Assault of Light
Join Date: Apr 2007
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Boss Tips (All bosses) -
06-12-2012, 01:04 AM
So! I'm sure you're all annoyed with sudden Reyburn deaths or cheap Humilias oneshots/combos, etc. But all bosses are pretty simple when you break their methods down and figure out how to react to each one. And that's what this is all about.
If anyone has anything to contribute then I'm all ears for that too.
Element Type - Native
So just to start, let's repeat what's stated above and say that Reyburn is native. I've seen multiple people think it's beast so I figured it was worth drilling into heads.
Reyburn is a jerk. For an early boss it can be surprisingly mobile, and I'd honestly suggest a ranged weapon if you're having trouble landing hits. Furthermore I would highly suggest attacking its head, as it's generally its weakest spot. It'll also get rid of its annoying lunging attack that tends to move its head out of range of your attacks for an instant. You shouldn't see the horn for too long if you keep attacking the head though, since it tends to go away quickly.
When it comes to positioning, you generally want to stand to the side of Reyburn's head. It'll allow you to avoid every attack it's got aside from the shockwave (which you see coming in advance anyhow)
After you deal enough damage it turns red, changing one of its moves.
General mobility: Walking — Reyburn walks. Amazing, isn't it? It actually does a bit of damage too, so don't go too close to its feet.
General mobility: Flight — Reyburn likes to fly from wherever it's at to one of the far ends of the arena. It usually likes to follow up with a move of some sort (Most commonly fireballs). You'll want to keep somewhere around the middle of the arena if you can, to keep in position whenever this happens.
General mobility: Running — When Reyburn runs, it attempts to turn in your direction to get close. The running actually does damage, but the turning's not too sharp (It'll completely miss you if you're a decent distance from the side of his head). Still, this is actually one of Reyburn's more threatening moves as it can combo you to death if you don't have enough evasion or are just unlucky. The running is followed by a quick halt and a quick on-the-spot 180° turn, but the turn is telegraphed. Then it can either run or go straight into doing another turn, until it's turned three times total. You can time a roll to avoid the turning if you're too close, and you can roll if you're caught in the run (As long as it doesn't combo-lock you), but if you roll from the running you might get hit by the turning. Not worth worrying too much about if you heal up though.
Shockwave — Reyburn shakes around, then roars and causes a shockwave. Even if you're not close up, if you're close enough it'll push you back a bit. It also has a chance to inflict the slow status, so watch out for that. You can just run away from it if you see it coming, but you may need to roll if you start moving late from too close.
Flailing — Reyburn roars, then shakes around. Basically the inverse of the shockwave's motions. This is effectively a sitting duck move and you should take advantage of it (although you can't attack the head during the roar portion due to how it rears its head up).
Windy wings — Reyburn flaps its wings forward, pushing anyone in front of it backwards. If you're behind its range (Which is somewhere behind its head) then Reyburn's effectively a sitting duck. It's usually followed up with a single powerful fireball. It's best to try to move around to that blind spot, but if you can't then just move to the side and you'll be safer from any fireball followup.
Fireballs — There's two types of these, and they're generally used from a distance (unless Reyburn's horn is broken). The split shot fires three weaker shots 45° apart from each other, while the single shot is much more damaging and has a bit of tracking. If you're at the side of its head then this is a good time to attack. It's best to move to the side to avoid them, rolling when necessary.
Fireball Eruptions — After a certain amount of time has passed, Reyburn flies up and out of range, then spits out a fireball from a distance that causes eruptions to appear from the ground. They fan out from the location of the shot and track fairly well, so it's a bit of a jerk move to avoid. It leaves you plenty of time to heal though, since even if it knocks you down Reyburn has to return to the battlefield (Reyburn landing during this move also does damage, so don't stick too close to its body). For the record, this move is used after the glide+molten floor or corkscrew flight move, and alternates between that move and this move whenever Reyburn flies out of range.
Used when horn is intact:
Quick stab — Generally used when up close to Reyburn's head, but it only attacks forward. And you usually don't want to face Reyburn directly anyhow.
