Hades Paradox Cup: Difference between revisions

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→‎ROUNDS 31-40: More cleaning spree goodness. Edited for opinionative/extraneous comments, grammar, etc. There is no "I" when writing in Wiki.
(→‎ROUNDS 21-30: More cleaning spree goodness. Edited for opinionative/extraneous comments, grammar, etc.)
(→‎ROUNDS 31-40: More cleaning spree goodness. Edited for opinionative/extraneous comments, grammar, etc. There is no "I" when writing in Wiki.)
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===ROUNDS 31-40===
===ROUNDS 31-40===
Cerberus Cup rules. You have Forms available to you, and Drive
Cerberus Cup rules. You have Forms available to you, and Drive Gauges fill much faster than normal.  You have a ten-minute timer that will make you very thankful for those Forms.  
metres fill much faster than normal.  You have a ten-minute timer that will
make you very thankful for those Forms.
IMPORTANT NOTE: While in a form, cast Magnega, and immediately drop out of the form. Youll find regular Sora will have a full drive gauge. This is because the enemies trapped in a forms magnega take constant damaging = addigng hugely yo the drive gauge.


'''Round 31''' - Two Samurai, two Creepers, and one Berserker.  (This set of ten
IMPORTANT NOTE: While in a Form, cast Magnega, and immediately drop out of the Form. Youll find regular Sora will have a full Drive Gauge. This is because the enemies trapped in a Form's Magnega take constant damage adding a great to the Drive Gauge.
rounds is possibly more difficult, albeit in a steady, unrelenting way, than
all but one of the 41-50 set.  At the very least, it requires more endurance,
in my opinion.  I hate Nobodies.  I've said it before and I'll keep saying it.
The Berserker in this group is thankfully just that, singular.  If you can
manage to make it drop its hammer, and are fortunate enough not to get attacked
on your way to it, grab that sodding thing and use it to the best of your
ability. Get rid of that Berserker at any rate, and do it quickly, because I'm
willing to bet that if you eat an entire combo from one of them complete with
shock wave finisher, you'll either be dead or clinging to your last hit point.
The two Samurai are nearly as dangerous.  You can only endure a couple of
four-swipe sword attacks here before going critical, and either one of them can
perform them consecutively. Don't rely on the Reaction Commands either; Duel
Stance is an elegant and beautiful way to kill a Samurai, but the penalty for
making a mistake here is much worse than in a normal setting.  I love Magnega
for these, as well as any of the more dangerous Nobodies.  Fire off a sphere
and catch them when they're falling down with an aerial combo.  They aren't
dangerous if you keep them at a distance, but that leaves you with only the
option to chip at their HP with magic.  You need to get in close, but be
careful when you do.  I've had them interrupt my combos with their own.  The
Creepers are laughable by comparison, so just kill them with combos before they
have a chance to morph into swords and swipe at you.  I would try to hold off
on Final Form here, just because the earlier you use it, the more chance you
have to run out at a moment when you really don't want to later.  Even though
the metre charges faster, you still have a few moments between one Form change
and the next, and Leon and Cloud in the last round will take advantage of
that.)


