and can easily be dodged with Slide. In terms of damaging Zack amidst all his dark and relentless attacks, one should wait until he pauses, struggling with the darkness that controls him. When this occurs, the player can then proceed to bombard Zack with physical attacks such as Critical Impact's combos or even a Final Break. Once Zack recollects himself after being damaged or from his struggles, it is important that the player resume the hit-and-run strategy. So long as one heals if necessary and uses all special abilities granted, Zack should not be a challenge to defeat.
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[[Once More]] is a very useful ability to have against Zack's rapid slashes<!--Dark Splicer?--> so that the player will be able to keep 1 HP before immediately curing himself. Another way of surviving these rapid slashes is by using [[Vanish]]: when Terra is invisible, Zack is likely to slash somewhere else and avoid Terra completely. This time can be used to heal and prepare the next command. Zack is also vulnerable to Zero Graviga if the player has it, so use that to either lick your wounds or press the offensive.
[[Once More]] is a very useful ability to have against Zack's rapid slashes<!--Dark Splicer?--> so that the player will be able to keep 1 HP before immediately curing himself. Another way of surviving these rapid slashes is by using [[Vanish]]: when Terra is invisible, Zack is likely to slash somewhere else and avoid Terra completely. This time can be used to heal and prepare the next command. Zack is also vulnerable to Zero Graviga if the player has it, so use that to either lick your wounds or press the offensive.
{{atk-o|bbs}}
{{atk|{{nihongo|'''Continuous Slash'''|連続斬り|<br>Renzokukiri}}|Physical|—|1.0+1.5+2.0|O|Performs a vertical slash, horizontal slash, and jump slash.}}
{{atk-m|{{nihongo|'''Blade Beam'''|破晄撃|<br>Hakōgeki|lit. "Break Clear Attack"}}|Sword|Physical|—|2.0|O|Raises sword and releases a shock wave that travels along the ground.||Shock wave|Physical|—|1.5|△}}
{{atk-m|{{nihongo|'''True Climhazzard'''|真クライムハザード|<br>Shin Kuraimuhazādo}}|Sword|Neutral|—|2.0|X|Jumps while raising his sword, then dives diagonally and thrusts his sword into the ground, creating a shock wave around it.||Shock wave|Neutral|—|1.5|X}}
{{atk-m|{{nihongo|'''Reverse Omnislash'''|裏超究武神覇斬|<br>Ura Chōkyū Bushinhazan|lit. "Reverse Super-ultimate Warrior God's Mastery Slash"}}|Fighting spirit (start)|Neutral|—|1.0 per hit|X|Releases fighting spirit, then performs 11 warp slashes, followed by an upward slash and a downward thrust, and finishes by releasing fighting spirit in all directions.||Slash|Neutral|—|1.0 x11|X|Upward slash|Neutral|—|1.5|X|Downward thrust|Neutral|—|2.0|X|Fighting spirit (final)|Neutral|—|1.5|X}}
{{atk-m|{{nihongo|'''Meteor'''|メテオ|<br>Meteo}}|Meteors|Fire|—|2.5|△|Drops 8 meteorites around the opponent.||Explosion|Fire|—|1.5|△}}
{{atk-c}}


