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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==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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|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). During that time, the Armored Ventus Nightmare cannot use Night Snake or Dark Charge.
|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.
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{{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
|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.
|Used after moving to the middle of the arena, unless at 1HP, 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.
|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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|△
|△
|Repositions itself in the air and throws its Keyblade. The Keyblade will return to its 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. Performed similarily to 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 199 HP, then charges forward until Riku's Dream Eater Link Gauges drop to 0. 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]].
|Used after moving to the middle of the arena. The Armored Ventus Nightmare won't fall until it has used this attack. 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><!-- Confirm if the following is part of Dark Charge -->Whenever Riku's Dream Eater Link Gauges fall to 0, the Nightmare will finish with a light pillar that puts his HP to 1. Riku afterwards will be left only able to use the Attack and Jump commands.
|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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{{Atk-c}}
{{Atk-c}}
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