'''Round 32''' - Three strange musical notes in water form and three Dancers.  (Demyx
'''Round 31''' - Two Samurai, two Creepers, and one Berserker.  The Berserker in this group is thankfully just that, singular.  If you can manage to make it drop its hammer, and are fortunate enough not to get attacked on your way to it, grab it and use it to the best of your ability.  Get rid of that Berserker at any rate, and do it quickly, because if you sustain an entire combo from one of them complete with shock wave finisher, you'll either be dead or clinging to your last hit point.  The two Samurai are nearly as dangerousYou can only endure a couple of four-swipe sword attacks here before going critical, and either one of them can perform them consecutivelyDon't rely on the Reaction Commands either; Duel Stance is an elegant and beautiful way to kill a Samurai, but the penalty for making a mistake here is much worse than in a normal settingMagnega—once more—is perfect for these, as well as any of the more dangerous NobodiesFire off a sphere and catch them when they're falling down with an aerial combo.  They aren't dangerous if you keep them at a distance, but that leaves you with only the option to chip at their HP with magic.  You need to get in close, but be careful when you do, as they'll interrupt your combos with their own.  The Creepers are laughable by comparison, so just kill them with combos before they have a chance to morph into swords and swipe at youTry to hold off on Final Form here, just because the earlier you use it, the more chance you have to run out at a moment when you really don't want to laterEven though the Drive Gauge charges faster, you still have a few moments between one Form change and the next, and Leon and Cloud in the last round will take advantage of that.
isn't around, but you get these water forms just like he uses, only they're in
the shape of musical notes, and they carry the same Wild Dance Reaction
Commands.  I haven't yet found a threat from these.  The real danger is the
Dancers.  Something is a bit wrong with the damage output they programmed for
these Nobodies in this tournament.  If they manage to grab you by the head and
swing you around, you'll lose 30 percent of your HPDo anything you can think
of to prevent this.  I've noticed that in groups, they interrupt my combos a
lot and do that head grabBy itself, a single Dancer is easier to attack, so
get out your Magnega, strike them until it fades, and single out whichever
enemy is the farthest awayI personally just go for more MagnegaThat head
grab is lethal, not to mention frustrating, and I'd rather have to regenerate
MP no matter what round it isI even had difficulty fighting them in Final
Form, because getting up close to them prompts more of that awful head grabbing
and tossingIf you're already in Final Form, get them in a Magnega sphere
before attacking them unless you have one cornered and no others are around.)


'''Round 33''' - Four Samurai(These bastards are horrible in a ground like this,
'''Round 32''' - Three strange musical notes in water form and three DancersDemyx isn't around, but you get these water forms just like he uses, only they're in the shape of musical notes, and they carry the same Wild Dance Reaction Commands.  The real danger is the DancersIf they manage to grab you by the head and swing you around, you'll lose 30 percent of your HP.  Do anything you can think of to prevent this.  In groups, they'll interrupt your combos a lot and do that head grabBy itself, a single Dancer is easier to attack, so get out your Magnega, strike them until it fades, and single out whichever enemy is the farthest awayThat head grab maneuver is lethal, so use Magnega whenever possible, as it's a lot easier to regenerate MP than HP, regardless of which round it is.  Fighting in Final Form is just as difficult, as it requires more up close and personal fightingIf you're already in Final Form, however, use Magnega before attacking them unless you have one cornered and no others are around.
and they stick together and attack in sync, which is even worseOften, if you
think you're far enough away, they'll slide forward with their arms spread and
manage to hit you anywayIf you're not already in Final Form, this is a great
place to startI usually get hit once or twice whilst attacking them, but it
doesn't hurt nearly as much as normal Sora being hit by themIt might be
helpful to get them with Magnega and then attack, Final Form or not.  It can
save you some pain.


'''Round 34''' - Two Sorcerers. (As soon as the round starts, they tend to instantly
'''Round 33''' - Four Samurai. They stick together and attack in sync.  Often, if you think you're far enough away, they'll slide forward with their arms spread and manage to hit you anywayIf you're not already in Final Form, this is a great place to start.  It might be helpful to get them with Magnega and then attack, Final Form or notIt can save you some pain.
surround you with their floating cubes.  Final Form will make very short work
of these two, but lifting them off the floor with your trusty Magnet magic
beforehand makes even shorter work of themA relatively easy round.)


