Armored Ventus Nightmare: Difference between revisions

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|DDDBRstun=x0<ref>The Armored Ventus Nightmare is left stunned when Riku reduces its HP to 1 with Nightmare Clash before he reverts.</ref>
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The '''Armored Ventus Nightmare''' is the final boss of ''[[Kingdom Hearts 3D: Dream Drop Distance]]''.
The '''Armored Ventus Nightmare''' is the final boss of ''[[Kingdom Hearts 3D: Dream Drop Distance]]''. It is a dark [[Nightmare]] version of [[Ventus]]'s [[Keyblade Armor]] controlling [[Sora]]'s body.


==Story==
==Story==
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==Design==
==Design==
The Armored Ventus Nightmare is [[Sora]] clad in [[Ventus]]'s [[Keyblade Armor]], which is now black and purple in coloration. The Nightmare [[Dream Eater]] emblem is emblazoned on the visor. The boss wields Sora's [[Kingdom Key]], which is also colored black, with a reverse grip.
The Armored Ventus Nightmare is Sora clad in Ventus's Keyblade Armor, which is now black and purple in coloration. The Nightmare [[Dream Eater]] emblem is emblazoned on the visor. The boss wields Sora's [[Kingdom Key]], which is also colored black, with a reverse grip.


Despite being a Nightmare Dream Eater, it appears in the Character section of the Reports, instead of the Dream Eaters section.
Despite being a Nightmare Dream Eater, it appears in the Character section of the Reports, instead of the Dream Eaters section.
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==Strategy==
==Strategy==
The Armored Ventus Nightmare has less health than {{ns|Game|Young Xehanort}} (5 HP bars), but often melts into the ground like a [[Shadow]] does and more frequently, making locking on challenging. Riku can follow its path by seeing his position on the map in the bottom screen, but this is tricky and may prove too much of a distraction. At these points, it may be better to stop moving and be prepared to guard until Riku has either locked back on or spotted it. In general, the Nightmare mimics Ventus's fighting style, making use of fast combos, counterattacks, and reprisals. Because of this, Dark Barrier and Counter Aura are recommended as they block and hit in any direction and provides invincibility frames from some of its more brutal attacks. As for Dream Eaters, it may help to have at least one with a healing ability, but other than that, it does not particularly matter. Since very few attack commands will be effective, one may consider bulking up on Cure spells and items or on projectiles. Ironically, the air is generally a blind spot for the Nightmare, so if Riku has a command that can be quickly executed from the safety of a double jump like Firaga Burst, that may also help. Flowmotion attacks from above can also help.
The Armored Ventus Nightmare has less health than {{ns|Game|Young Xehanort}} (5 HP bars), but often melts into the ground like a [[Shadow]] does and more frequently, making locking on challenging. Riku can follow its path by seeing his position on the map in the bottom screen, but this is tricky and may prove too much of a distraction. At these points, it may be better to stop moving and be prepared to guard until Riku has either locked back on or spotted it. In general, the Nightmare mimics Ventus's fighting style, making use of fast combos, counterattacks, and reprisals. Because of this, Dark Barrier and Counter Aura are recommended as they block and hit in any direction and provides invincibility frames from some of its more brutal attacks. As for Dream Eaters, it may help to have at least one with a healing ability, but other than that, it does not particularly matter. Since very few attack commands will be effective, one may consider bulking up on Cure spells and items or on projectiles. Ironically, the air is generally a blind spot for the Nightmare, so if Riku has a command that can be quickly executed from the safety of a double jump like Firaga Burst, that may also help. Flowmotion attacks from above can also help.
 
[[File:Versus Armored Ventus Nightmare KH3D.png|thumb|right|The Armored Ventus Nightmare fights against Riku in Sora's Soul World.]]
When it turns the background white, the Dream Eaters are removed from the party temporarily, and the enemy may follow it up with one of two abilities. It will either generate four orbs of darkness that bounce around the arena and seek out Riku, or attack by moving towards Riku and using combos. In the former case, Riku 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, as dodging normally will not evade all of them. In the latter case, the Nightmare can be damaged. Again, Counter Aura will prove effective here. In either case, timing is critical for defense and it will eventually melt back into the ground, returning the arena to normal.
When it turns the background white, the Dream Eaters are removed from the party temporarily, and the enemy may follow it up with one of two abilities. It will either generate four orbs of darkness that bounce around the arena and seek out Riku, or attack by moving towards Riku and using combos. In the former case, Riku 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, as dodging normally will not evade all of them. In the latter case, the Nightmare can be damaged. Again, Counter Aura will prove effective here. In either case, timing is critical for defense and it will eventually melt back into the ground, returning the arena to normal.


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While Counter Aura is crucial in this fight as it hits in any direction, it does little damage and its range is short, 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 Riku up to damage and/or knocking him 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 as it hits in any direction, it does little damage and its range is short, 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 Riku up to damage and/or knocking him out of the attack early, effectively wasting the command. It will often use "dark Aero" to accomplish this.


