Saïx

Saïx (Berserk) KHII.png

Saïx (Battle) KHD.png

Saïx (Berserk)

Japanese サイクス
Rōmaji Saikusu
Translation Saix

Type Organization XIII
Games Kingdom Hearts II
Kingdom Hearts 358/2 Days
Kingdom Hearts III
Variations
Saïx's Data Rematch
Anti-Saïx
Themes Header.png

KHII tracks
Battle theme - The 13th Dilemma
KHD tracks
Battle theme - Critical Drive
KHIII tracks
Battle theme - A Fight to the Death
Battle theme - Hearts as One
Saïx

Kingdom Hearts 358/2 Days
The Organization's No. VII. Usually cool and calm, he turns into a berserker when he grips his giant blade in combat.
Dodge his attacks as you watch for a rare opening. After taking damage, he will revert to his normal self, making him more susceptible to attack. Finish him quickly.
Enemy Card
Saïx (card).png
Ability Duration Cost
Combo Boost 20 attacks 80 CP
Description
Boosts power with every strike with an attack card. Returns to normal when a card is broken.
Resistant to fire, ice, lightning, and special attacks.

Location HP Strength Defense EXP
The World That Never Was 1500 45 26 0
Physical Fire Blizzard
×1.0 ×0.5 ×0.5
Thunder Dark Neutral
×0.5 ×0.5 ×0.5

Rewards
Sora: Drive gauge +1
Donald: Max HP +4
Goofy: Item slot
Secret Ansem Report 9 (Japanese version)
Secret Ansem Report 12 (International version)
World(s)
The World That Never Was
Location HP Strength Defense EXP
The World That Never Was 1500 45 26 0
Physical Fire Blizzard
×1.0 ×0.5 ×0.5
Thunder Dark Neutral
×0.5 ×0.5 ×1.0

Rewards
Sora: Max HP +5
Donald: Max HP +3
Goofy: Item slot
Secret Ansem Report 12
World(s)
The World That Never Was
Hearts Munny Stun
Mission HP EXP STR/DEF
91 1316 1480 125
Fire Blizzard Thunder Aero
x0.63 x0.66 x0.24 x0.70
Ignite Freeze Jolt Air-Toss
x0 x0 x0 x0
Rewards

Missions 73-93

World(s)
The World That Never Was
Location HP Strength Defense EXP
Keyblade Graveyard 3400 59 30 0
Physical Fire Blizzard Thunder Water
×1.0 ×0.7 ×0.7 ×0.7 ×0.7
Aero Dark Neutral Rapid-fire
×0.7 ×0.7 ×0.7 ×0.5
Freeze Electrify Stun Hunny
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit
5 6.5 ×0.35 24

Rewards
Sora: HP +10
World(s)
Keyblade Graveyard
Saïx's Recreated Data

Saïx KHII.png

Saïx, as seen during the data rematch fight of the New Organization XIII Event in July 2018.

Saïx (Berserk)

Japanese サイクスの再現データ
Rōmaji Saikusu no Saigen Dēta
Translation Saix's Recreated Data

Type Organization XIII
Games Kingdom Hearts II Final Mix
Kingdom Hearts Union χ
Kingdom Hearts III Re Mind
Variations
Saïx
Anti-Saïx
Themes Header.png

KHII tracks
Battle theme - The 13th Dilemma
KHIII tracks
Battle theme - The 13th Dilemma -Saïx-
Location HP Strength Defense EXP
Radiant Garden
Garden of Assemblage
3400 86 51 0
Physical Fire Blizzard
×1.0 ×0.5 ×0.5
Thunder Dark Neutral
×0.5 ×0.5 ×1.0

Rewards
Defense Boost
World(s)
Radiant Garden
Location HP Strength Defense EXP
Radiant Garden
(Garden of Assemblage)
3400 0
Physical Fire Blizzard Thunder Water
×1.0 ×0.5 ×0.5 ×0.5 ×0.5
Aero Dark Neutral Rapid-fire
×0.5 ×0.5 ×0.6 ?
Freeze Electrify Stun Hunny
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit
? 6.5 ?

