329
edits
(→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) |
||
Line 193: | Line 193: | ||
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 | 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. |
edits