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Game:Phantom Aqua: Difference between revisions

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{{Character
{{Character
  |name=Phantom Aqua
  |name=Phantom Aqua
  |katakana=アクアの幻影
  |katakana=ミラージュアクア
  |romaji=Akua no Gen'ei
  |romaji=Mirāju Akua
|japname=Mirage Aqua
  |image=[[File:Phantom Aqua KH0.2.png|350px]]
  |image=[[File:Phantom Aqua KH0.2.png|350px]]
  |tab1=KH0.2
  |tab1=KH0.2
Line 16: Line 17:
  |AFPHP4=1600 (Secret Boss Rush)
  |AFPHP4=1600 (Secret Boss Rush)
}}
}}
'''[[Phantom Aqua]]''' is a boss in ''[[Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-]]'', fought three times in the story. A stronger version of her also appears as a secret boss.
The '''[[phantom Aqua]]''' is a boss in ''[[Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-]]'', fought three times in the story. A stronger version of her also appears as a secret boss.


==Strategy==
==Strategy==
Line 25: Line 26:
|
|
|Blockable
|Blockable
|''"Farewell!"''/''"Come on!"''<br>Phantom Aqua performs a three-hit teleporting combo.  
|''"Farewell!"''/''"Come on!"''<br>The phantom Aqua performs a three-hit teleporting combo.  
}}
}}
{{Atk|'''Blizzaja'''
{{Atk|'''Blizzaja'''
Line 32: Line 33:
|
|
|Negatable<br>Blockable
|Negatable<br>Blockable
|''"You're done!"''<br>Phantom Aqua summons six ice crystals that home in on Aqua. Can be interrupted with magic. In the secret boss fight, Phantom Aqua can bombard Aqua with combos if not interrupted.
|''"You're done!"''<br>The phantom Aqua summons six ice crystals that home in on Aqua. Can be interrupted with magic. In the secret boss fight, the phantom Aqua can bombard Aqua with combos if not interrupted.
}}
}}
{{Atk|'''Spellweaver Activation'''
{{Atk|'''Spellweaver Activation'''
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|
|
|Unblockable
|Unblockable
|Phantom Aqua activates Spellweaver.
|The phantom Aqua activates Spellweaver.
}}
}}
{{Atk|'''Spellweaver Side Spiral'''
{{Atk|'''Spellweaver Side Spiral'''
Line 46: Line 47:
|
|
|Blockable
|Blockable
|Phantom Aqua and three clones attack side-to-side.
|The phantom Aqua and three clones attack side-to-side.
}}
}}
{{Atk|'''Spellweaver Shot'''
{{Atk|'''Spellweaver Shot'''
Line 53: Line 54:
|
|
|Blockable
|Blockable
|''"Go!"''/''"Gotcha!"''/''"Fall!"''<br>Phantom Aqua and three clones fire Spellweaver shots that can track Aqua.
|''"Go!"''/''"Gotcha!"''/''"Fall!"''<br>The phantom Aqua and three clones fire Spellweaver shots that can track Aqua.
}}
}}
{{Atk|'''Spellweaver Finish'''
{{Atk|'''Spellweaver Finish'''
Line 60: Line 61:
|
|
|Blockable
|Blockable
|Phantom Aqua and three clones surround Aqua while performing the Spellweaver finisher. The attack ends with the clones converging on Aqua and creating a devastating ice attack.
|The phantom Aqua and three clones surround Aqua while performing the Spellweaver finisher. The attack ends with the clones converging on Aqua and creating a devastating ice attack.
}}
}}
{{Atk|'''Three-step Teleport Combo'''
{{Atk|'''Three-step Teleport Combo'''
Line 67: Line 68:
|
|
|Unblockable
|Unblockable
|Phantom Aqua attacks with a teleporting strike, then a two-hit combo, and finally, a three hit combo.
|The phantom Aqua attacks with a teleporting strike, then a two-hit combo, and finally, a three hit combo.
}}
}}
{{Atk|'''Teleport Counter'''
{{Atk|'''Teleport Counter'''
Line 74: Line 75:
|
|
|Unblockable
|Unblockable
|After Phantom Aqua's retaliation point is reached, she backflips and retaliates with an unblockable lunge forward.
|After the phantom Aqua's retaliation point is reached, she backflips and retaliates with an unblockable lunge forward.
}}
}}
{{Atk|'''Teleport Bait'''
{{Atk|'''Teleport Bait'''
Line 81: Line 82:
|
