Dark Inferno: Difference between revisions

41 bytes added ,  2 years ago
→‎Phase 3: red aura: 4 hit is sometimes 5 hit, but sequence of actions seems to be the same
(→‎Phase 3: red aura: air-slide method on disappear move)
(→‎Phase 3: red aura: 4 hit is sometimes 5 hit, but sequence of actions seems to be the same)
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The 7-hit combo is now a 15-hit combo - the Dark inferno will approach with 6 slashes, flash white, perform 2 more slashes, flash white again and pause, do 6 more slashes, and finally finish with 1 unblockable slash. Block the first set of 6, and use the white flashes to help with timing blocks for the set of 2 and set of 6. Be careful with the last 6, as there is a slight delay before it starts. Dodge roll to avoid the last hit. Dark Inferno will dodge away and may do a spin attack or 3-hit combo - punish these the same as in phase 2.
The 7-hit combo is now a 15-hit combo - the Dark inferno will approach with 6 slashes, flash white, perform 2 more slashes, flash white again and pause, do 6 more slashes, and finally finish with 1 unblockable slash. Block the first set of 6, and use the white flashes to help with timing blocks for the set of 2 and set of 6. Be careful with the last 6, as there is a slight delay before it starts. Dodge roll to avoid the last hit. Dark Inferno will dodge away and may do a spin attack or 3-hit combo - punish these the same as in phase 2.


The 5-hit combo is now a 4-hit combo, but works very similar to phase 2. The Dark Inferno will perform 3 slashes, then 1 unblockable slash, and follow up with a spin attack. Block the first 3 hits, dodge the fourth, Doubleflight to get above the spin attack, then use Falling Slash to punish.
The 5-hit combo is sometimes a 4-hit combo, but otherwise works very similar to phase 2. The Dark Inferno will perform 2 sets of slashes (2 + 2 or 1 + 2), then 1 unblockable slash, and follow up with a spin attack. Block the first 3 hits, dodge the fourth, Doubleflight to get above the spin attack, then use Falling Slash to punish.


The spin attack works the same as phase 2, and the timing is just as tight. Use Airstep/Falling Slash as usual.
The spin attack works the same as phase 2, and the timing is just as tight. Use Airstep/Falling Slash as usual.
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