Rewards
Power Weight
World(s)
Radiant Garden

Saïx is fought as a boss in Kingdom Hearts II, Kingdom Hearts 358/2 Days, and Kingdom Hearts III, and Kingdom Hearts Union χ.

In Kingdom Hearts II, he is the last of the Organization XIII members to fall before Sora faces Xemnas, attacking Sora near the top of the Castle That Never Was, in his chamber overlooked by Kingdom Hearts.

In Kingdom Hearts 358/2 Days, he attacks Roxas when the Nobody tries to leave the Organization.

In Kingdom Hearts III, he and Xion battle Sora, Lea, and Kairi at the Keyblade Graveyard, but once Xion defects to the Guardians of Light and Roxas returns to turn the tide of battle, Saïx engages Sora, Roxas, and Xion in one last stand. A data replica of him is also an optional boss in Kingdom Hearts III Re Mind.

StrategyEdit

Kingdom Hearts IIEdit

Throughout this battle, Saïx's attack pattern is determined by a "Berserk Gauge" in the top-left corner of the screen. When the battle begins, the gauge will be full and Saïx will rise into the air and enter his "Berserk" state. The gauge will begin slowly emptying and once empty, he will revert to a calmer attack pattern, wherein the gauge begins filling again. Note that the burst of light that emanates from Saïx's body when he enters his berserk state can damage Sora.

While in Berserk mode, Saïx attacks very quickly with powerful attacks, slamming his claymore into the ground to unleash large shockwaves of energy. He also throws his claymores at Sora, unleashing streams of energy when they impact. While in this state, Saïx's attacks have a large range and high power. In addition, he is invulnerable to normal attacks and extremely resistant to magic attacks. However, Sora can pick up his thrown claymores with the Reaction Command "Berserk", then use the Command "Eclipse" to slam Saïx into the air and finally "Magna Storm" to attack him rapidly. If "Magna Storm" connects with Saïx, his Berserk gauge immediately empties and he reverts to his "normal" state.

While in this state, he walks slowly and attacks with slow, but powerful combos. At this time he is more vulnerable to damage, but he can still defend himself, so it's best to use Guard when he attacks or deflect his attack with one of Sora's own, to make him drop his claymore. This will cause him to cease attacking for a while, as well as give Sora the opportunity to use Reaction Commands and attack with the dropped claymore for massive damage. At times, Saïx will stand still and raise his arms to hasten the speed the Berserk Gauge fills. As Saïx loses more health, the Berserk Gauge fills at a much faster rate.

As long as Sora uses Reaction Commands to revert Saïx's transformation as soon as possible, he is not an overly difficult opponent. If in a tight spot, avoid Saïx's berserk attacks by gliding or dashing away, healing when necessary. Be cautious if using Drive Forms, as AntiForm is more likely to activate due to the nature of battling an Organization XIII member. Using Final Form is a big help if accessible, while Saïx is in his normal state.

Data RematchEdit

Saïx's Data Rematch begins slightly differently from his first encounter. His Berserk bar will begin empty and he will immediately call to the moon and start charging it for a short period. Sora can use a finishing move to interrupt Saïx' charge early, so it is recommended to remove any Combo Plus abilities prior to the battle.

Once Saïx enters his Berserk state the battle becomes purely survival and waiting for him to drop a claymore. Saïx will take damage in his Berserk state, but it is not without risk because of the large amount of damage that can be dealt. The best strategy is to keep as much distance between Saïx and Sora as possible and look for one of three things to happen: Saïx will stand in place and use his "All shall be lost to you!" desperation move (which he uses at full berserk when below 60% HP); it is at this time that he is truly invincible and Sora must stay away. Saïx may also begin his "Move aside!" combo, provided enough distance is put between Saïx and Sora, simply stand in place and wait for his claymores to drop close by. The third thing that will happen is Saïx will begin to run towards Sora, once close Saïx will either perform his "Begone!" combo or leap into the air and perform his large shockwave attack. If not Reflected, do not count on grabbing the large shockwave claymore, by the time Sora is close enough it will vanish and Sora will be close to Saïx and vulnerable. After every one of his combos, he will recharge his Berserk bar and the only way to stop this is to attack him. However, this comes as a risk because he will attack back with one of his combos, except his "All shall be lost to you!" desperation move since it requires a full Berserk bar to perform.