Once its HP is brought down to 1, the battle will shift. If the background is currently white when this happens, Riku must weather the attack until it returns the arena to normal, otherwise it will head straight for the center. He should be at full HP for having better chances of surviving. Once there, a cinematic will play in which the Nightmare uses a "Shotlock" style ability on Riku, who counters by using a special Dual Link. The results are the same no matter which Dream Eaters Riku is using: He will begin glowing and all of his commands will be locked, with his Attack command replaced by "[[Nightmare Clash]]". The Nightmare will take on a new, relatively smaller HP gauge, which must also be brought down to 1 to finish the battle. It will cloak itself in a purple light and perform several rushing attacks, which can easily whittle down Riku's HP even at high levels. Using Nightmare Clash will cause Riku to charge the Nightmare and damage it, also nullifying damage done to him if they collide. Riku can attempt to time the strikes, but it may be best just to max out his HP and obtain Once More/Second Chance. If Riku has the Auto-Life status and has his HP depleted, a fatal error can occur where the Nightmare Clash command will be replaced by a glitched Attack command, requiring the player to reset the game if Once More is equipped. In normal cases, Riku's commands will be locked, leaving no way to heal him, so be sure to have his HP at maximum at the beginning of this phase. Mechanically, the Nightmare's attack is considered a separate combo, so Once More will not activate and Riku will most likely not survive if hit. Should he succeed, the Nightmare will be stunned and the Finish command will destroy it for good. This command cannot miss, so perform it as quickly as possible, otherwise the Nightmare will regain consciousness, and Riku will be forced to repeat this sequence with diminished HP.
Once its HP is brought down to 1, the battle will shift. If the background is currently white when this happens, Riku must weather the attack until it returns the arena to normal, otherwise it will head straight for the center. He should be at full HP for having better chances of surviving. Once there, a cinematic will play in which the Nightmare uses a "Shotlock" style ability on Riku, who counters by using a special Dual Link. The results are the same no matter which Dream Eaters Riku is using: He will begin glowing and all of his commands will be locked, with his Attack command replaced by "[[Nightmare Clash]]". The Nightmare will take on a new, relatively smaller HP gauge, which must also be brought down to 1 to finish the battle. It will cloak itself in a purple light and perform several rushing attacks, which can easily whittle down Riku's HP even at high levels. Using Nightmare Clash will cause Riku to charge the Nightmare and damage it, also nullifying damage done to him if they collide. Riku can attempt to time the strikes, but it may be best just to max out his HP and obtain Once More/Second Chance. If Riku has the Auto-Life status and has his HP depleted, a fatal error can occur where the Nightmare Clash command will be replaced by a disabled Attack command, requiring the player to reset the game if Once More is equipped. In normal cases, Riku's commands will be locked, leaving no way to heal him, so be sure to have his HP at maximum at the beginning of this phase. Mechanically, the Nightmare's attack is considered a separate combo, so Once More will not activate and Riku will most likely not survive if hit. Should he succeed, the Nightmare will be stunned and the Finish command will destroy it for good. This command cannot miss, so perform it as quickly as possible, otherwise the Nightmare will regain consciousness, and Riku will be forced to repeat this sequence with diminished HP.
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{{Atk-o|DDD}}
{{Atk-m|{{nihongo|'''Dark Rave'''|ダークレイヴ|<br>Dāku Reivu}}
{{Atk-m|{{nihongo|'''Dark Rave'''|ダークレイヴ|<br>Dāku Reivu}}
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|0.5 per hit
|0.5 per hit
|△
|△
|Attacks with a variety of moves. Uses 3-4 attacks in succession.
|Attacks with a variety of moves. Uses up to 3-4 attacks in succession.
|Resembles [[Fever Pitch]], Ventus's [[Firestorm]] combo and [[Counter Rush]].
|Rising Horizontal Sweep has the user perform a spin attack while jumping and releasing a few dark liquids around it.<br>Spin Swing performs a Keyblade sweep similarily to Ventus's [[Counter Rush]], and by extension the Dark Slash attack. Can be used as a separate attack.<br>Rush Swing is a four-hit combo, with the first two hits dealing no damage. Used after Rising Horizontal Sweep.<br>Rush Quadruple Thrust is an advancing spin attack similar to the combo finish of [[Fever Pitch]]. Used after a Rush Swing.<br>Dark Tornado is a dark pillar surrounding the user that knocks the opponent back. Used after a Rush Swing or as a separate attack.<br>The ferocity of the Dark Rave is increased after using Crawler Attack, where the user performs up to four attacks more often.
|Spin Swing
|Spin Swing
|{{AT|att}} Dark
|{{AT|att}} Dark
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|X
|X
|Dives underground and moves directly beneath the opponent, then jumps out and attacks with a Keyblade swing and whirlpool of darkness.  