|
|Unblockable
|Unblockable
|Phantom Aqua stands in place, appearing to be vulnerable. If Aqua attempts to hit her in this state, the phantom will strike with a counterattack.
|The phantom Aqua stands in place, appearing to be vulnerable. If Aqua attempts to hit her in this state, the phantom will strike with a counterattack.
}}
}}
{{Atk|'''Teleport Barrage'''
{{Atk|'''Teleport Barrage'''
Line 88: Line 89:
|
|
|Blockable (barrage)<br>Unblockable (finish)
|Blockable (barrage)<br>Unblockable (finish)
|Phantom Aqua performs a barrage of attacks, ending in a finishing blow.
|The phantom Aqua performs a barrage of attacks, ending in a finishing blow.
}}
}}
{{Atk|'''Desperation Move: Spellweaver'''
{{Atk|'''Desperation Move: Spellweaver'''
Line 95: Line 96:
|
|
|Unblockable (shots, activation burst)<br>Blockable (melee attacks, finisher)
|Unblockable (shots, activation burst)<br>Blockable (melee attacks, finisher)
|Phantom Aqua activates Spellweaver and assaults Aqua in a lengthy combo of shots and spirals. She ends the attack like Spellweaver Finish.
|The phantom Aqua activates Spellweaver and assaults Aqua in a lengthy combo of shots and spirals. She ends the attack like Spellweaver Finish.
}}
}}
{{Atk|'''360-Degree Stab'''
{{Atk|'''360-Degree Stab'''
Line 102: Line 103:
|
|
|Blockable
|Blockable
|Phantom Aqua and a series of clones surround Aqua and thrust themselves at her. While the clones vanish, only the real one is left vulnerable for a second.
|The phantom Aqua and a series of clones surround Aqua and thrust themselves at her. While the clones vanish, only the real one is left vulnerable for a second.
}}
}}
{{Atk-c}}
{{Atk-c}}
===First battle===
===First battle===
The first battle against Phantom Aqua is relatively the easiest fight against her. In this form, she only has few attacks. In one, she can disappear and cast six giant ice crystals that can home in on Aqua, which can be blocked or dodged. When she initiates the attack, it is possible to cancel it with any magic spell, preferably Thundaga due to its instantaneous attack. She can also perform teleporting combos, which can be blocked. Whenever she appears vulnerable, attack her with Keyblade combos and she will soon fall. Mixing up the combos with magic makes it possible to defeat this version in a single move.
The first battle against the phantom Aqua is relatively the easiest fight against her. In this form, she only has few attacks. In one, she can disappear and cast six giant ice crystals that can home in on Aqua, which can be blocked or dodged. When she initiates the attack, it is possible to cancel it with any magic spell, preferably Thundaga due to its instantaneous attack. She can also perform teleporting combos, which can be blocked. Whenever she appears vulnerable, attack her with Keyblade combos and she will soon fall. Mixing up the combos with magic makes it possible to defeat this version in a single move.


===Second battle===
===Second battle===
The second battle is nearly identical to the first. Phantom Aqua retains her move set from the first battle, but she uses them more frequently. Still, the same tactics can be used to end her.
The second battle is nearly identical to the first. The phantom Aqua retains her move set from the first battle, but she uses them more frequently. Still, the same tactics can be used to end her.


===Third battle===
===Third battle===
Phantom Aqua drastically changes her move set in the third battle. Not only does she have three health bars, but she now has access to Spellweaver, so be even more cautious.  
The phantom Aqua drastically changes her move set in the third battle. Not only does she have three health bars, but she now has access to Spellweaver, so be even more cautious.  