Lunging attack — Generally used to close the gap between Reyburn and a player. It could be pretty annoying to attack during it.
Used before turning red:
Glide -> Magma landing — I... honestly forgot this move existed. After a certain amount of time, Reyburn flies up and out of range. It then returns, gliding in for a landing and leaving behind a molten patch of ground that can damage you when you stand on it. The glide does damage as well. It's pretty easy to do enough damage to turn Reyburn red before this move comes out, but it's replaced by a trickier move when red...
Used after turning red:
Corkscrew flight — Replaces the glide+magma move. Reyburn flies out of range, then flies back into the arena at one end in corkscrew fashion. From there it turns back away from the arena, then attempts to beeline a player five times before slowly returning to land (which, again, causes damage). You can run to avoid the first two of five dashes, but they gradually get faster so you'll have to dodge roll to avoid. If you do get hit though, you can heal without worry. If you're using resta, you'll be invulnerable to the next dash (Not certain if this just happens in general or only with resta, but you're fine either way.)
As I said before, I'd suggest a ranged weapon of some sort. However, if you have some PAs with decent forward range then use those, such as Over End, Bite Stamp, etc. If you have moves with area-of-effect damage (Again, Over End/Bite Stamp), try to aim so you hit both the head and at least part of the body (although with Over End you'll need to make sure you don't get hit by anything while you do. Actually, Over End is a good opener while the horn is still intact since the horn jabbing is pretty ignorable.)
A side note, for some weird reason slicers (and maybe laser cannons?) do more hits to the head with their regular attacks when the horn is broken.
For any aspiring forces, Razonde is also a pretty good tactic for making your own electric-fried Reyburn. Even more so when under the effects of level 3/4 Flozir. Tasty.
Element Type - Beast
Octo Diablo might seem a bit menacing but it's still pretty easy if you know what to do. The boss is split up into two phases, with the first one having a little more to watch out for while the second one's more concentrated and you can be a little more aggressive.
Phase 1 has more targets to hit, while the second phase involves less moving around. Whether or not you want to attack the head or tentacles on the first phase depends on how many head targets you can hit. The first phase has three head targets at any given time, and if you can hit them all continuously then go with that. Otherwise just strike the tentacles.
As for phase 2, just strike the tentacles. Their targets are a bit spaced out but if you can hit a bunch of them at once from a distance then take advantage of it when able.
Phase 1 Moves:
Ink shot — The opening move, and occasionally used after that. Octo Diablo spits out ink shots (once in normal, twice in hard, thrice in super hard). They have a chance of poisoning and also do some decent damage. You'll want to run and/or roll away from the shots.
Tentacle lunge — Octo Diablo's tentacles rear up slightly, then lunge forward to strike. A simple move, and tracks when held ready. However, you can outrun it so you don't have to worry too much about that on the defensive. This DOES like to get mixed in with the ink shots at times, though, so sometimes the two might be a bit tricky to avoid at once. This move generally happens whenever as long as the tentacle slam or suction moves aren't being used.
Tentacle slam — Octo Diablo raises all four of its tentacles upward, guides them towards the player, and slams them down. Then they get stuck and the tentacles stay there for a few seconds. The amount of times the tentacles slam depend on the difficulty (Normal once, Hard twice, Super Hard thrice). There's a neat trick to avoiding this move though: Go right up to the inner sides of the pier (Not the corners) and they'll whiff you entirely. It effectively turns this move into a really long sitting duck move.
Suction -> Ink spray — Happens after a decent amount of time has passed on phase 1. Octo Diablo starts to inhale, sucking everyone towards him. Although there's no threat during the suction itself, once it finishes Octo Diablo will spit out a spray of ink. It deals good damage and can potentially slow you so try to avoid it in advance (during the mid/late end of suction, preferably).
Phase 2 Moves:
General Note: Tentacle moves (unsurprisingly) require tentacles, and if you get rid of both then Octo Diablo's movecount drops drastically. Though by that point it's also almost dead.
