Julius: Difference between revisions

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Sora should be at least level 60 and equipped with every evasive ability he has; [[Slide Roll]] and [[Double Impact]] are especially important. The [[End of Pain]] is the best Keyblade to equip, although the [[Counterpoint]], [[Divewing]] and [[Unbound]] Keyblades will work as well. Sora's deck should have two or three Balloon-type commands, as well as either [[Sonic Blade]] or [[Ars Arcanum]]. [[Sliding Block]] is recommended for the player's block command. When Riku drops, purchase the highest Attack Gain, Magic Gain, Defense Gain, and Drop Decelerator bonuses that are affordable to prepare for the fight.
Sora should be at least level 60 and equipped with every evasive ability he has; [[Slide Roll]] and [[Double Impact]] are especially important. The [[End of Pain]] is the best Keyblade to equip, although the [[Counterpoint]], [[Divewing]] and [[Unbound]] Keyblades will work as well. Sora's deck should have two or three Balloon-type commands, as well as either [[Sonic Blade]] or [[Ars Arcanum]]. [[Sliding Block]] is recommended for the player's block command. When Riku drops, purchase the highest Attack Gain, Magic Gain, Defense Gain, and Drop Decelerator bonuses that are affordable to prepare for the fight.


Immediately dodge away from Julius when the battle begins. Once his first combo is over, cast a Balloon-type spell, and then return to dodging. Repeat this technique, and rather than risking it all to fight while at low HP, make sure to immediately find a safe spot and use Curaga or an Elixir. Whenever Julius appears vulnerable, such as after a body slam, use either Sonic Blade or Ars Arcanum to deal large amounts of damage to him. These commands leave Sora open for damage afterward, however, so make sure to dodge out of the way as soon as the attack ends. If Julius jumps up to the tallest building and jumps off of it, watch the map on the bottom screen to avoid the attack. If it lands, it will do great damage to Sora. A good way to dodge this attack is by using Superglide to fly around the arena. If Sora should get grabbed by Julius and belched upon, he will be affected by up to three different status effects at a time, such as Blind, Poison, and Confuse. However, after a certain number of Sora's attacks hit Julius, he will falter for a few seconds. As such, if Sora is grabbed right after casting a Balloon command and it causes Julius to falter, Sora will be released, allowing for an escape. Julius also can standstill after several attacks in a row, allowing more damage.
Immediately dodge away from Julius when the battle begins. Once his first combo is over, cast a Balloon-type spell, and then return to dodging. Repeat this technique, and rather than risking it all to fight while at low HP, make sure to immediately find a safe spot and use Curaga or an Elixir. Whenever Julius appears vulnerable, such as after a body slam, use either Sonic Blade or Ars Arcanum to deal large amounts of damage to him. These commands leave Sora open for damage afterward, however, so make sure to dodge out of the way as soon as the attack ends. If Julius jumps up to the tallest building and jumps off of it, watch the map on the bottom screen to avoid the attack. If it lands, it will do great damage to Sora. A good way to dodge this attack is by using Superglide to fly around the arena. If Sora should get grabbed by Julius and belched upon, he will be affected by up to three different status effects at a time, such as Blind, Poison, and Confuse. However, after a certain number of Sora's attacks hit Julius, he will falter for a few seconds. As such, if Sora is grabbed right after casting a Balloon command and it causes Julius to falter, Sora will be released, allowing for an escape. Julius also can stand still after several attacks in a row, allowing more damage.


When Julius begins to summon lightning from the sky, make sure that Sora's health is more than half full, and block the bolts coming down on you. Julius will now have a lot more range to his attacks, so be sure to keep a distance and dodge away, or Block from any lightning that comes in Sora's direction. If he manages to make Julius flinch while he's charging up, the charging effects won't be canceled. If Julius does his jump attack while charged, getting hit will cause the currently selected command on the deck to be disabled and enter a super-slow recharge time, making it even more important than the player uses Superglide to dodge this attack or have their Attack and Magic Haste abilities maxed out before the fight. Make sure that a healing command is not selected when Julius begins this attack, as losing them often leads to the end of the battle if you are unfortunate to not have any items.  
When Julius begins to summon lightning from the sky, make sure that Sora's health is more than half full, and block the bolts coming down on you. Julius will now have a lot more range to his attacks, so be sure to keep a distance and dodge away, or Block from any lightning that comes in Sora's direction. If he manages to make Julius flinch while he's charging up, the charging effects won't be canceled. If Julius does his jump attack while charged, getting hit will cause the currently selected command on the deck to be disabled and enter a super-slow recharge time, making it even more important that the player uses Superglide to dodge this attack or have their Attack and Magic Haste abilities maxed out before the fight. Make sure that a healing command is not selected when Julius begins this attack, as losing them often leads to the end of the battle if you are unfortunate to not have any items.  


