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Скачать с ютуб KHDDD HD Level 1 Young Xehanort - No Damage/Commands/Spirit Roar/Combo Assist (read description) в хорошем качестве

KHDDD HD Level 1 Young Xehanort - No Damage/Commands/Spirit Roar/Combo Assist (read description) 4 года назад


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KHDDD HD Level 1 Young Xehanort - No Damage/Commands/Spirit Roar/Combo Assist (read description)

This is my favorite fight in the series and there are probably less than five people on earth who know anything about how it works, so let's go through this step by step: I kept my spirits pretty low level so their damage is negligible while being able to survive and the only spirits who can give you Haste without Spirit Roar/Combo Assist are Ghostabocky and Komory Bat so here they are. The weather was Risky Winds, which gives YX a little extra health and defense, but it doesn't really matter. You make YX stagger by hitting him twice (with some exceptions), so our main goal is to land hits while staying safe. YX can open with 3 different patterns, this one is the trickiest because he can do anything afterward so we jump and wait. His next pattern is "four teleports". It is always followed by the same "three piece combo", so you can bait him in the air and pick him up as he falls, or land both hits during the teleports. You can see both methods here. Note that not every pattern in the air will cause him to fall. Without Haste, you can safely land one full combo and one more hit. With Haste, you can land two full combos. "Prepare" is NOT a telegraph, but him running at you on the ground is: He will always do the "three piece" into the "long combo", which is guaranteed to have him fall afterward IF you get him to do it in the air. If Riku is not in the air when YX starts the long combo, he will either immediately teleport or just go right into some other attack, so that's bad. It's much safer to spam dodge rolls around this attack than to run, but swag. Haste helps me quickly pick up the two hits as he lands, but you don't need Haste to land both attacks on one fall if you time it right. His spinning barrier is basically counterguard which he can do instead of teleporting if you hit him too much. Your spirits can activate it (as you can see) so be ready. The "flip slash" is a boring attack. Easy to deal with, no openings. Now this is an odd phenomenon. Sometimes YX gets stuck spamming a single attack up to like 6 or 7 times, but you can get him out by doing damage, so our only real option is a Counter Aura when I notice that he's spamming. He goes into a run which we know how to handle. More swag camera. I only meant to do one extra attack after the finisher (kh3d buffers your inputs SO FUCKING EARLY) so this could have been RIP with a different pattern, but whatever. If YX does "ice barrage," "bullets," or "triple whip," he's starting a projectile phase which really sucks and lasts for a seemingly random amount of time. Guarding the ice into immediate reprisal is a good response but you have to be ready to react because he can do anything next. This is rare, but he teleports in place and does "bullets," I know because that's the only move in projectile phase that gets staggered by Counter Aura (a rare exception to the 2-hit rule). This is one of only two ways to get a stagger during projectile phase. I guessed that he would teleport to the middle, I was wrong so I couldn't do anything, then you HAVE to guard again to cover a possible teleport "triple whip" which is what he did. He likes to triple whip multiple times in a row so I guard to cover. I don't know why he stood still, but it happens sometimes so I seized the moment (it doesn't last long). I then caught him in the center for "bullets." Projectile phase was short. I whiff two guards but they were necessary to cover all options. When he teleports AWAY instead of near you, "crazy whip" is coming, but like "bullets," Counter Aura gives a stagger no matter what. If you're paying attention, you'll notice I can only get one combo after Counter Aura gives me a stagger. This is consistent. Spamming 3 piece, stop him like before. When he falls from "high teleport", do hit into guard quickly. Guard again to cover. "High teleport" can happen in projectile phase as well (and is the second way to stagger in that phase). At 3:10 he could have done anything. I was expecting bullets, but the guard covers most options. I quickly jump after the 3 piece to get long combo in the air. Get Beatalike out. There are two possible clock phases: (sync'd melee, fire, de-sync'd melee, red-x) or (de-sync'd melee, red-x, sync'd melee, fire). Sync'd melee starts when the minute hand is at 1, as in the video, desync'd melee starts when it's at 2, so you can tell which version it is based on how quickly you guard an attack (guard when the minute hand is entering the diamond on the 2 spot) or by the sound it makes against your guard. The timing and number of Counter Auras is different for each, so you need to know which one it is. You'll never reprisal more than 6 times on sync'd melee, but I was scared and guarded again. I didn't have Haste for Wavesurfer and I had plenty of time left, so this is inescapable proof that you don't need any spirit buffs to beat the clock on level 1. It's just that, like everything else with DDD, no one else bothered to try very hard.

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