Ink shot — Same as before, but only one shot on all difficulties. Also there's a small chance that a Porel is launched at you, which is hilarious. Also it hurts. This tends to follow up every so often after a tentacle move
Tentacle sweep — Octo Diablo brings its tentacles in front of its head then sweeps them outward. Not a very strong attack, and can be dodge rolled easily enough. Only used when you're in front of the head.
Tentacle double poke — Both tentacles move away from the head in an attempt to strike. When it has a lock, it strikes twice toward its target. Generally doesn't do too much damage and can be avoided by running.
Pier rotation — Octo Diablo spins the pier around 180°, forcing everyone around with it. It's only used when no one's in range of Octo Diablo's tentacle attacks. Generally just an annoyance. Uses a separate set of tentacles so it might not be disabled when both attackable tentacles are gone.
Tentacle clamp — Both tentacles move away from the head, then rear to the sides and grab anything in the way as they head in front of the head. If anyone is caught, the tentacles deal a few hits of damage followed by an ink shot from the head (or an ink spray in Super Hard). If the tentacles miss, the head will turn towards someone and fire the shot (or spray) at them. Can generally be seen coming and dodge rolled if need be.
Tentacle corkscrew — Octo Diablo rears its tentacles back, then corkscrews them together in front of its head. It does pretty big damage to try to avoid it (It can be avoided by running if you run away from the center of Octo Diablo, but you may still need to roll). If you have a photon art that has a wide area of effect, use it just after the tentacles cross.
Suction — Happens after a decent amount of time has passed during phase 2. Octo Diablo inhales, and anyone who gets close gets chewed up before getting spit out. Avoid this move at all costs. It's actually pretty easy to avoid when mid-range with another interesting trick, though: Run into the outer edge of the pier to the left or right of Octo Diablo, and keep running into it. It'll negate the suction. After the suction goes on for a while, Octo Diablo will stop abruptly and leave its mouth open for attack. This will leave you a few seconds where you can just wail on it, pretty much.
As stated above, if you can hit the head's multiple targets on phase one, then do so. HOWEVER, only do it with a melee weapon or melee-based PAs. That limits things to distance PAs (Over End/Bite Stamp YET AGAIN) or slicers (Which deal melee damage). Slicers in particular are pretty good at it; by positioning yourself around 45° from the front of Octo Diablo's head and going to the inner edge of the pier, you can land a good 6-8 hits with your three-attack combo. Add an extra one if you're attacking from near/inside a lowered tentacle.
Phase 2 is simpler in theory, but there's less chance for hitting multiple targets. As stated above, it's better to hit tentacles here, and use PAs with a good area of effect if you're safe enough to not get hit by the tentacle corkscrew attack (Bite Stamp, Bright Sign, and so on). One special thing to note is mechguns, specifically Cool Style. When using one inside a tentacle and facing parallel to it, you can potentially land every single hit of it. And Cool Style has a LOT of hits. It makes things that much snappier.
For forces... well, I usually just use a slicer. I don't know if there's a technique that works out better, so if anyone has any suggestions to try out, lay it on me.
For those using Midgul or Flozir, it's strongly urged that you use it AFTER phase 1. Phase 2 is the bigger threat of the battle and it's better to get that done with faster.
Chaos and Mobius
Element Type - Machine
These two are surprisingly simple. And surprisingly annoying. You generally want to be on the defensive until Chaos dashes, while Mobius is mostly a passive jerk with digging. I highly suggest slow protect or anti.
Chaos — Chaos is the snazzy vehicle that looks like to could be an expy for an F-Zero machine, for those who aren't paying too much attention to the names they state when you have a passive lock on them. What Chaos generally does is hover around ever so slowly but evasively like a jerk before quickly dashing forward then turning around, firing lasers afterwards. These lasers like to be annoying and do double damage by having both of the lasers hit you at once, and each laser separately does a bunch of damage. Don't PA at random for this reason, because if you do so and are still doing so while Chaos fires multiple waves of lasers, you'll find yourself really dead really fast. One other thing to note is that Chaos can get stunned by hitting the fences in the corners. This cancels out the laser attack for that dash and leaves it stuck in the fence for a few seconds, so luring it into a nearby fence also worth trying.