The Lunatics that Saïx throws disappear very quickly, so get to them quickly by using Dodge Roll or guarding the attack that launched them with Reflect. Unlike in the original battle, Sora will be invulnerable while holding a Lunatic, and the "Berserk" Reaction Command after grabbing one becomes available almost instantly.

After breaking Saïx's berserk state, it is pivotal to guard in order to block his attacks, as they can still deal heavy damage and will allow Saïx to call to the moon to charge his Berserk gauge faster. The "Magna Storm" Reaction Command will still reset Saïx's Berserk gauge in the Data Rematch, but the dropped claymores vanish much faster and the window to use Magna Storm after seizing one is shorter.

Technique Element Status Power Guard?
Combo Attack (連続攻撃
Renzoku Kōgeki
?)
(Swing 1-2) Physical x1.0
Hit 2+: x0.25
O 

(Swing 3) Physical x0.25 O 
Strikes three times with weapon.
Only used during normal combat.
Charge Attack (突進攻撃
Tosshin Kōgeki
?)
(Charge) Physical x0.25

(Sweep) Physical x0.5
Charges at high speed and sweeps with weapon.
Only used during normal combat.
Berserk (バーサク
Bāsaku
?)
Physical x0.25
Hit 6+: x0.5
Floats in the air, sheds light, and enters his berserk mode.
Only used during normal combat when the Berserk Gauge is full. The Berserk Gauge is full at the start of the fight, but starts empty during the Data Rematch.
Berserk V-Swing (バーサク縦振り
Bāsaku Tate Furi
?, lit. "Berserk Vertical Swing")
(V-Swing) Physical x1.0
Hit 2+: x0.25

(Throw) Physical x0.5
Swings weapon twice, then throws it downward while in midair.
Only used when in Berserk state.
Berserk Sweep (バーサクなぎ払い
Bāsaku Nagiharai
?)
(Sweep) Physical x1.0
Hit 2+: x0.25

(Shockwave) Neutral x0.5[1] X
(Throw) Physical x0.5
Moves forward and attacks with sweeps and shock waves, then throws weapon at the end.
Only used when in Berserk state, when HP drops to 70% (85% for the Replica Data).
Berserk Throw (バーサク武器投げ
Bāsaku Buki Nage
?, lit. "Berserk Weapon Throw")
(Sweep) Physical x1.0

(Throw) Physical x0.25
(Explosion) Neutral x0.25
Hit 5+: x0.5[1]
X
Attacks with sweeps, then jumps and throws weapon, generating an explosion.
Only used in Berserk state, when HP drops to 70% (85% for the Replica Data).
Craze (狂気
Kyōki
?)
(Sweep) Physical x0.25

(Charge) Physical x0.25[2]
(V-Swing) Physical x0.5
(Shockwave) Neutral x0.5[1] X
(Explosion) Neutral x0.25
Hit 5+: x0.5[1]
X
Unleashes explosions and shock waves, then goes on a violent rampage.
Only used when in Berserk state, when HP drops to 30% (60% for the Replica Data).
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.
Reaction Commands
Reaction Command Element Power Description
Berserk (バーサク
Bāsaku
?)
Can be used when near one of Saïx's dropped or thrown weapons.
Pick up a weapon with Berserk, and move around at high speed for 6 seconds (2 seconds in the data battle); damage won't cause you to flinch while in this state.
Eclipse (ストライド
Sutoraido
?, lit. "Stride")
Physical x2.0[KH II]
x0.5[KH II FM]
Can be used 3-6 seconds (1-2 seconds in the data battle) after using Berserk.
Flip backwards and hit the enemy with Saïx's Claymore. The combo can be continued for two more attacks.
Magna Storm (マグナストーム
Maguna Sutōmu
?)
Physical x2.0[3][KH II]
x0.5[4][KH II FM]
Can be used after using Eclipse.
Start a combo from the ground until mid-air with Saïx's Claymore. Neutralizes Saïx's Berserk state.