|Dives underground and moves directly beneath the opponent, then jumps out and attacks with a Keyblade swing and whirlpool of darkness.  
|Temporarily turns the arena white, and removes Riku's Dream Eaters from the party (Abilities are still kept).
|Temporarily turns the arena white, and removes Riku's Dream Eaters from the party (Abilities are still kept). During that time, the Armored Ventus Nightmare never uses Night Snake, Dark Raid or Dark Charge.
}}
}}
{{Atk|{{nihongo|'''Crawler Shot'''|クローラーショット|<br>Kurōrā Shotto}}
{{Atk|{{nihongo|'''Crawler Shot'''|クローラーショット|<br>Kurōrā Shotto}}
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|X
|X
|Jumps up and gathers strength, then scatters dark liquid forward in three directions. The dark liquid slowly follows the opponent while moving in an arch.
|Jumps up and gathers strength, then scatters dark liquid forward in three directions. The dark liquid slowly follows the opponent while moving in an arch.
|Resembles Ventus's [[Firestorm]]'s finish command.
|The jump and charge of the attack is performed similarily to Ventus's [[Firestorm]]'s finish command.
}}
}}
{{Atk|{{nihongo|'''Night Snake'''|ナイトスネイク|<br>Naito Suneiku}}
{{Atk|{{nihongo|'''Night Snake'''|ナイトスネイク|<br>Naito Suneiku}}
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|X
|X
|Dives underground and summons three blobs of dark liquid that fly toward the opponent.
|Dives underground and summons three blobs of dark liquid that fly toward the opponent.
|Temporarily turns the arena white, and removes Riku's Dream Eaters from the party (Abilities are still kept).
|Used after moving to the middle of the arena, unless at 1 HP, and always starts with this attack. Temporarily turns the arena white, and removes Riku's Dream Eaters from the party (Abilities are still kept). The Armored Ventus Nightmare is invincible during this attack. The blobs have a limited vertical range and cannot reach Riku while he climbs the walls using Flowmotion.
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{{Atk|{{nihongo|'''Dark Slash'''|ダークスラッシュ|<br>Dāku Surasshu}}
{{Atk|{{nihongo|'''Dark Slash'''|ダークスラッシュ|<br>Dāku Surasshu}}
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|△
|△
|Moves behind the opponent and swings the Keyblade.
|Moves behind the opponent and swings the Keyblade.
|The slide behind the opponent resembles Ventus's [[Reversal]].
|The slide behind the opponent resembles Ventus's [[Reversal]], while the swing resembles his Counter Rush. Can be followed with Dark Rave.
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}}
{{Atk|{{nihongo|'''Dark Raid'''|ダークレイド|<br>Dāku Reido}}
{{Atk|{{nihongo|'''Dark Raid'''|ダークレイド|<br>Dāku Reido}}
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|1.0 per hit
|1.0 per hit
|△
|△
|Repositions himself in the air and throws his Keyblade. The Keyblade will return to his hand after traveling a certain distance.
|Repositions itself in the air and throws its Keyblade. The Keyblade will return to its hand after traveling a certain distance.
|Only used after getting knocked back. The Keyblade can also hit multiple times if Riku is in the farthest distance it can reach. Resembles Ventus's [[Payback Raid]].
|Only used after getting knocked back, but never during Crawler Attack. The Keyblade can also hit multiple times if Riku is in the farthest distance it can reach. Performed similarily to Ventus's [[Payback Raid]].
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}}
{{Atk|{{nihongo|'''Dark Charge'''|ダークチャージ|<br>Dāku Chāji}}
{{Atk|{{nihongo|'''Dark Charge'''|ダークチャージ|<br>Dāku Chāji}}
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|2.0 per hit
|2.0 per hit
|X
|X
|Only used at nearly 1 HP. Locks onto Riku multiple times, restores around 200 HP, then charges forward 20 times in a row. Can be nullified by using [[Nightmare Clash]].
|Only used at nearly 1 HP. Locks onto Riku multiple times, recovers to 200 HP, then charges forward until Riku's Dream Eater Link Gauges drop to 0. Can be nullified by using [[Nightmare Clash]].
|The start of the series of charges is delayed in the international version of ''Kingdom Hearts Dream Drop Distance HD''. The Armored Ventus Nightmare will remain invulnerable until its first charge.<ref>KH3D HD JP Dark Charge : https://youtu.be/JjBacMIlluU?si=F6v_QtKVPQt3e6KW&t=598 - US Dark Charge https://youtu.be/Sva2dM47qk0?si=XbFtka-3hcHPt3bW&t=167 </ref>
|Used after moving to the middle of the arena. The start of the series of charges is delayed in the international version of ''Kingdom Hearts Dream Drop Distance HD''. The Armored Ventus Nightmare will remain invulnerable until its first charge.<ref>KH3D HD JP Dark Charge : https://youtu.be/JjBacMIlluU?si=F6v_QtKVPQt3e6KW&t=598 - US Dark Charge https://youtu.be/Sva2dM47qk0?si=XbFtka-3hcHPt3bW&t=167</ref><br>Once Riku reduces the Armored Ventus Nightmare's HP to 1 with Nightmare Clash, the Armored Ventus Nightmare will be left stunned, while Riku will gain access to the Finish command, which is required to drop the Armored Ventus Nightmare's HP to 0.<br><!-- Confirm if the following is part of Dark Charge -->Should Riku revert from Nightmare Clash before the Finish command is available, the Armored Ventus Nightmare will finish by falling and summoning a pillar of light with its left hand in the ground. Riku then takes heavy damage no matter his position.
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