Game:Saïx: Difference between revisions

6,943 bytes added ,  2 years ago
→‎Data Rematch: expanding with moves and strategy
No edit summary
(→‎Data Rematch: expanding with moves and strategy)
Line 279: Line 279:


====Data Rematch====
====Data Rematch====
Saix's data rematch is less upgraded compared to the other Real Organization XIII members but he is still among the strongest of them. The differences include him having more melee attacks in his Berserk Form and in his secondary Berserk Form being able to fire all of his Claymores as spinning projectiles that explode upon hitting the ground. The major difference is that all of his streams and shockwaves, as well as his thrown claymores are now purple in color and are unblockable. His secondary Berserk Form attacks have more range both width and length wise and cover most of the arena. Also, his thrown claymores inflict stun on Sora unless he's using a Formchange or has stun protection.
Saïx's data rematch is less upgraded compared to the other Real Organization XIII members, but he is still among the strongest of them. Several of his attacks can Stun Sora, so it is recommended to equip [[Stun Protection]] through equipment such as the [[Nano Gear]] Keyblade.
 
He has two Berserk modes, the first entered when his Berserk gauge turns yellow, and the second entered when the gauge turns blue.
 
When the fight starts, Saïx rises into the air, emits a small shockwave, and enters yellow Berserk. He will then start with a feint swing, a second swing that breaks Sora's guard, and a third swing. He will pause and rush in with a fourth swing, then finish with a spin. To deal with this, block the second swing, then risk dodge after the guard break and attack. If Sora misses this punish and gets hit, quickly recover and block the two follow-up hits, then reprisal the spin for a chance to attack.
 
Saïx will slam the ground twice, creating purple fissures that cannot be blocked, and then perform the same swing combo as before. The first slam's fissures will actually miss Sora if he is in Saïx's line of sight, so Dodge roll the second wave, then block the guard break hit, risk dodge, and attack.
 
Saïx will jump and throw a spinning claymore, then fall to the ground. Dodge or Airstep to him and attack while he is empty-handed in the air. Note that the thrown claymore cannot be blocked, and if Sora is hit by it, he will be stunned. This is also the case for all other spinning claymores that appear during the fight.
 
Saïx will sometimes use two fissure slams before throwing his claymore, which creates a third fissure slam instead of the stunning spin. Again, Dodge or Airstep to him and attack while he is empty-handed in the air.
 
When Saïx's revenge value is hit while in yellow Berserk, he will hold his claymore in a defensive stance and will flip into the air three times. After a pause, he will then perform two spins. This maneuver is very similar to the Reaction Command when grabbing a copy of Saïx's claymore in ''Kingdom Hearts II''. Block the first three hits, then pause and block the last two.
 
Saïx's Berserk gauge will steadily fill blue during yellow Bserserk, and will fill faster as Sora deals damage. Once it is completely blue, Saïx will rise into the air, emit a large shockwave, and enter blue Berserk. The shockwave will not damage Sora, but will knock him back significantly, so dodge roll or guard to avoid it. Saïx's move set will completely change from yellow Berserk, and will overall be significantly more dangerous.
 
If Saïx starts by throwing several claymores on the ground and slamming the ground, he will follow with a rushing uppercut, perform a dash that creates purple fissures, do two front slams that create purple fissures, and finally rise into the air with claymores floating around him and slam the ground again. He is vulnerable to attack during this final slam. Dodge the initial slam, uppercut, dash, and two front slams, then dodge toward him during the final slam and attack. It is also possible to guard the second front slam, though it will break Sora's guard, so risk dodge and attack to hit him just before the final slam.
 
If Saïx jumps and throws a spinning claymore, four more spinning claymores will arc around him and approach Sora. Saïx will then fall to the ground, do two front slams, and finish by rising into the air with multiple claymores floating around him and slam the ground. He is open to attack after the throw, however the four other claymores make it very risky to approach him. One way to handle this is to Airstep the instant that he throws, so that the other claymores cannot approach, but the timing is tight. Another approach is to Airstep, attack, stop the combo short to air slide the four claymores, then continue to attack. Otherwise, run and dodge the four claymores when they get close, dodge the two front slams, dodge the final slam, and finally attack.
 
If Saïx starts with a dash that leaves purple fissures, he will do four of these dashes before throwing several claymores on the ground and slamming the ground. He is vulnerable immediately after slamming the ground. Carefully dodge the four dashes, then dodge toward him during the slam, and attack.
 
If Saïx stands still on the ground and yells, he is recharging his Berserk gauge. He is vulnerable to Blizzard during this move, so cast one at him to stop the gauge recharge, and continue the combo to attack.
 
Saïx's Berserk mode will gradually decrease over time, but will decrease more rapidly as Sora deals damage. When the gauge has been completely depleted, Saïx will be stunned and open to attack for a several seconds as the gauge fills itself yellow again. Once the gauge is fully yellow, he will enter yellow Berserk again.
 
While in blue Berserk, if Saïx starts spinning and generating several small shockwaves on the ground, he is performing his ultimate attack. He will glide along the ground, creating shockwaves around the arena, occasionally generating a spinning claymore in the air that flies toward Sora. When he gets close to Sora, he will do a quick front slam that creates fissures before continuing his assault. The move will end shortly after the fourth spinning claymore flies at Sora. To avoid this, Sora should stay on the ground in one place and carefully watch Saïx's movements - he will usually be on the other side of the map and not be a threat. When a spinning claymore appears, be ready to dodge it on the ground. When Saïx himself gets close, jump and then air slide towards him to avoid his attack. If Saïx and a spinning claymore approach simultaneously, which often happens with the fourth one, air slide toward the claymore instead.
 
After using his ultimate attack, Saïx will have some new combos in both Berserk phases.
 
During yellow Berserk:
* Saïx will add a rushing strike before his swing combo. This puts him close enough to Sora that his feint attack will actually hit. Guard the rush and the next two hits, risk dodge when Sora's guard is broken, then attack. If this opportunity is missed, quickly recover and Saïx will add in another rushing strike before swinging again and doing his spin. Guard and reprisal his spin, then attack.
* Saïx will add a rushing strike after his two slams, but before starting his swing combo. Dodge the second shockwave, then handle the enhanced swing combo the same as before.
* Saïx will also add a rushing strike before throwing a spinning claymore. Block or dodge the rushing strike, then dodge the claymore and attack him while he is empty-handed.
 
During blue Berserk:
* When Saïx starts the combo with throwing down multiple claymores and slamming the ground, he will follow with one dash and then his uppercut, instead of his previous uppercut-then-dash. The combo will end the same way, with two front slams and a final slam with claymores floating around him. Carefully dodge the mix-up, then handle the rest of the move the same as before.
* When Saïx starts the combo with spinning claymores, he will add an uppercut between the two front slams after falling to the ground. The combo ends the same way, by slamming the ground with multiple claymores floating around him. The move can be handled the same as earlier.
* When Saïx starts the combo where he dashes four times, he will follow the four dashes with a front slam, dash two more times, and finally finish by throwing several claymores and slamming the ground. He is vulnerable during the final slam. Dodge the barrage of attacks, then dodge toward him during the final slam and attack.


==Videos==
==Videos==
329

edits