Mobius — Mobius digs a lot. And occasionally hovers around wherever. The digging leaves dirt patches that slow you, and should be avoided. But before you know it you could be in one, so just keep it in mind or have that slow protect.
Combo attack — This move tends to happen after Mobius finishes three digs. Mobius flashes, followed by Chaos. Then both of them head into the center of the arena and rotate around, firing lasers in the process. This is the best chance to strike as the center area is completely safe and both of them move in a predictable and exploitable pattern.
Photon arts with a decent area of effect work well, although Chaos is decently resistant and Mobius likes to stay out of harm's way a lot (Even when in plain sight). During the combo attack, primarily target Mobius. There's really not much to say, it's a pretty basic boss.
Both of them resist guns a bit so you're probably better off with melee weapons.
As for forces, Razonde again. A plus is you have more chance to catch Mobius when it's floating AND vulnerable due to how Razonde lingers a bit when used.
For those using Midgul or Flozir, I'd suggest using it after Chaos dashes for the first time. If you use it immediately then it'll run out during the combo attack, which again, primary time to damage.
Element Type - Machine
And now it's NOT a simple boss! With the second combining machine cutscene in the game comes Humilias, (almost) everyone's dreaded foe. But with the proper strategy even you can get past this battle unscathed. Or at least without dying.
First off, STAY ON HUMILIAS AT ALL TIMES! I cannot stress this enough. You must never leave a large gap between you and it, otherwise you'll probably get hit and die. Positioning is key to survival. The safest spot varies depending on moves, but generally being directly under Humilias or behind Humilias is your best spot.
Secondly, preparation is the second key. Weapon suggestions will be further down, but having anti or sol atomizers is something I'd highly recommend in case you get slowed. Also, trimates on the palette. If you get hit by a slow laser, there's no way resta's gonna help you heal fast enough against the Milias Breaker. Finally, if you have an ice protect, equip it. You could add on a slow protect too if you want, but if you're frozen from a laser you're guaranteed dead.
Anyhow, Humilias has a pretty deadset pattern, the floor's the only really unpredictable part.
Pattern Step 1: Airslide — I honestly don't know what to call it and airslide has a nice ring to it. Basically, if you see this start up and you're not in the middle of anything? STICK TO HUMILIAS! There's times when Humilias will slightly outspeed you but it's counteracted by Humilias gradually slowing down to stop, so as long as you stick to it you'll be safe.
Pattern Step 2a: Arm lasers — The move everyone dreads. They're fast, lock onto your spot, and come in a constant stream of shots in harder difficulties, making it really hard to dodge using dodge roll (And impossible if you're well in range otherwise) But as long as you stay on top of Humilias during the airslide, you can attack from directly under or behind it. Slow lasers are lame, but at the least knock you down so you can't get hit by another one. Freeze lasers are just outright scary and can combo you if you get hit by them.
Pattern Step 2b: Milias Breaker — The other move I guess everyone dreads, but that's because it's a followup to the arm lasers. Specifically, it's a followup if anyone is inflicted by a status when the arm lasers stop firing. If you're slowed, you can save yourself with a trimate if you're fast enough (Unless you're weak enough for the attack to kill you at full health). If you're frozen, then... well... nice knowing ya. Or your scape doll. The blast radius for this move is pretty big, so just keep your distance if this gets used while a partner's hit (I know it sounds selfish, but it's better if you revive them later rather than have both of you killed. Unless you've got a high-range resta that can work, maybe?). You really don't want to see this move ever, though, and generally don't if you keep on Humilias.
Pattern Step 3a: Ground punch — This can technically be skipped if no one's near Humilias, but the chances of that are ridiculously slim (Between the milias breaker dash attack and you actively staying close) so you'll still see this attack a lot. It's a pretty strong attack, but chances are it won't kill you, so if you want to try using a photon art during it and have the chance, go for it. For the record, standing under Humilias here WILL get you hit, but you're safe from behind.
