Game:Demyx: Difference between revisions

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→‎Strategies: cleaning up writing, even though i have reservations about parts of the strategy itself
(→‎Second encounter: Improved details, moved characteristics of water forms to earlier section, corrected some attributions of Demyx's moves)
(→‎Strategies: cleaning up writing, even though i have reservations about parts of the strategy itself)
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====First encounter====
====First encounter====
{{Q|Defeat all of Demyx's water forms before time runs out!|Battle hint}}
{{Q|Defeat all of Demyx's water forms before time runs out!|Battle hint}}
During the first battle, Demyx does not physically attack. Instead, he summons 100 water forms that must be defeated within eighty seconds. There are two types of water forms — those shaped like the {{w|Eighth note|quaver}} musical notes, and those shaped like Demyx. Striking the Demyx-shaped forms will cause them to transform into note-shaped ones. The note forms can be grabbed with the [[Reaction Command#Demyx|Reaction Command]] '''Wild Dance''', which causes damage to many forms over a large area. To make this battle a success, it is recommended to use the '''Wild Dance''' Reaction Command as well as the Fire spell as many times as possible. It should be noted that the note-shaped forms will become offensive if left untouched after appearing for some time. Ethers should be stocked to refill the MP Gauge after a consecutive round of Fire spells, but HP should not be a problem, as defeating the water forms causes HP Balls to drop.
During the first battle, Demyx does not physically attack. Instead, he summons 100 water forms that must be defeated within eighty seconds. Water forms have two shapes, {{w|Eighth note|quaver}} musical notes and Demyx doppelgangers. Striking the Demyx-shaped forms will cause them to transform into note-shaped ones. The note forms can be grabbed with the [[Reaction Command#Demyx|Reaction Command]] '''Wild Dance''', which causes damage to many forms over a large area. To make this battle a success, it is recommended to use the '''Wild Dance''' Reaction Command as well as the Fire spell as many times as possible. It should be noted that the note-shaped forms will attack if left untouched for some time. Ethers should be stocked to refill the MP Gauge after a consecutive round of Fire spells, but HP should not be a problem, as defeating the water forms causes HP Balls to drop.


====Second encounter====
====Second encounter====
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After the forms are destroyed, Demyx begins his normal attacks. He will leap across the arena with spouts of water erupting from the ground in his wake, and summon pillars of water around him. To stop him, try to hit him with a combo finisher before he leaps again. Demyx can leap and summon water even when knocked into the air by a combo, so be careful attacking him in the air. Demyx will also summon a rain of bubbles from above, and fire a bombardment of bubbles at Sora directly. He can also summon several spheres of water around himself, which explode after a short delay. Demyx will often summon two or three note-shaped water forms as back-up during the battle, and while there is no timer, these water forms will attack Sora and can cause heavy damage, although Sora may use the reaction command to destroy them and cause collateral damage to Demyx.
After the forms are destroyed, Demyx begins his normal attacks. He will leap across the arena with spouts of water erupting from the ground in his wake, and summon pillars of water around him. To stop him, try to hit him with a combo finisher before he leaps again. Demyx can leap and summon water even when knocked into the air by a combo, so be careful attacking him in the air. Demyx will also summon a rain of bubbles from above, and fire a bombardment of bubbles at Sora directly. He can also summon several spheres of water around himself, which explode after a short delay. Demyx will often summon two or three note-shaped water forms as back-up during the battle, and while there is no timer, these water forms will attack Sora and can cause heavy damage, although Sora may use the reaction command to destroy them and cause collateral damage to Demyx.


Sora may occasionally get the chance to use the '''Show Stealer''' command (signified by Demyx marching toward Sora while playing his sitar and quipping "Ain't it a blast?"), which knocks Demyx into the air and stuns him for a short time. This can backfire, however, as approaching Demyx without triggering the '''Show Stealer''' will result in Demyx automatically counter-attacking with his sitar and doing major damage.
Sora may occasionally get the chance to use the '''Show Stealer''' command—signaled by Demyx marching toward Sora while playing his sitar and quipping "Ain't it a blast?"—which knocks Demyx into the air and stuns him for a short time. This can backfire, however, as approaching Demyx without triggering the '''Show Stealer''' will result in Demyx automatically counter-attacking with his sitar and doing major damage.