Continue dodging Julius's combos and attack when possible, and eventually, he will be defeated, unlocking the Ultima Weapon.
Continue dodging Julius's combos and attack when possible, and eventually, he will be defeated, unlocking the Ultima Weapon.
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Immediately chain multiple Dark Rolls together to avoid the physical attacks Julius uses to open the battle. Cast Balloon-type spells or Dark Firaga if it is safe to do so between the towering monster's combos, and with any luck, he will head straight into the path of Riku's attacks as he attempts to hit him. Julius's standard left-to-right slap attacks and single punches are relatively weak, but the series of punches he unleashes after clapping his fists together must be watched for. Each of these can be countered with Dark Barrier and Counter Aura, but it's usually safer to just use Dark Roll to dodge.
Immediately chain multiple Dark Rolls together to avoid the physical attacks Julius uses to open the battle. Cast Balloon-type spells or Dark Firaga if it is safe to do so between the towering monster's combos, and with any luck, he will head straight into the path of Riku's attacks as he attempts to hit him. Julius's standard left-to-right slap attacks and single punches are relatively weak, but the series of punches he unleashes after clapping his fists together must be watched for. Each of these can be countered with Dark Barrier and Counter Aura, but it's usually safer to just use Dark Roll to dodge.


Julius's leaping body-slam cannot be countered, so Riku must dodge to avoid it. However, it provides a good window for Riku to use Meteor Crash or launch a barrage of Balloons and Dark Firagas. If Julius begins to run around the battlefield, skidding to a stop every few seconds as he changes direction, chain multiple Dark Rolls together and gets as far away from him as possible, as even his skidding deals damage. If Julius leaps onto the tall building at the end of the Fountain Plaza, disengage the Lock-On feature so that the camera focuses on Riku and the area in front of him rather than Julius and the area behind Riku, and chain multiple Dark Rolls together away from the building to avoid the deadly shockwaves triggered by Julius's landing. Lastly, should Julius grab Riku and breathe on him, he will dish out several status ailments such as Blind, Poison and Confuse that cannot be extinguished without a Panacea. Because these only last for a few seconds, however, it is recommended to simply restore Riku back to full health and let Poison do its dirty work, healing again once the status ailment has dissipated.
Julius's leaping body-slam cannot be countered, so Riku must dodge to avoid it. However, it provides a good window for Riku to use Meteor Crash or launch a barrage of Balloons and Dark Firagas. If Julius begins to run around the battlefield, skidding to a stop every few seconds as he changes direction, chain multiple Dark Rolls together and get as far away from him as possible, as even his skidding deals damage. If Julius leaps onto the tall building at the end of the Fountain Plaza, disengage the Lock-On feature so that the camera focuses on Riku and the area in front of him rather than Julius and the area behind Riku, and chain multiple Dark Rolls together away from the building to avoid the deadly shockwaves triggered by Julius's landing. Lastly, should Julius grab Riku and breathe on him, he will dish out several status ailments such as Blind, Poison and Confuse that cannot be extinguished without a Panacea. Because these only last for a few seconds, however, it is recommended to simply restore Riku back to full health and let Poison do its dirty work, healing again once the status ailment has dissipated.