Pattern Step 3b: Backdash — Humilias... dashes backwards. It's immediately after it recovers from the ground punch, and leaves Humilias sitting there for about a second before it goes back to using the airslide. This is your last chance in the pattern to deal damage conveniently.
Stagger — Can occasionally happen when Humilias is taking damage. It leaves Humilias a sitting duck, allows you to hit all of its targets with a PA, AND resets the pattern.
Chaos and Mobius — Hey, we just talked about these guys! Humilias separates into these two when taking enough damage, and then does it every so often afterwards. They're generally the same as the last boss fight, except they're invulnerable and Mobius switches things up a bit. Aside from dashing out at you the moment they separate, Mobius also has a warp-then-dash attack. So if you hear some odd sound during this part of the battle, better get your dodge roll ready. The trigger to ending this phase is to make Chaos attack, so just lure Chaos into attacking by standing in front of it and heal off any damage if need be.
Floor panels in general — All of them tend to hurt a decent amount. Specific panels light up into a color if anyone (yourself, party members, Humilias) stand on them, and once they flash it's only a few seconds before they damage you. However, when they flash, any remaining non-lit tile will remain such and you can move over to it to keep safe. Floor panels only start to change at the beginning of Humilias's pattern, but end... well, whenever, really. Not sure if there's a definite trigger or multiple ones or whatever, but generally you'll want to stick on Humilias regardless, at least until they start to flash. After that it depends on if you can actually be safe or not when they go off. That's what makes floor panels the real dealbreaker on Humilias. Oh, and try to avoid cracks between the panels, sometimes multiple panels like to hit you at once if you're between them.
Red panels — They do damage, and that's it, really.
Status panels — They do the same amount of damage AND inflict a status element. Normal apparently has yellow ones (that I don't recall but apparently they're shown on youtube) that stun you. Dunno about hard, super hard has blue tiles that freeze you. Yes, freeze you. This is the other reason I'd suggest an ice protect, because although there's less chance of instant death by combo, tiles are much harder to avoid since there's a luck factor involved. If by any chance you're forced to take the hit from an ice tile to avoid lasers or something, make sure to (of all things) go into the start menu. I know, it sounds hilariously metagamey or something when you can't heal from ice by yourself normally, but you can use mates and pull up a sol atomizer from the menu even when you're frozen, and that makes all the difference.
Berserk pattern — All that stuff above? Throw almost all of it out the window when Humilias has lost enough health (Probably around the time you come across two Chaos and Mobius attacks). Sirens go off like crazy and all nine tiles light up red in seemingly random order. It's... not a pretty sight and hope for the best, because if you can't improvise or you're just plain unlucky, you're dead. Trust me, I'd love to suggest something here but... yeah. Well okay, try to keep track of what panel turns red when, to see if it's safe to cross over, but only so you can take a hit in a more convenient location. Again, watch out for cracks between panels.
I know that's a lot of stuff to look through so in short: Stay on his airslide, attack from under/behind until the airslide comes up again. Improv where necessary (like tiles) and make Chaos attack as fast as possible during that phase.
Humilias resists guns a bit, so you'll probably want to go with melee attacks unless you don't have any good options on you.
As for suggestions, a photon art with a good area of effect is awesome, but it's even more awesome if the area of effect is either wide-and-close (Bull Smash, Air Ride) or AROUND you (Cyclone Run, Serpent Air, Hopping Run). It's best if you have something that doesn't move too much either (Hopping Run can be maneuvered fairly well to avoid getting back in range of Humilias, though). Forces can opt for Razonde yet again.
Element Type - Dark
Ah, Mother Trinity. All the game for this moment. Anyhow, she's not too hard, you just have to act and react to each move accordingly. In fact, she's easy enough for me to suggest saving your photon blast for the battle afterwards.
