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For boss fights i recommend throwing out all your combo+ and air combo+.
In fact if you have negative combo put that in. The shorter your combo the faster you get to your finisher which is were the real damage is at. Dont know about KH3 but in KH2 you can even do multiple finisher in a row allowing you at one point to have combos that are just purely made up of finisher moves.
The reasoning is: If the boss is guaranteed to counter on the 4th hit you rather have a 3 piece finisher combo and reposition yourself, then a 10 hit combo which gets broken on hit 4 were youll never get to use the finishers and also eat guaranteed damage from the bosses revenge attack.
That boss takes little damage in its slime form. Most damage comes from the transition where all the hands are around the edge and the big winged thing in the middle.
Dodge roll to the boss, do NOT jump, and begin attacking from the ground. That boss is SUPER bad on critical, because it takes even less damage in its slime form.
Take advantage of i-frames and figure out when it's safe to be airborne and when it isn't.
Also, if you're willing to bend the rules a little, I highly recommend trying the Improved Movement mod to feel a little less clunky.
Sorry, call me stupid, but are you saying magic based attacks and special moves are effective on some bosses/monsters and physical is effective on others?
The Monstropolis boss isn't actually weak against Blizzard, he just resists everything else.
Although on Normal or under, most of that can be ignored in all of the games.
But on difficulties like Critical or Critical Level 1, it gets more essential.
I'm playing on normal, and the Monstopolis boss was a frustrating fight, so if i knew magic would have been effective, well it would be been less annoying, is there a way to "know" if a monster/boss is weak to magic or physical?
(and why is casting magic so clunky?!)
You've played 0.2? Its kind of like that where there are different versions of magic.
Most elemental resistances and weaknesses make sense at a glance (That guy is on fire! maybe water or ice is good?) the monstropolis boss kind of hints at blizzard with all the fire leading up to the boss. A good tactic to pick up early on is carry varied keyblades to adapt to situations. The steam exclusive keyblade is easily the best magic enhancing keyblade but its pretty overpowered and can trivialize the game due to level 4 grand magic one shotting things. In the early game the toy story keyblade combined with the tangled keyblade creates a good variety. You can prepare for a boss by transforming a keyblade then quickly switching to another, you will keep the transform without draining the timer until you switch back to it. This is absolutely a mandatory skill on critical mode.
When all else fails a quick glance at the KH wiki will tell you weaknesses and tips. There were a few gimmicks that made me question the designer's sanity (though more in KH2 than 3).
The biggest confusion is Water Enemies are sometimes weak to thunder and sometimes weak to Fire. Ice enemies can sometimes be weak to fire and sometimes weak to thunder. Aero enemies are weak to fire, but not thunder.
Pokémon did NOT prepare me for this!
But yeah, testing. When a monster is weak to an element it is VERY obvious in how much more damage you do