Game talk:Eraqus

The video
The current video has been removed because of term violation. What to do?hahaOh,how the sea calls 02:34, October 5, 2010 (UTC)

Technique names
From this fan wiki, so possibly not the official names, but looks to be accurate descriptions of the battle. We should confirm these against the Ultimania, if possible. 04:44, 23 February 2016 (UTC)

Technique:	Renzoku Kiri (連続斬り, Continuous Slash) Attribute: Physical Guard potential: ○ Power:	0.5×8 Details:	Slashes eight times at high speed. Technique:	Tosshin Kiri (突進斬り, Charging Slash) Attribute: Physical Guard potential: ○ Power:	1.5 Details:	Readies the Keyblade with a shout, then charges at high speed. Notes:	Because it is often used in succession, and strikes a mighty blow, it is similar to Sonic Rave. If it hits, break the loop with a well-timed Revenge Fang. It is normally used in a set of three, and after the third blow, it will follow with "Renzoku Kiri", then unleash another three sets of Tosshin Kiri. Technique:	Kagerou (陽炎, Heat Haze) Attribute: Fire Guard potential: ○ Power:	1.5 Details:	Raises the Keyblade while launching a pillar of light from the broken ground Notes:	Almost never moves during preparation. Technique:	Oboro (朧, Hazy) Attribute: Physical Guard potential: ○ Power:	1.5×3 Details:	With his whole body clad in light, brandishes the Keyblade and fires a shot of light. Notes:	Because he has a high probability of unleashing Issen next if he has less than 50% remaining, avoid it with Slide. Technique:	Kasumi (霞, Haze) Attribute: Physical Guard potential (chopping): △ Guard potential (drawing blade): ○ Power:	1.0 Details:	i) With his whole body clad in light, generates eight blades of light, chopping up his surroundings.		ii) Releases the swords all at once with a shout, swinging them in a parabolic trajectory that seems like its following the target. Notes:	Repelled swords guard the opponent to a degree. Technique:	Nichirin (日輪, Sun) Attribute: Fire Guard potential: △ Power:	1.5 Details:	i) With his whole body clad in light, generates eight blades of light, chopping up his surroundings.		ii) Changes the swords into beams with a yell, mowing down the surroundings. Notes:	If he has less than 50% remaining, he will use this instead of Kasumi. Technique:	Guren (紅蓮, Crimson) Attribute:Fire Guard potential: △ Burn Effect Power:	2.0 Details:	i) With his whole body clad in light, generates three blades of light, hammering them into the ground while floating in the sky.		ii) Raises gigantic pillars of fire from the driven ground, which move in order to pursue you. Notes:	If he has less than 50% remaining, he will use this instead of Kasumi. To avoid its lock-on, dodge repeatedly with Slide. Technique:	Issen (一閃, Brandish) Attribute: Physical Guard potential: ○ Power:	1.0×3 Details:	Warps near you and slashes at high speed three times. Notes:	Used after the opponent receives damage or guards. Because it is used more frequently in the second half, be careful to always Slide.

It also has names for Master Xehanort and Terra-Xehanort's techniques, which I don't really have time to do all the deets of, but the names are:
 * Master Xehanort
 * 4連コンボ (4-ren Combo, 4-part Combo)
 * ブリザガ弾 (Blizzaga-dan, Blizzaga Shot)
 * サンダガ (Thundaga)
 * ライジンググランド (Rising Ground)
 * ブレードトルネード (Blade Tornado)
 * アルテマフリーズ (Ultima Freeze)
 * Terra-Xehanort
 * 連続斬り (Renzoku Kiri, Continuous Slash)
 * フィニッシュ (Finish)
 * ガードインパクト (Guard Impact)
 * クエイク (Quake)
 * ダークボレー (Dark Volley)
 * ソニックインパクト (Sonic Impact)
 * ソロアルカナム (Solo Arcanum)
 * ケアルガ (Curega)
 * ダークインパルス (Dark Impulse)
 * メテオ (Meteor)
 * アルテマカノン (Ultima Cannon)
 * ロックストーム (Rock Storm)


 * Also, does anyone think we should have some sort of "open talk threads" category, so people know which discussions are awaiting input? Wikimon.net has one, it works pretty well. 04:37, 23 February 2016 (UTC)
 * Yes, that category would be useful. 21:36, 23 February 2016 (UTC)
 * The attacks seems to match the Ultimania pages . I also think that category would be useful. 13:38, 24 February 2016 (UTC)
 * How does it look? 16:55, 25 February 2016 (UTC)
 * Maybe we can put the Notes underneath the other stats, to give the description more room and make the table smaller, like this:


 * Also, I find it unnecessary to have separate templates to open and close the table, when we can just merge them all in one template, like I have done here. And it may be just me, but the circle in the Guard tab is hard to see. And finally, I'm not sure if we need to separate the template per game, as most games have the same attack stats (element, power, etc.) 18:07, 25 February 2016 (UTC)
 * EDIT: We should probably list the definition of the icons for the Guard column. According to my (KH3D) Ultimania, O means you can guard and reflect projectiles/interrupt attacks, △ means you can guard but the projectile disappears/the attack continues, and X means you can't block. How/where should we list this? Perhaps we could create a footer row with this explanation. 18:58, 25 February 2016 (UTC)
 * I'll move the Notes underneath, but the point of having them as separate templates is because when we have so much information with up to twenty or so "sets", the template and its variable would be much more difficult to use and debug. For some stuff, like the Enemy template, that complexity is necessary because we need to ensure a standardized behavior across all uses. However, in general, having three separate templates for an indefinite-length table, as done here, actually makes it much easier on the editor when they're actually using the template, which is the whole point of having a template in the first place.
 * "Guard" should probably link to an explanation of BbS mechanics. Honestly, most of the headers should. Go ahead and replace the circle symbol if you want, or come up with standardized terms to replace the symbols ("Full", "Partial", etc.). 19:05, 25 February 2016 (UTC)
 * I've revised the template to put Notes on a separate row, but to me it makes it hard to easily look up how to deal with a technique, and feels like it's blurring the columns so that data seems to be in multiple places rather than orderly rows. What do you think?
 * Finally, if you can confirm that all games have the stats listed here for attacks, we can rename the template so that it's generic. However, if they don't, trying to assimilate the templates would actually make the coding-on-use much more complex, because we'd have to incorporate a game parameter, and name the parameters we already have. 19:10, 25 February 2016 (UTC)
 * I made the Notes row a different color. Does that help to make it look more orderly? 19:21, 25 February 2016 (UTC)

The notes row colour should be a much lighter shade of grey so it assimilates more with the white. Also, like our Re:coded Enemy infobox on the System Sector tab, I think we should have a hover icon that brings up an explanation note of what the Block symbols stand for since most people won't be familiar with the Ultimania notation. 19:32, 25 February 2016 (UTC)
 * Works for me, though I'd prefer outright replacing the symbols or covering them in a BbS mechanics page to having a hover. 02:54, 26 February 2016 (UTC)
 * I agree but until we do that, we should have a hover for the meantime. I've noticed that resistance stats in the enemy infobox also use symbols, but they're unclear. 15:08, 28 February 2016 (UTC)
 * If that's the case, it'd probably be best to set up a series of short templates, so we can go like for them. 16:00, 28 February 2016 (UTC)
 * That would be good. 17:57, 28 February 2016 (UTC)