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Level 1 All Pro Codes* No Damage No Magic Base Kingdom Key No Cuisine *all Pro Codes means I am basically doing the following restrictions: Zero defense Default stats HP slip MP slip No shotlock No links No form change No grand magic No team attacks No attractions No cure No items No kupo coin Less than 30 abilities The grand finale of base game. A very very simple first half into a accidentally strict second half, both with their own share of frustration whiffs. I will say that thematically speaking, very good fights, and if the technical issues didn't exist? Would be a fantastic final boss. --- PHASE ONE: Simple and clean (lol, get it?). Xehanort only really has 4/5 attacks here and one of them doesn't even show up in my video: Opening move 3 hit quick combo + teleport 3 hit slow combo Overhead slam* Keyblade throw + triple magic *height based You'll notice he seems to use moves in a set sequence - because he actually has something of a pattern! Provided you're in the right spot and hit RV, it usually goes 2x 3 hit combo (either) into Overhead slam. The slam only goes off if you're a set distance from the ground. If you're too close to a wall, your guard can whiff - aka Xehanort will miss you entirely and you'll drop your guard, getting struck by the second blow. Hitting RV will mean Xehanort always does a keyhole teleport before his next attack. PHASE TWO: Similar for most of the fight, but with a few changes: Dark fireball flurry 7 hit party combo* 4 hit quick combo + teleport 3 hit slow combo Overhead slam** 2 hit combo*** *hits 3 and 5 target Donald and Goofy **height based ***positional based Again, Xehanort follows a set routine if you keep him engaged and keep hitting RV. The overhead slam gets skipped if you're not high enough off the ground. Also, the party combo has an additional attack at the end (the overhead slam!) if you're high enough as well, so it's a free counter opening. The party combo can also change depending on if your allies are alive or dead. If the ally is dead, dies during the hit, OR you're too far away from them, Xehanort will attack you instead/after. As such the attack can constantly change. Once you pass the HP threshold at just under 3 pips and 9/10 of a bar, Xehanort enters the last segments of the fight, of which he will rotate back into if you don't kill him fast enough... RAGE FORM SORA DM Rage Form is easier than it looks but also equally hard at the same time. It can take a lot of practise, and I'm still not fully comfortable with it myself. In short, you need to reprisal Xehanort to stun him, collect the Orbs, and build the form gauge up to 'Reclaim Your Light'. The best chance to do this is the pillar attack as seen in the video. The DM is... Basically timing your block and dodge precisely. You'll see in the video that unfortunately guard can and will whiff here, but I survive with no damage. The best way to handle the large clone waves is to either centre yourself near the back wall or run forward into the goat sigil so the attacks push you back - this is crucial for the laser finale, which has very tight timing! I personally could not make dodge roll work here and went with glide. After this, Xehanort will cycle through his pattern, and eventually re-engage the Rage Form and DM if you don't finish him off. I might be wrong but I believe I'm the first level 1 pro codes restricted to avoid two Rage Form/DM, and it's because I purposefully stopped before the HP threshold to get more damage onto Xehanort before he engaged.