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Скачать или смотреть KH DDD NG Level 1 Critical - Armored Ventus Nightmare (No Damage/No Magic)

  • KirbySora
  • 2022-12-30
  • 422
KH DDD NG Level 1 Critical - Armored Ventus Nightmare (No Damage/No Magic)
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Описание к видео KH DDD NG Level 1 Critical - Armored Ventus Nightmare (No Damage/No Magic)

I'm boosted in the following ways:

-3 Attack Boosts
-LVL 3 attack drop bonus
-3 Attack Hastes
-3 Thunder Boosts
-3 Support Boosts (to extend Spirit Roars and Hastes)
-Keyblade: Unbound (STR: 18)

STRENGTH: 28

Deck:
Prism Windmill
Thunder Dash
Thunder Dash
Prism Windmill
Thunder Dash
Thunder Dash
Tornado Strike (unused)
Hi-Potion (unused)

My spirits are Majik Lapin (LVL 65), Thunderaffe (LVL 46), and Tyranto Rex (LVL 32). Lapin Spirit Roars, Thunderaffe Hastes, etc.

Honestly, I thought this fight was really bad until I started digging into it. The dark room phase IS pretty bad (there's one attack in particular that feels close to impossible to react to in the dark), but the light room phase is terrific. For the dark room phase, you can openly punish him for one hit after he attacks you or if he's just standing around. If you punish his long combo, he has a chance to counterattack, which is in turn free to punish also. Also you can cancel his dark wave attack with a Thunder Dash, which is fun. Thunder Dash keeps you pretty safe from all his bullshit and it remains good for attacking from a distance so I mostly use that here.

For light phase, you can completely manipulate what he's going to do at any given time based on your positioning and based on how you punish his attacks. I have to counter in the middle of the long combo like that, because otherwise your guard can fail. The timing is pretty tight, as is your positioning to avoid the dark waves. You can bring him back into dark phase by punishing the dark whirlwind attack fast, or get a clean opening on it by waiting a moment (both are demonstrated in this video). You can still punish the dark wave telegraph as in dark phase, but he'll immediately counterattack now, so it's a little tight. You need to make sure you're always Thunder Dashing past him in a way that you're not going to bump into a wall when canceling that attack, or if you want to punish his Strike Raid counterattack, to give yourself enough space to guard the combo if you need to do so. I know a lot of people flow motion through this part of the fight, but you're missing out, it's fun to learn!

The ending is bullshit and yes I did lose a solid attempt to it.

I won't be doing Julius (it's been done) or the Special Boss Portals (too boring), so here ends DDD. At a later date, I MIGHT do Julius with only attack commands at like LVL 25 or so, but it wouldn't be any fun to do or watch at LVL 1. I really like this game (even as I can freely admit it's riddled with issues) and I particularly think it's LVL 1 playthrough is badly misunderstood. I hope these videos have been informative and entertaining! Happy to answer questions about this game if folks have them.

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