When the battle begins, Phantom Aqua activates Spellweaver. Stay away from her when she does this because the burst she creates from the activation can deliver damage. During this period, she can fire orbs that can track Aqua. Occasionally, she will wander the arena with her clones, telling Aqua various insults and intrusive thoughts. The real one is distinguishable from the normal health bar as opposed to the full single health bar the clones have, as well as teleporting away when Aqua gets too close rather than vanishing. If Aqua is unable to locate and hit the real phantom in time, or makes all of the clones vanish, the phantom and nine other clones will reappear and immediately fire off magic orbs. Thundaga is sufficient enough to quickly expose the real Phantom Aqua. Eventually, Phantom Aqua and three of her clones will use the Spellweaver finisher and surround Aqua, shortly before attempting to close in on her and unleash the final ice-based attack, dealing massive damage. This attack has no escape, as the four will also track Aqua so matter how fast she is moving, and all of them unleash Blizzaga spells that prevent Aqua from attempting to jump to avoid the finisher. Barrier is necessary to survive the attack, and the real phantom will be left wide open for a short instance when the attack finishes. From then on out, she will frequently activate Spellweaver.
When the battle begins, the phantom Aqua activates Spellweaver. Stay away from her when she does this because the burst she creates from the activation can deliver damage. During this period, she can fire orbs that can track Aqua. Occasionally, she will wander the arena with her clones, telling Aqua various insults and intrusive thoughts. The real one is distinguishable from the normal health bar as opposed to the full single health bar the clones have, as well as teleporting away when Aqua gets too close rather than vanishing. If Aqua is unable to locate and hit the real phantom in time, or makes all of the clones vanish, the phantom and nine other clones will reappear and immediately fire off magic orbs. Thundaga is sufficient enough to quickly expose the real phantom Aqua. Eventually, the phantom Aqua and three of her clones will use the Spellweaver finisher and surround Aqua, shortly before attempting to close in on her and unleash the final ice-based attack, dealing massive damage. This attack has no escape, as the four will also track Aqua so matter how fast she is moving, and all of them unleash Blizzaga spells that prevent Aqua from attempting to jump to avoid the finisher. Barrier is necessary to survive the attack, and the real phantom will be left wide open for a short instance when the attack finishes. From then on out, she will frequently activate Spellweaver.


====Flawless Victory====
====Flawless Victory====
This Phantom Aqua is given an extra layer of difficulty when there is an Objective that requires that the player not take any damage during this fight. The first and most necessary step is to use the first two versions of the boss as a sort of practice; learning the timing for attacks, learning whether a Barrier or a Cartwheel would be the optimal counters to different attacks, and which attacks can leave the phantom vulnerable. The most difficult part of the battle is learning how to handle Spellweaver without receiving a single hit. Another difficulty is simply applying the strategies learned from the previous forms to the current, more aggressive Phantom Aqua. With time and patience, the Objective will naturally be complete.
This phantom Aqua is given an extra layer of difficulty when there is an Objective that requires that the player not take any damage during this fight. The first and most necessary step is to use the first two versions of the boss as a sort of practice; learning the timing for attacks, learning whether a Barrier or a Cartwheel would be the optimal counters to different attacks, and which attacks can leave the phantom vulnerable. The most difficult part of the battle is learning how to handle Spellweaver without receiving a single hit. Another difficulty is simply applying the strategies learned from the previous forms to the current, more aggressive phantom Aqua. With time and patience, the Objective will naturally be complete.


===Secret boss===
===Secret boss===
A much more powerful version of Phantom Aqua is the final boss of the Zodiac boss rush in the World Within, and is considered the hardest boss of the game. Not only does she boast more health, she has a handful of new attacks. Many of her attacks cannot be blocked in this phase, indicated by red auras, necessitating timed Cartwheels to avoid them. In general, all of her attacks will deal massive damage capable of finishing Aqua off in one fell swoop if she did not have Second Chance and Once More. Phantom Aqua has very few openings, but when she does leave an opening, make the most out of her vulnerable window with combinations of physical attacks and magic.
A much more powerful version of the phantom Aqua is the final boss of the Zodiac boss rush in the World Within, and is considered the hardest boss of the game. Not only does she boast more health, she has a handful of new attacks. Many of her attacks cannot be blocked in this phase, indicated by red auras, necessitating timed Cartwheels to avoid them. In general, all of her attacks will deal massive damage capable of finishing Aqua off in one fell swoop if she did not have Second Chance and Once More. the phantom Aqua has very few openings, but when she does leave an opening, make the most out of her vulnerable window with combinations of physical attacks and magic.