===Aqua's scenario===
===Aqua's scenario===
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Zack will begin the battle by launching a jumping, downward thrust attack. Cartwheel to avoid it. The player keeping at a hit-and-run strategy, they should bombard Zack in-between his attacks with Triple Blizzaga, Aero, or Fire. Mine Square can also be used to trip Zack, thus opening him to damage, if he is in close range. Careful positioning of Aqua may even cause Zack to land on the mines after executing his jumping thrust attack. Through the use of Aqua's many magic attacks, the Command Style Spellweaver will eventually activate. Closing gaps between Aqua and Zack with Thunder Surge or another Surge attack, the player should then begin to hit Zack with the more powerful physical attacks granted by the Command Style. Filling the Command Gauge even further may possibly upgrade the Command Style activated to an even stronger one, such as Bladecharge. If Bladecharge is indeed activated, physical attacks should be favored until the combo finisher appears. So long as special attacks are used to the fullest potential, one heals if necessary, and one keeps at a hit-and-run strategy while remembering Aqua's preference to magic, then Zack should fall in due time.
Zack will begin the battle by launching a jumping, downward thrust attack. Cartwheel to avoid it. The player keeping at a hit-and-run strategy, they should bombard Zack in-between his attacks with Triple Blizzaga, Aero, or Fire. Mine Square can also be used to trip Zack, thus opening him to damage, if he is in close range. Careful positioning of Aqua may even cause Zack to land on the mines after executing his jumping thrust attack. Through the use of Aqua's many magic attacks, the Command Style Spellweaver will eventually activate. Closing gaps between Aqua and Zack with Thunder Surge or another Surge attack, the player should then begin to hit Zack with the more powerful physical attacks granted by the Command Style. Filling the Command Gauge even further may possibly upgrade the Command Style activated to an even stronger one, such as Bladecharge. If Bladecharge is indeed activated, physical attacks should be favored until the combo finisher appears. So long as special attacks are used to the fullest potential, one heals if necessary, and one keeps at a hit-and-run strategy while remembering Aqua's preference to magic, then Zack should fall in due time.
{{atk-o|bbs}}
{{atk|{{nihongo|'''Continuous Slash'''|連続斬り|<br>Renzokukiri}}|Physical|—|1.0+1.5+1.5|O|Performs a vertical slash, horizontal slash, and jump slash.}}
{{atk-m|{{nihongo|'''Blade Beam'''|破晄撃|<br>Hakōgeki|lit. "Break Clear Attack"}}|Sword|Physical|—|2.0|O|Raises sword and releases a shock wave that travels along the ground.||Shock wave|Physical|—|1.5|△}}
{{atk-m|{{nihongo|'''True Climhazzard'''|真クライムハザード|<br>Shin Kuraimuhazādo}}|Sword|Physical|—|2.0|O|Jumps while raising his sword, then dives diagonally and thrusts his sword into the ground, creating a shock wave around it.||Shock wave|Physical|—|1.5|△}}
{{atk-c}}


===Rematches at the Mirage Arena===
===Rematches at the Mirage Arena===
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As in the second battle against Terra, Once More is necessary for this fight, and Vanish is extremely helpful.
As in the second battle against Terra, Once More is necessary for this fight, and Vanish is extremely helpful.
{{atk-o|bbs}}
{{atk|{{nihongo|'''Continuous Slash'''|連続斬り|<br>Renzokukiri}}|Physical|—|1.0+1.5+2.0|O|Performs a vertical slash, horizontal slash, and jump slash.}}
{{atk-m|{{nihongo|'''Blade Beam'''|破晄撃|<br>Hakōgeki|lit. "Break Clear Attack"}}|Sword|Physical|—|2.0|O|Raises sword and releases a shock wave that travels along the ground.||Shock wave|Physical|—|1.5|△}}
{{atk-m|{{nihongo|'''True Climhazzard'''|真クライムハザード|<br>Shin Kuraimuhazādo}}|Sword|Neutral|—|2.0|X|Jumps while raising his sword, then dives diagonally and thrusts his sword into the ground, creating a shock wave around it.||Shock wave|Neutral|—|1.5|X}}
{{atk-m|{{nihongo|'''Reverse Omnislash'''|裏超究武神覇斬|<br>Ura Chōkyū Bushinhazan|lit. "Reverse Super-ultimate Warrior God's Mastery Slash"}}|Fighting spirit (start)|Neutral|—|1.0 per hit|X|Releases fighting spirit, then performs 11 warp slashes, followed by an upward slash and a downward thrust, and finishes by releasing fighting spirit in all directions.||Slash|Neutral|—|1.0 x11|X|Upward slash|Neutral|—|1.5|X|Downward thrust|Neutral|—|2.0|X|Fighting spirit (final)|Neutral|—|1.5|X}}
{{atk-m|{{nihongo|'''Meteor'''|メテオ|<br>Meteo}}|Meteors|Fire|—|2.5|△|Drops 8 meteorites around the opponent.||Explosion|Fire|—|1.5|△}}
{{atk-c}}


==Videos==
==Videos==