Kingdom Hearts 358/2 DaysEdit

Saïx's main tactic is his berserk mode, which he starts almost at the exact start of the fight. Don't move towards Saïx until he activates his berserk state, as being near him when he activates will deal damage. In this state, his Claymore has its signature extended white edges. He himself has an aura of blue light surrounding him.

He has a diverse range of attacks and combos at his expense. He has a few close range combos in which he swings his Claymore around. If Roxas gets caught by one attack, he may get drawn into the rest of the attacks he does for that combo. Saïx has five types of combos.

The first one is his most common attack, where he swings the Claymore for about 2–3 seconds ending in a spin. There is about a 2-3 second gap until his next combo, so get a few quality strikes in before retreating to avoid his next move.

The second pattern is where he also swings his Claymore around, but there are distinct differences between this and the first. After about four seconds, Saïx will swing the Claymore down in a straight, vertical slash. That's a hint to escape into the air, because he will follow up that slash with another of the same slashes, but it will produce a blue energy wave in its direction. Immediately afterward, he will jump in the air and throw down his Claymore, which will strike down anything in its vertical path (including the air) and produce an 360 shockwave which will hit anything on the ground that is near it, even while blocking. This will open up him to a few strikes from the Keyblade. However, Roxas can't use the Claymore to hit him and the damage done is the same as usual in his berserk defense. After 2–3 seconds, he will summon his Claymore to him and start attacking again.

The third is a simple two strike move with one swing and spin. This move takes about 1 second to execute and the traditional 2-3 second gap after.

The fourth is a mix of the second and third with the third coming first. Right where Saïx should throw the Claymore, he starts the second combo. After this, again comes the 2-3 second gap.

The fifth is a truly berserk state where Saïx moves in circles, swinging wildly.

Another of his attacks is where Saïx teleports to the top of one of the towers in the room. After another 2–3 seconds, he will leap over Roxas and drop down to smash him. On occasion, if Roxas moves right after he leaps, he will stop near the ground and teleport above Roxas to smash him again. Either way, he will immediately follow up with a combo.

After he has been dealt a sufficient amount of damage, his aura will "break" off and he will slide backwards, where he will become inanimate for a short while. That's where Roxas should hit him with everything he's got: magic, critical hits, combos, anything. After that short while, he will start to defend himself with blocks, jump strikes, and three hit combos. It's important to still prioritize defense, and Saïx is still a danger even when he's not in his Berserk Mode, as he still will not stagger from attacks. Soon after, he will restart his aura.

Saïx's attacks and Aura can randomly inflict Silence, preventing the use of magic. So be wary of getting hit or too close to him. His Aura also provides extra defense against both magic and attacks. Attack whenever possible: Set up Blizzaga to hit him when he's attacking and Thundaga while he's on the tower. If Roxas uses Thundaga and breaks Saïx's Aura while he's on the tower, he will slide back and fall off the floor. For a while, he will continue falling, but he will teleport behind Roxas. Try not to block any of his attacks unless Perfect Block is linked. Saïx may break through the block if Roxas is pushed back. Glide, Dodge Roll (especially Block Dodge Roll), and Haste are very useful for avoiding damage.