For those unaware, the battle is in two phases: One with the mother pieces, and one against Mother Trinity herself. Once you destroy two pieces, the third sticks around, becomes invulnerable, and gets powered up while Mother Trinity attacks directly. You can destroy the second and third at the same time but unless you can synchronize the damage well enough or don't mind wasting time just to hit both at once you're better off just sticking with leaving one.
She only has two (distantly separated) targets, so there isn't as much need for specific photon arts.
Hunter Piece — I don't know if there's any official names for these pieces so I'll stick with something you'll all understand. Anyhow, this piece slashes. Simple enough. During phase 1, it slashes at a three-square row in front of it, so safe spots are to its sides and behind it, as well as a square distance away from it. During phase 2, it gains the ability to hit every square around it, and has a chance to hit multiple times. The damage usually isn't too bad, and is negligible at higher levels. I would suggest leaving this one alive for that reason since it's easier to counteract and is easy enough to plan around (ESPECIALLY online, where splitting up takes out most of what little menace it has).
Ranger Piece — This one shoots stuff. Specifically, it shoots anything in a line ahead of it. During phase 2 it starts to shoot in crosses and diagonally. The shots tend to knock down as well (Forcing you to waste time doing that and getting up), so it's a bit of a jerk to keep around. I wouldn't suggest it, but it could be worse.
Force Piece — This one's actually kinda complicated. During phase 1 it summons lightning orbs two squares forward/back and one square to the side. For those familiar with chess, think of it as landing spots for the knight/horse piece. It's easy to take head on but it's a real pain to leave it alone, so it's preferred to take it out first. I think it expands its range to its sides during phase 2 but I'll have to check.
Opening move — After the second mother piece goes down, don't attempt to go near Mother Trinity just yet. She crashes into her end of the arena, eliminating the middle three squares of that row and dealing loads of damage to anyone close.
Pattern step 1a: Headbutt — I always found this move hilarious considering Mother Trinity's usual grace. Anyhow it happens when any player close, and can be done in a row up to three times. It's fairly telegraphed (she leans back), so it's predictable. It also hurts a lot, so be a bit careful with how you attack then. It's close range, however, and as such can be evaded easily enough by moving away, although the sides are also pretty safe. It's an odd move involving targets, since it moves her head in range but shifts her body target back, so make sure to plan around that if you want to attack then.
Pattern step 1b: Arm Swipe — Mother Trinity raises her arm, then sweeps it across the floor. It hurts a lot, but there's a blind spot up close to Mother Trinity. It can also be dodge rolled easily enough.
Pattern step 2: Photon Eraser — At least I'm pretty sure it's a version of it that just so happens to be weaker that the equivelant of flexing her finger. It can be evaded by... just running, and it takes a bit for it to land. It hurts a lo-- I'm sure you get it by now.
Stagger — After enough damage, Mother Trinity falls to the ground. It's a prime time to strike her head (which takes more damage).
Again, in short form: Get rid of force piece then ranger piece for an easier time.
It's pretty simple, really. Double sabers and daggers are a nice way to do more damage if you want to do that, or you can stick with high-damage PAs. Guns, slicers, and ranged PAs help in a more defensive way, allowing you to have more chances to strike while she's attacking. Forces are best off using slicers or melee attacks in general.
Again, don't use your photon blast during this battle, this battle's not as worth speeding up.
Element Type - Dark
Oh no, who would have seen this coming!? Depends on how familiar you are with the series I guess. Anyhow, Dark Falz is... also surprisingly easy. To an extent. Dark Falz has a few tools that can trip you up if you misstep (And no, the white laser beam that drops your HP to 1 is not one of them. Well unless an orb snipes you afterwards or something.)
I wouldn't suggest using your photon blast right off the bat if you're in a party with actual people, as sometimes Dark Falz starts with the ground spike attack, which is another one of those nice combo moves that just kills you if you're in a state that prevents you from getting knocked down.
Dark eruption — Dark Falz makes a charge-up sound while fidgeting, then releases a set of dark blasts that hit the ground. The blasts fan out from its position, and can combo you if you can't get knocked down. It spreads from Falz a decent distance but can be avoided by staying away. Generally, be cautious about the move but don't worry about it too much. This move also summons dark orbs, which get their own mention due to how versatile they are.