During the first phase, the Phantom Aqua will appear vulnerable like her previous forms, but this is actually a bait. Upon an attempt to hit her, the Phantom Aqua will teleport and retaliate with an unblockable melee attack. However, avoiding taking damage and attempting to hit her three times in retaliation as well will force her to leave an opening. Randomly, the phantom may teleport to attempt to hit Aqua with a three-hit unblockable combo with no indication of the attack whatsoever, though the third attack can be parried for an opening. Another similar attack has her run at Aqua before teleporting into the air nearby, then immediately teleporting again and beginning a lengthy barrage of teleporting melee attacks that slowly pick up in speed and end with an unblockable attack. While hitting her during the first teleport will prevent the attack from happening completely, and the initial thrust can be parried, Barrier will protect Aqua from the barrage. Counter Blast is necessary to survive the finisher.
During the first phase, the phantom Aqua will appear vulnerable like her previous forms, but this is actually a bait. Upon an attempt to hit her, the phantom Aqua will teleport and retaliate with an unblockable melee attack. However, avoiding taking damage and attempting to hit her three times in retaliation as well will force her to leave an opening. Randomly, the phantom may teleport to attempt to hit Aqua with a three-hit unblockable combo with no indication of the attack whatsoever, though the third attack can be parried for an opening. Another similar attack has her run at Aqua before teleporting into the air nearby, then immediately teleporting again and beginning a lengthy barrage of teleporting melee attacks that slowly pick up in speed and end with an unblockable attack. While hitting her during the first teleport will prevent the attack from happening completely, and the initial thrust can be parried, Barrier will protect Aqua from the barrage. Counter Blast is necessary to survive the finisher.


The second phase is marked by Phantom Aqua either activating Spellweaver or summoning eight giant ice crystals. The ice crystals can be interrupted with magic, but this time, the phantom instantly teleports away after falling. If not interrupted, Phantom Aqua will strike with her previous moves while the ice crystals fall. During her Spellweaver phase, Phantom Aqua now fires unblockable orbs. Without warning, she will attack in droves of clones, firing orbs or using melee attacks, with no way to make her vulnerable. Her attacks have a set pattern, making them easier to defend against each time if remembered. Like before, she will use the finishing spin, however, the final ice burst will be unblockable and a well-timed Counter Blast should be used early in order to strike the phantom with Keyblade combos.
The second phase is marked by the phantom Aqua either activating Spellweaver or summoning eight giant ice crystals. The ice crystals can be interrupted with magic, but this time, the phantom instantly teleports away after falling. If not interrupted, the phantom Aqua will strike with her previous moves while the ice crystals fall. During her Spellweaver phase, the phantom Aqua now fires unblockable orbs. Without warning, she will attack in droves of clones, firing orbs or using melee attacks, with no way to make her vulnerable. Her attacks have a set pattern, making them easier to defend against each time if remembered. Like before, she will use the finishing spin, however, the final ice burst will be unblockable and a well-timed Counter Blast should be used early in order to strike the phantom with Keyblade combos.


==Video==
==Video==

Revision as of 05:24, 19 March 2019

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Phantom Aqua

Phantom Aqua KH0.2.png

Japanese ミラージュアクア
Rōmaji Mirāju Akua
Game Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-

The phantom Aqua is a boss in Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-, fought three times in the story. A stronger version of her also appears as a secret boss.