Recommended Gears
Technique Element Status Power Block?
Berserk (バーサク Bāsaku?)   Moon Silence (100%) 0.30
Releases light around him and enters Berserk state.
Berserk Charge (バーサク突撃 Bāsaku Totsugeki?)   0.21
Performs a continuous attack while stepping forward.
Berserk Dance (バーサク乱舞 Bāsaku Ranbu?) (weapon attack)   0.19

(shockwave)   Moon Silence (10%) [5] X
Performs a continuous attack that emits a shock wave moving along the ground, and throws his weapon.
Berserk Leap Attack (バーサク大ジャンプ攻撃 Bāsaku Dai Jampu Kōgeki?)   Moon Silence (35%) 1.65 X
Moves to high ground, and jumps down, emitting a shock wave.
Warp Attack (ワープ攻撃 Wāpu Kōgeki?)   1.17
Warps into the air, and attacks while falling down.
Continuous Attack (連続攻撃 Renzoku Kōgeki?)   0.13
Swings weapon up, then swings twice while stepping forward.
Shock Wave (衝撃波 Shōgekiha?)   Moon Silence (10%) 1.43 X
Raises weapon and emits a shock wave that moves along the ground.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Kingdom Hearts IIIEdit

Saïx is one of the bosses at the Keyblade Graveyard. In the first part of the fight, in which Saïx fights alongside Xion, Sora has Lea and Kairi as allies. At the start of the fight, Saïx uses Berserk to enter Berserk Mode. Thereafter, he switches between Normal, Berserk, and Blue Berserk Modes depending on the status of the Berserk Mode. When he reaches Blue Berserk Mode and uses Blue Berserk Burst for the first time during the first part of the fight, the battle is interrupted by a cutscene in which Xion defects to the Guardians of Light, Roxas appears to fight alongside Sora, Lea is injured and left to recover, and Kairi is abducted by Xemnas.

After the cutscene ends the second part of the fight begins, where Saïx is fought alone and Roxas and Xion serve as Sora's allies. In the second battle, Roxas is invincible and will not sustain damage. He also inflicts powerful attacks, which means Sora can focus on dodging Saïx's attack while waiting for Roxas to weaken Saïx to 1 HP before moving in to finish the battle.

Saïx has the most amount of health out of all the Keyblade Graveyard bosses. His Berserk Gauge will continuously fill from empty to yellow, where he enters Berserk Mode, and finally to blue, where he enters Blue Berserk Mode. Once in Blue Berserk Mode, the progress of Saïx's Berserk Gauge reverses, going from blue to yellow to empty, with each time he is hit or flinches reducing the gauge proportional to the amount of damage taken. When his gauge falls to empty, he becomes incapacitated, making him completely vulnerable to attacks until the Berserk Gauge fills back up to yellow.

In addition to retaining all his energy attacks in his fights in the previous games, Saïx also becomes able to use melee attacks in his Berserk State as he does in his normal form previously. His second Berserk State greatly augments his attacks as he gains access to several Claymores that he can plant on the ground before exploding when he slams his Claymore to the ground, launch several Claymores at once and create nearly omnidirectional shockwaves by slamming all the Claymores into the ground.

Technique Element Power Block? Repel LV
Berserk (バーサク Bāsaku?) 2
Floats in the air and releases shock waves around himself. Used when entering Berserk Mode from Normal Mode.
Continuous Attack (連続攻撃
Renzoku Kōgeki
?)
Physical 0.5 + 0.5 + 1.0 2
Swings weapon twice, swings it upward, then swings it downward. Used during Berserk Mode.
Rush Attack (突進攻撃
Tosshin Kōgeki
?)
(rush) Physical 0.5 2

(weapon) Physical 2.0 △ (Risk Dodge) 3
Swings weapon side-to-side while charging straight ahead. Used during Berserk Mode.
Berserk Vertical Swing (バーサク縦振り
Bāsaku Tate Furi
?)
(weapon) Physical 1.0 per hit 2

(shockwave) Neutral 0.5 per hit
Swings weapon downward and generates three shock waves. Used during Berserk Mode.
Berserk Mow Down (バーサクなぎ払い
Bāsaku Nagiharai
?)
(weapon swing) Physical 1.0 per hit 2