When he has lost approximately half his health, Demyx will summon ten more water forms that must be defeated in ten seconds (fifteen seconds in the Final Mix version). Afterwards, Demyx resumes his normal attacks, but also gains a new technique, Water Finish. He will walk towards Sora, swinging his sitar, summoning walls of water in front of him and behind of Sora. If Sora uses Guard against Demyx's sitar, he can sometimes avoid being damaged by the pillars, allowing him to counterattack.
When he has lost approximately half his health, Demyx will summon ten more water forms that must be defeated in ten seconds, fifteen seconds in the Final Mix version. Afterwards, Demyx resumes his normal attacks, but also gains a new technique, Water Finish. He will walk towards Sora, swinging his sitar, summoning walls of water in front of him and behind of Sora. If Sora uses Guard against Demyx's sitar, he can sometimes avoid being damaged by the pillars, allowing him to counterattack.


Most of Demyx's attacks knock Sora into the air, so Aerial Recovery is very useful. It is highly advised to stay away from Demyx until he is open for an attack. For this reason, [[Thunder]] helps greatly, and [[Wisdom Form]] is also useful.
Most of Demyx's attacks knock Sora into the air, so Aerial Recovery is very useful. It is highly advised to stay away from Demyx until he is open for an attack. For this reason, [[Thunder]] helps greatly, and [[Wisdom Form]] is also useful.


An alternate method is to beat all the water forms in the beginning and immediately use Knocksmash, this takes his health down almost completely for an extremely easy win, without using any other magic or Drive forms.
An alternate method is to beat all the water forms in the beginning and immediately use Knocksmash. This takes his health down almost completely for an extremely easy win, without using any other magic or Drive forms.<!--can we get more details or better wording on this one?-->


====Data Rematch====
====Data Rematch====
Demyx fights in a similar manner to the previous battle, but this time he makes use of more water forms. There are four rounds of water form (before Sora first gets to damage Demyx), and Sora must destroy all of them in thirty seconds without using the '''Wild Dance''' Reaction Command. The final round has 99 forms, when Demyx has one bar of HP left. Also, Demyx's fountains increase in number and power and some briefly follow Sora, which somewhat resembles Vexen's Ice Needles Sleight.
Demyx fights in a similar manner to the previous battle, but this time he makes use of more water forms. There are four rounds of water forms at the start, and Sora must destroy all of them in thirty seconds without using the '''Wild Dance''' Reaction Command.<!--really?--> The final round has 99 forms, when Demyx has one bar of HP left. Also, Demyx's fountains increase in number and power and some briefly follow Sora, which somewhat resembles Vexen's Ice Needles Sleight.


It is advisable to stock up on Ethers/Elixirs or any MP-restoring items in the item slots (Donald's and Goofy's slots too) and have Donald and Goofy carry out their attacks very frequently. Disable Auto-Limit, as this might prevent usage of the Reaction Command '''Wild Dance''' and might force one into Limit mode instead, making it more difficult to destroy all the forms on time. The note-shaped water forms do not appear, but casting '''Blizzaga''' on the forms will turn them into notes and allows the use of '''Wild Dance'''. '''Firaga''' will also instantly destroy the water forms. Switch to [[Limit Form]] and use '''Ragnarok'''.
It is advisable to stock up on Ethers/Elixirs or any MP-restoring items in the item slots, including Donald and Goofy's, and have Donald and Goofy carry out their attacks very frequently. Disable Auto-Limit, as this might prevent usage of the Reaction Command '''Wild Dance''' and might force one into Limit Form instead, making it more difficult to destroy all the forms in time. The note-shaped water forms do not appear, but casting '''Blizzaga''' on the forms will turn them into notes and allows the use of '''Wild Dance'''. '''Firaga''' will also instantly destroy the water forms. Switch to [[Limit Form]] and use '''Ragnarok'''.


Alternatively, switch to Wisdom Form and use magic-based attacks (hence it is necessary to stock up Ethers and such). '''Reflect''' and '''Fire''' will come in handy—as while in Wisdom Form, casting magic is done at a faster rate and one can move around quicker.
Alternatively, switch to Wisdom Form and use magic-based attacks. '''Reflect''' and '''Fire''' will come in handy—as while in Wisdom Form, casting magic is done at a faster rate and one can move around quicker.


Also, be sure to reset the Anti-Points counter to zero before the battle, so as to help prevent Sora from entering AntiForm. However, one attack from AntiForm can destroy a form, so the choice is up to the player.
Also, be sure to reset the Anti-Points counter to zero before the battle, so as to help prevent Sora from entering AntiForm. However, one attack from AntiForm can destroy a form, so the choice is up to the player.
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