Dark orbs — Man, where do I start? Basically, these usually damage you. Not too much, but enough. Secondly, they seem to disappear every so often, such as when you damage Dark Falz enough, or during a specific formation. Thirdly, they love formations.
****Formation 1 — When Dark Falz is in any sort of neutral state, they circle around it. This circle formation has a blind spot at Falz's sides, and as such leaves you a nice opening a good amount of the time.
****Formation 2 — Sometimes the orbs break formation and start to bounce around. If they do that, make sure you DON'T get hit. If you do, you'll be trapped for... honestly, way too long. Until you get hit by the white laser. If you're playing multiplayer, your party members can free you from the orb by striking it. So if you ever see someone trapped by an orb, be a pal. Knock 'em out. It doesn't damage them so no worrying about that. Also, if the orbs bounce enough they'll just disappear.
****Formation 3 — Finally, the formation where the orbs just move in a straight line and ricochet off walls, like some sort of demented closed-quarters game of pong. They're a bit harder to work with here, but it only happens once Dark Falz loses enough damage to sink into the ground.
Dark... shedding? — Dark Falz shakes off some darkness and the pieces move outside the arena. Harmless, but setup for this next move...
Dark laser — Dark Falz fires a black laser forward. Does some pretty good damage, but if there's bits of extra darkness at the ends of the arena, make note of where they are: The beam will continue through there, making a cross through the center through four pieces, then the other four pieces. Not hard to avoid, but something that needs to be kept in mind.
White laser — And just enough love of the color white to make use of it slightly. Dark Falz charges a bit of white on its horn, then turns 45° to its left and sweeps the beam around for 90° from there. It reduces your HP to 1 if you're hit by it, but you have plenty of chance to heal after it, and it's easy to dodge roll through. Getting behind the right-angle range of the move also works if you're in a good position to do so.
Ground spikes — And now the move that throws everything out the window. Dark Falz shifts down, but doesn't make a sound. Afterwards, a thin blob of darkness rises up from under every player and expands spikes outward from that position. You can run to avoid it, but it hits as its rising, so it's best to act on Falz's telegraphing to avoid it. And as stated above, be careful not to fire off a PA or something else that keeps you from getting knocked down while this move goes on. For the record, if you do get knocked down by the first set and you primarily use resta, you're better off running away before you heal as healing on the spot will just force you back down again.
Used after enough damage is done:
Dolph Falz - I admit, now I'm just trying to be witty with this name. And failing. Anyhow, Dark Falz sinks into the ground, then starts to "swim around", so to speak, to an edge of the arena. Then it repeats this, sometime jumping like some sort of demented dolphin as it does. It's... actually a pain to hit like this and swapping to a ranged weapon or a PA with good range is a good plan. During this mode, Falz can dish out a decent amount of damage just by moving, so it's hard to land hits a fair amount of the time. It can use the dark laser while still submerged, and can rise up to summon more dark orbs.
Unless you're using Over End or some sort of distance weapon or PA (Aside from slicers), you're probably gonna be hugging Falz's sides most of the battle since that's a safe spot most of the time. If you're only going to hit one target, pick the head as it takes more damage. There's usually no need to eliminate the orbs but if you have trouble (or if someone gets trapped by one) then do it.
As for forces, slicers again, considering how techs in general fall short on Falz. Speaking of (and this applies to all slicer users), the slicer has an interesting attack sweetspot on Falz. By hugging the side and slightly turning towards the head, you can hit both the head and the body in one attack. Three hits, six attacks. Unfortunately the body takes less damage but it's still worth doing because there's no downside to doing so.
And again, midgul/flozir users should make sure they don't get spiked to death or something before they chain their blast. And keep your distance, at least until everything's set up.
So! I hope that helps any of you having any troubles. Hopefully I explained things well enough here, and if there's any mistakes, or if you have any other things to mention, feel free to make a post here.
Last edited by Daggart; 06-13-2012 at 05:46 PM..