(shockwave) Neutral 0.5 per hit
(weapon throw) Neutral 2.0 2
Moves forward and swings weapon, leaving shock waves in his wake, then jumps and throws weapon. Used during Berserk Mode.
Berserk Weapon Throw (バーサク武器投げ
Bāsaku Buki Nage
?)
(weapon) Physical 2.5 2

(explosion) Neutral 1.5
Jumps and throws a homing weapon which explodes on contact with its target. The weapon attack can be blocked from behind. Used during Berserk Mode.
Berserk Blue Burst (バーサク・ブルーバースト Bāsaku Burū Bāsuto?) 2
Floats in the air and releases widespread shock waves around himself. Used when entering Blue Berserk Mode from Berserk Mode.
Blue Moon Downswing (青月振り下ろし
Aotsuki Furioroshi
?)
(weapon) Physical 2.0 2

(shockwave) Neutral 1.0
Jumps and swings weapon downwards, generating a shock wave around himself. Used during Blue Berserk Mode.
Blue Moon Mow Down (青月なぎ払い
Aotsuki Nagiharai
?)
Neutral 1.5 per hit 2
Moves forward and swings weapon, leaving shock waves in his wake. Used during Blue Berserk Mode.
Blue Moon Rush Attack (青月突進攻撃
Aotsuki Tosshin Kōgeki
?)
(weapon) Physical 2.0 2

(shockwave) Neutral 1.0 per hit
Rushes forward with his weapon while shooting shockwaves to the left and right. Used during Blue Berserk Mode.
Blue Berserk Downswing (青バーサク振り下ろし
Ao Bāsaku Furioroshi
?)
(weapon) Physical 1.0 per hit 2

(shockwave) Neutral 3.0 per hit
Sends the weapons floating around him to the ground and swings his weapon down, creating a shockwave from all weapons. The shockwave attack can be blocked from behind. Used during Blue Berserk Mode.
Blue Berserk Vertical Swing (青バーサク縦振り
Ao Bāsaku Tate Furi
?)
Neutral 1.5 per hit 2
Swings weapon twice, generating shock waves with each attack, then thrusts it into the ground, generating more shock waves around it. Used during Blue Berserk Mode.
Blue Berserk Mow Down (青バーサクなぎ払い
Ao Bāsaku Nagiharai
?)
(weapon swing) Physical 1.5 per hit 2

(shockwave) Neutral 1.0 per hit
Swings weapon and generates a forward-moving shock wave. Used during Blue Berserk Mode.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Kingdom Hearts III Re MindEdit

Saïx's fight is revisited in Kingdom Hearts III Re Mind.

The first phase is identical to the base game. An additional phase is added between the first and second parts of the fight, in which the player plays as Roxas against Saïx and Xemnas. Roxas has Xion and Lea as allies, and can perform the Thinking of You Team Attack. After some time, Xemnas leaves the fight. The final phase is identical to the second phase in the base game. Before this phase begins, the player can choose to play as Roxas with   or Sora with  .

Data RematchEdit

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 Eclipse and Magna Storm Reaction Commands from 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 Berserk, 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.

VideosEdit

Saïx – Kingdom Hearts II Saïx's Replica Data – Kingdom Hearts II Final Mix
Saïx – Kingdom Hearts 358/2 Days
Saïx and Xion – Kingdom Hearts III Saïx and Xemnas – Kingdom Hearts III Re Mind
Saïx's Recreated Data – Kingdom Hearts III Re Mind

Notes and referencesEdit

  1. ^ a b c d x1.0 when fighting Saïx's Replica Data.
  2. ^ x0.5 when fighting Saïx's Replica Data.
  3. ^ x5.0 for the final hit.
  4. ^ x3.0 for the final hit.
  5. ^ The shockwave that moves along the ground has a power of 1.43, while the shockwave that comes from the thrown weapon has a power of 1.30.