'''Round 35''' - Rapid ThrustersLOTS OF THEM.  (This is just like the top of Pride
'''Round 34''' - Two SorcerersAs soon as the round starts, they tend to instantly surround you with their floating cubes.  Final Form will make very short work of these two, but lifting them off the floor with Magnet magic beforehand makes even shorter work of them.
Rock, only you're alone and you have that bloody timer to contend with.  This
is the round that takes me the longest, aside from Leon and Cloud, and possibly
even more at times.  The best thing you can do is to immediately shift into
Final Form, toss a couple Magnega spheres skyward, and mash the X button like
you're trying to break itExpend your MP on Magnega and then wait for your
Drive Gauge to deplete.  Now is when that whole "gauges fill faster" caveat is
truly great.  You can go from level 2 to a full level 7 in literally three or
four seconds if you just keep smacking the enemies about, which isn't difficult
because there are so many of them.  Immediately go back into Final Form, which
will refill your MP, and start Magnega again. It might not seem to help, but
every little dent you can make is a good dent.  This one will feel like it
takes forever, and you may start to worry about the timer.  Just mash your
attack button as fast as you can.  This round takes me about two and a half
minutes, making it all the more imperative to use Final Form to the fullest in
the other rounds.  I think the only really good thing about this round is that
it's nearly impossible to get hurt when Sora is a silver whirling death dealer
with two weapons.  I love Final Form.)


'''Round 36''' - Three Berserkers(Final Form is wonderful here, but even better is
'''Round 35''' - Rapid ThrustersLots of them.  This is just like the top of Pride Rock, only you're alone and you have that bloody timer to contend withThe best thing you can do is to immediately shift into Final Form, toss a couple Magnega spheres skyward, and strike away with the KeybladeExpend your MP on Magnega and then wait for your Drive Gauge to deplete.  Now is when that whole "gauges fill faster" caveat is truly great.  You can go from level 2 to a full level 7 in literally three or four seconds if you just keep smacking the enemies about, which isn't difficult because there are so many of them.  Immediately go back into Final Form, which will refill your MP, and start Magnega again. It might not seem to help, but every little dent you can make is a good dent.  This one will feel like it takes forever, and you may start to worry about the timer.  Just attack as fast as you canThis round, at best, will take about two and a half minutes, making it all the more imperative to use Final Form to the fullest in the other rounds.
being able to grab one of their hammers and kill two or all three of them
simultaneouslyI've never done more than two, as that last one always seems
to decide to do its hammer tantrum just thenIf you'll notice, they shrink
when they jump on the hammerThe gangly little sods look silly but are harder
to hit that way, though you'll probably still hit them in Final Form.  Just
watch that last hit with the shock wave, as it will knock a chunk of HP from
you.  I suggest Magnega, then attacking in Final Form, then grabbing the
nearest hammer and enjoying that and mopping up the last Berserker with the
Keyblades.  It makes the round go by very quickly.)


'''Round 37''' - Three Assassins and two Snipers, followed by four Dragoons(The
'''Round 36''' - Three Berserkers.  Final Form is wonderful here, but even better is being able to grab one of their hammers and kill two or all three of them simultaneously.  I've never done more than two, as that last one always seems to decide to do its hammer tantrum just then.  If you'll notice, they shrink when they jump on the hammer.  The gangly little sods look silly but are harder to hit that way, though you'll probably still hit them in Final FormJust watch that last hit with the shock wave, as it will knock a chunk of HP from youTry using Magnega, followed by attacks in Final Form, then grabbing the nearest hammer and enjoying that and mopping up the last Berserker with the Keyblades.
initial set is easy enough with Final Form, but it seems like a lot of the
Nobodies don't stay in Magnega spheres for very long at all, popping out almost
instantly.  I don't know if that's just here, or everywhere.  The first five
enemies is, nonetheless, simple to dispatch, just keep on them and use Warp
Snipe if it becomes availableWhen the Dragoons teleport in, a few of them
will do it via their damaging lance dive move, so watch the centre of the
arenaThey are just as susceptible to the sustained pressure of Final Form
though, so don't waste any time in ending their lives.  If you see them curl
into a ball, take those specific ones out before they can lance dive again.)