Strategy

|- |rowspan="2" colspan="2"|Teleport Combo

|

|

|

|Blockable

|- |colspan="4" style="background:#EFEFEF; color:black"|"Farewell!"/"Come on!"
The phantom Aqua performs a three-hit teleporting combo.

|- |rowspan="2" colspan="2"|Blizzaja

|

|

|

|Negatable
Blockable

|- |colspan="4" style="background:#EFEFEF; color:black"|"You're done!"
The phantom Aqua summons six ice crystals that home in on Aqua. Can be interrupted with magic. In the secret boss fight, the phantom Aqua can bombard Aqua with combos if not interrupted.

|- |rowspan="2" colspan="2"|Spellweaver Activation

|

|

|

|Unblockable

|- |colspan="4" style="background:#EFEFEF; color:black"|The phantom Aqua activates Spellweaver.

|- |rowspan="2" colspan="2"|Spellweaver Side Spiral

|

|

|

|Blockable

|- |colspan="4" style="background:#EFEFEF; color:black"|The phantom Aqua and three clones attack side-to-side.

|- |rowspan="2" colspan="2"|Spellweaver Shot

|

|

|

|Blockable

|- |colspan="4" style="background:#EFEFEF; color:black"|"Go!"/"Gotcha!"/"Fall!"
The phantom Aqua and three clones fire Spellweaver shots that can track Aqua.

|- |rowspan="2" colspan="2"|Spellweaver Finish

|

|

|

|Blockable

|- |colspan="4" style="background:#EFEFEF; color:black"|The phantom Aqua and three clones surround Aqua while performing the Spellweaver finisher. The attack ends with the clones converging on Aqua and creating a devastating ice attack.

|- |rowspan="2" colspan="2"|Three-step Teleport Combo

|

|

|

|Unblockable

|- |colspan="4" style="background:#EFEFEF; color:black"|The phantom Aqua attacks with a teleporting strike, then a two-hit combo, and finally, a three hit combo.

|- |rowspan="2" colspan="2"|Teleport Counter

|

|

|

|Unblockable

|- |colspan="4" style="background:#EFEFEF; color:black"|After the phantom Aqua's retaliation point is reached, she backflips and retaliates with an unblockable lunge forward.

|- |rowspan="2" colspan="2"|Teleport Bait

|

|

|

|Unblockable

|- |colspan="4" style="background:#EFEFEF; color:black"|The phantom Aqua stands in place, appearing to be vulnerable. If Aqua attempts to hit her in this state, the phantom will strike with a counterattack.

|- |rowspan="2" colspan="2"|Teleport Barrage

|

|

|

|Blockable (barrage)
Unblockable (finish)

|- |colspan="4" style="background:#EFEFEF; color:black"|The phantom Aqua performs a barrage of attacks, ending in a finishing blow.

|- |rowspan="2" colspan="2"|Desperation Move: Spellweaver

|

|

|

|Unblockable (shots, activation burst)
Blockable (melee attacks, finisher)

|- |colspan="4" style="background:#EFEFEF; color:black"|The phantom Aqua activates Spellweaver and assaults Aqua in a lengthy combo of shots and spirals. She ends the attack like Spellweaver Finish.

|- |rowspan="2" colspan="2"|360-Degree Stab

|

|

|

|Blockable

|- |colspan="4" style="background:#EFEFEF; color:black"|The phantom Aqua and a series of clones surround Aqua and thrust themselves at her. While the clones vanish, only the real one is left vulnerable for a second.

|- !colspan="7" style="background:#DCDCDC; color:black; font-size:0.8em"|Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked. |}

First battle

The first battle against the phantom Aqua is relatively the easiest fight against her. In this form, she only has few attacks. In one, she can disappear and cast six giant ice crystals that can home in on Aqua, which can be blocked or dodged. When she initiates the attack, it is possible to cancel it with any magic spell, preferably Thundaga due to its instantaneous attack. She can also perform teleporting combos, which can be blocked. Whenever she appears vulnerable, attack her with Keyblade combos and she will soon fall. Mixing up the combos with magic makes it possible to defeat this version in a single move.

Second battle

The second battle is nearly identical to the first. The phantom Aqua retains her move set from the first battle, but she uses them more frequently. Still, the same tactics can be used to end her.

