Armored Ventus Nightmare: Difference between revisions

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When it turns the background white, it may follow it up with one of two abilities. It will either generate four orbs of darkness that bounce around the arena, seeking out Riku, or attack by moving towards Riku and using combos. In the former case, the player cannot block these orbs and can only dodge. This is best achieved by using Flowmotion to jump up the sides of the arena, where the orbs will not follow. In the latter case, the Nightmare can be damaged. Again, Counter Aura will prove effective here. In either case, timing is critical to defend yourself, and it will eventually melt back into the ground, returning the arena to normal.
When it turns the background white, it may follow it up with one of two abilities. It will either generate four orbs of darkness that bounce around the arena, seeking out Riku, or attack by moving towards Riku and using combos. In the former case, the player cannot block these orbs and can only dodge. This is best achieved by using Flowmotion to jump up the sides of the arena, where the orbs will not follow. In the latter case, the Nightmare can be damaged. Again, Counter Aura will prove effective here. In either case, timing is critical to defend yourself, and it will eventually melt back into the ground, returning the arena to normal.


If it leaps into the air, resist the urge to attack it, as it is about to fire orbs of darkness into the ground that cannot be blocket. Even if you avoid the initial attack, it will split apart and travel across the floor of the arena, and even if you avoid both, it will often quickly follow up with one of the white background attacks. The Nightmare may spin-dive into Riku like Ventus's Fever Pitch, or melt into the ground and reappear behind him to attack. These are all best handled with Dark Barrier and Counter Aura. A trickier ability it has is when it gives the arena a purple tint and causes darkness to swirl around it, mimicking an [[Aero]] or [[Tornado]] spell. Since this all happens near-simultaneously, and since it often uses it when being damaged many times in rapid succession, the attack is very difficult to avoid. If hit, the attack will do moderate damage and hurl Riku backwards, negating whatever action he happens to be performing.
If it leaps into the air, resist the urge to attack it, as it is about to fire orbs of darkness into the ground that cannot be blocked. Even if you avoid the initial attack, it will split apart and travel across the floor of the arena, and even if you avoid both, it will often quickly follow up with one of the white background attacks. The Nightmare may spin-dive into Riku like Ventus's Fever Pitch, or melt into the ground and reappear behind him to attack. These are all best handled with Dark Barrier and Counter Aura. A trickier ability it has is when it gives the arena a purple tint and causes darkness to swirl around it, mimicking an [[Aero]] or [[Tornado]] spell. Since this all happens near-simultaneously, and since it often uses it when being damaged many times in rapid succession, the attack is very difficult to avoid. If hit, the attack will do moderate damage and hurl Riku backwards, negating whatever action he happens to be performing.


While Counter Aura is crucial in this fight, it does little damage, so relying on it to finish the boss may be tedious. It is generally safe to unleash a short combo whenever the Nightmare emerges from the ground and does not immediately launch into another attack. It will quickly attempt to counter, in which case Dark Barrier may be utilized. It may be tempting to use multi-hit attacks like Dark Aura or Dark Splicer on it, however, this does not work as well as it did on Young Xehanort. The Nightmare can change tactics quickly, opening you up to damage and/or knocking you out of the attack early, effectively wasting the command. It will often use "dark Aero" to accomplish this.
While Counter Aura is crucial in this fight, it does little damage, so relying on it to finish the boss may be tedious. It is generally safe to unleash a short combo whenever the Nightmare emerges from the ground and does not immediately launch into another attack. It will quickly attempt to counter, in which case Dark Barrier may be utilized. It may be tempting to use multi-hit attacks like Dark Aura or Dark Splicer on it, however, this does not work as well as it did on Young Xehanort. The Nightmare can change tactics quickly, opening you up to damage and/or knocking you out of the attack early, effectively wasting the command. It will often use "dark Aero" to accomplish this.