'''Round 38''' - Six Dusks, followed by three Dancers, followed by three Samurai,
'''Round 37''' - Three Assassins and two Snipers, followed by four Dragoons. The initial set is easy enough with Final Form, but it seems like a lot of the Nobodies don't stay in Magnega for very long at all, popping out almost instantlyThe first five enemies is, nonetheless, simple to dispatch, just keep on them and use Warp Snipe if it becomes availableWhen the Dragoons teleport in, a few of them will do it via their damaging lance dive move, so watch the center of the arenaThey are just as susceptible to the sustained pressure of Final Form though, so don't waste any timeIf you see them curl into a ball, take those specific ones out before they can lance dive again.
followed by four Gamblers, followed by one Sorcerer. (Dusks are as easy as they
come and shouldn't give any trouble, even out of Final Form.  Now, the Dancers,
Samurai, and Gamblers overlap with their spawn timesOnce you kill one or two
of the Dancers, the Samurai will come, and one or two seem to drop into the
arena as you're fighting, so it might be more than threeOne Gambler shows
up, and three more in short order, and it's all a steady reason for you to get
those Dancers and Samurai out of there so you can combo without being
interruptedGamblers are easier to combo than Dancers and Samurai, even in a
groupI guess they move a lot more slowly.  The Sorcerer is just like before,
but easier as there's just one this time, so kill it and move on.)


'''Round 39''' - Five Dragoons(The fifth seems to come in sometime during the
'''Round 38''' - Six Dusks, followed by three Dancers, followed by three Samurai, followed by four Gamblers, followed by one Sorcerer. Dusks are as easy as they come and shouldn't give any trouble, even out of Final Form.  Now, the Dancers, Samurai, and Gamblers overlap with their spawn timesOnce you kill one or two of the Dancers, the Samurai will come, and one or two seem to drop into the arena as you're fighting, so it might be more than threeOne Gambler shows up, and three more in short order, and it's all a steady reason for you to get those Dancers and Samurai out of there so you can combo without being interruptedGamblers are easier to combo than Dancers and Samurai, even in a group.  The Sorcerer is just like before, but easier as there's just one this time, so kill it and move on.
fight, but I can't be certainGet ready to love Master Form. Drive into it, start a combo, dash away with Firaga and Dash back, throw out a Thundaga or two, then finish the combo into Disaster and watch as the Dragoons spin and die.  


'''Round 40''' - Leon and Cloud.  ( Master Form once again. Start a combo on Leon, then use Firaga or Reflega, and Firaga again if needed to get back, though usually Master forms attacks will move it towards en enemy. The Firaga is not to hurt Leon, (though it will keep him from interrupting your combos), its to hurt Cloud and Keep him occupied. Reflega will catch a Cloud sneaking up on you, and even before the after shock the spinning Keyblade will hurt Leon. Usign this youll actually be able to let loose some of your Combo finishers, hope to Get 'Master Strike' instead of Disaster, its a flurry of Blows that is much faster than anything else youve seen out of master form, ending with a giant X. When Leon starts his fireball, lock onto Cloud and block/ or use Reflega. It will send he fireball at Cloud for some easy damage. If you want, you can try taking out Cloud this way.
'''Round 39''' - Five Dragoons.  The fifth seems to come in sometime during the fight, so be weary.  Get ready to love Master Form. Drive into it,  start a combo, dash away with Firaga and Dash back, throw out a Thundaga or two, then finish the combo into Disaster.
 
'''Round 40''' - Leon and Cloud.  Master Form once again. Start a combo on Leon, then use Firaga or Reflega, and Firaga again if needed to get back, though usually Master Form's attacks will move it towards an enemy. The Firaga is not to hurt Leon, (though it will keep him from interrupting your combos), it's to hurt Cloud and Keep him occupied. Reflega will catch a Cloud sneaking up on you, and even before the after shock the spinning Keyblade will hurt Leon. Using this you'll actually be able to let loose some of your Combo finishers, hope to Get 'Master Strike' instead of Disaster, it's a flurry of Blows that is much faster than anything else youve seen out of Master Form, ending with a giant X. When Leon starts his fireball, lock onto Cloud and block or use Reflega. It will send the fireball at Cloud for some easy damage.


===ROUNDS 41-50===
===ROUNDS 41-50===
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