Third battle

The phantom Aqua drastically changes her move set in the third battle. Not only does she have three health bars, but she now has access to Spellweaver, so be even more cautious.

When the battle begins, the phantom Aqua activates Spellweaver. Stay away from her when she does this because the burst she creates from the activation can deliver damage. During this period, she can fire orbs that can track Aqua. Occasionally, she will wander the arena with her clones, telling Aqua various insults and intrusive thoughts. The real one is distinguishable from the normal health bar as opposed to the full single health bar the clones have, as well as teleporting away when Aqua gets too close rather than vanishing. If Aqua is unable to locate and hit the real phantom in time, or makes all of the clones vanish, the phantom and nine other clones will reappear and immediately fire off magic orbs. Thundaga is sufficient enough to quickly expose the real phantom Aqua. Eventually, the phantom Aqua and three of her clones will use the Spellweaver finisher and surround Aqua, shortly before attempting to close in on her and unleash the final ice-based attack, dealing massive damage. This attack has no escape, as the four will also track Aqua so matter how fast she is moving, and all of them unleash Blizzaga spells that prevent Aqua from attempting to jump to avoid the finisher. Barrier is necessary to survive the attack, and the real phantom will be left wide open for a short instance when the attack finishes. From then on out, she will frequently activate Spellweaver.

Flawless Victory

This phantom Aqua is given an extra layer of difficulty when there is an Objective that requires that the player not take any damage during this fight. The first and most necessary step is to use the first two versions of the boss as a sort of practice; learning the timing for attacks, learning whether a Barrier or a Cartwheel would be the optimal counters to different attacks, and which attacks can leave the phantom vulnerable. The most difficult part of the battle is learning how to handle Spellweaver without receiving a single hit. Another difficulty is simply applying the strategies learned from the previous forms to the current, more aggressive phantom Aqua. With time and patience, the Objective will naturally be complete.

Secret boss

A much more powerful version of the phantom Aqua is the final boss of the Zodiac boss rush in the World Within, and is considered the hardest boss of the game. Not only does she boast more health, she has a handful of new attacks. Many of her attacks cannot be blocked in this phase, indicated by red auras, necessitating timed Cartwheels to avoid them. In general, all of her attacks will deal massive damage capable of finishing Aqua off in one fell swoop if she did not have Second Chance and Once More. the phantom Aqua has very few openings, but when she does leave an opening, make the most out of her vulnerable window with combinations of physical attacks and magic.

During the first phase, the phantom Aqua will appear vulnerable like her previous forms, but this is actually a bait. Upon an attempt to hit her, the phantom Aqua will teleport and retaliate with an unblockable melee attack. However, avoiding taking damage and attempting to hit her three times in retaliation as well will force her to leave an opening. Randomly, the phantom may teleport to attempt to hit Aqua with a three-hit unblockable combo with no indication of the attack whatsoever, though the third attack can be parried for an opening. Another similar attack has her run at Aqua before teleporting into the air nearby, then immediately teleporting again and beginning a lengthy barrage of teleporting melee attacks that slowly pick up in speed and end with an unblockable attack. While hitting her during the first teleport will prevent the attack from happening completely, and the initial thrust can be parried, Barrier will protect Aqua from the barrage. Counter Blast is necessary to survive the finisher.

The second phase is marked by the phantom Aqua either activating Spellweaver or summoning eight giant ice crystals. The ice crystals can be interrupted with magic, but this time, the phantom instantly teleports away after falling. If not interrupted, the phantom Aqua will strike with her previous moves while the ice crystals fall. During her Spellweaver phase, the phantom Aqua now fires unblockable orbs. Without warning, she will attack in droves of clones, firing orbs or using melee attacks, with no way to make her vulnerable. Her attacks have a set pattern, making them easier to defend against each time if remembered. Like before, she will use the finishing spin, however, the final ice burst will be unblockable and a well-timed Counter Blast should be used early in order to strike the phantom with Keyblade combos.

Video

Phantom Aqua — KH0.2BBS Secret Boss Phantom Aqua — KH0.2BBS