After about six of Julius's HP bars have been depleted, the battlefield grows dark and Julius surrounds his fists with electricity. Carefully time Dark Rolls to avoid the lightning bolts that come crashing down on Riku, or chain several Dark Barriers together to defend against them. If he manages to make Julius flinch while he's charging up, the charging effects won't be canceled. Because Julius's attacks are much more powerful in his charged-up state(Adding Thunder damage on top of physical) and come more frequently with greater range (and also have a chance of slowing down command reload times), the player should disregard offense for the time being and merely chain Dark Rolls together to avoid the boss (be extremely careful not to accidentally trigger Flowmotion, as this leaves Riku vulnerable). Julius leaps off of the building more often in this state, so always remember to disengage Lock-On and get as far away from him as possible when this happens. When Julius's fists cease to glow, resume the previous strategy of dodging his attacks and following up with Balloon-type spells or Dark Firaga. Julius will enter this more powerful state at random intervals from this point onward as his HP continues to dwindle, but once he is on his last couple of bars, his last charge will remain until the end, so continue using Balloon and Dark Firaga from a distance until his HP finally hits 0.
After about six of Julius's HP bars have been depleted, the battlefield grows dark and Julius surrounds his fists with electricity. Carefully time Dark Rolls to avoid the lightning bolts that come crashing down on Riku, or chain several Dark Barriers together to defend against them. If he manages to make Julius flinch while he's charging up, the charging effects won't be canceled. Because Julius's attacks are much more powerful in his charged-up state(Adding Thunder damage on top of physical) and come more frequently with greater range (and also have a chance of slowing down command reload times), the player should disregard offense for the time being and merely chain Dark Rolls together to avoid the boss (be extremely careful not to accidentally trigger Flowmotion, as this leaves Riku vulnerable). Julius leaps off of the building more often in this state, so always remember to disengage Lock-On and get as far away from him as possible when this happens. When Julius's fists cease to glow, resume the previous strategy of dodging his attacks and following up with Balloon-type spells or Dark Firaga. Julius will enter this more powerful state at random intervals from this point onward as his HP continues to dwindle, but once he is on his last couple of bars, his last charge will remain until the end, so continue using Balloon and Dark Firaga from a distance until his HP finally hits 0.
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==Origin==
==Origin==
[[File:Julius Runaway Brain 1995.png|thumb|left|Left: Julius in ''Runaway Brain''<br>Right: Julius in Mickey's body]]
[[File:Julius Runaway Brain 1995.png|thumb|left|Left: Julius in ''Runaway Brain''<br>Right: Julius in Mickey's body]]
Julius first appeared in the Disney animated short film ''{{w|Runaway Brain}}''. He is the monster of mad scientist Dr. Frankenollie, who Mickey Mouse applied to work for "a mindless day's work" in order to pay for a trip to Hawaii that he and [[Queen Minnie|Minnie]] were taking. Frankenollie decides to perform an experiment that successfully switches Mickey's brain with the brain of his monster, leaving the two swapped in each other's bodies, though at the cost of Frankenollie's life. In Mickey's body, Julius finds himself infatuated with Minnie and tries to kidnap her. However, Mickey, in the body of Julius, manages to stop him and reverse the brain swap once more. Now back in his own body, Mickey manages to incarcerate Julius by trapping him in rope leaving him being pulled up and down like a yo-yo off of a skyscraper's billboard. In the end, Mickey and Minnie use Julius as transportation to get them to Hawaii by boat, comically by hanging a photo of Minnie in front of him to make him try to swim and reach the photo, unwittingly rowing the boat.
Julius first appeared in the Disney animated short film ''{{w|Runaway Brain}}''. He is the monster of mad scientist Dr. Frankenollie, who Mickey Mouse applied to work for "a mindless day's work" in order to pay for a trip to Hawaii that he and [[Queen Minnie|Minnie]] were taking. Frankenollie decides to perform an experiment which successfully switches Mickey's brain with the brain of his monster, leaving the two swapped in each other's bodies, though at the cost of Frankenollie's life. In Mickey's body, Julius finds himself infatuated with Minnie and tries to kidnap her. However, Mickey, in the body of Julius, manages to stop him and reverse the brain swap once more. Now back in his own body, Mickey manages to incarcerate Julius by trapping him in rope leaving him being pulled up and down like a yo-yo off of a skyscraper's billboard. In the end, Mickey and Minnie use Julius as transportation to get them to Hawaii by boat, comically by hanging a photo of Minnie in front of him to make him try to swim and reach the photo, unwittingly rowing the boat.
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