Game:Zack: Difference between revisions

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Zack challenges Aqua to a friendly battle, now free of Hades's control. If one has all ready beaten Terra's scenario, then the player will recognize many of Zack's attacks and know how to avoid them. However, Aqua favors magic over brute force, so this needs to be taken into account when calculating the best strategy. Aqua lastly has access to Shotlocks, Command Styles, and D-Links. These abilities should be used to the fullest extent.  
Zack challenges Aqua to a friendly battle, now free of Hades's control. If one has all ready beaten Terra's scenario, then the player will recognize many of Zack's attacks and know how to avoid them. However, Aqua favors magic over brute force, so this needs to be taken into account when calculating the best strategy. Aqua lastly has access to Shotlocks, Command Styles, and D-Links. These abilities should be used to the fullest extent.  


Zack will begin the battle by launching a jumping, downward thrust attack. Wheel Roll can be used 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. Detona-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 Spell Weaver will eventually activate. Closing gaps between Aqua and Zack with Thunder Blitz or another magical-Blitz 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 Blade Charge. If Blade Charge 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. Wheel Roll can be used 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. Detona-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 Spell Weaver will eventually activate. Closing gaps between Aqua and Zack with Thunder Surge or another magical-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 Blade Charge. If Blade Charge 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.
 
===Rematches at the Mirage Arena===
 
===A Time To Chill===
Zack, alongside Hades, makes a final stand in the A Time To Chill round of the Mirage Arena, fought after several waves of Unversed have been defeated. The only obvious change in the boss is his greatly increased HP. In terms of attacking, the player should first target Zack as his attacks can do large damage. Overall, the fight should be easy if one has a strong Keyblade, be at a high level, and tailors his or her stratgies according to each character's strengths and weaknesses


==Video==
==Video==