Hi, Im Kaci. I play too much Kingdom Hearts. If you've got questions, I've got answers.

theme credit

trapinchmon:

double the teenagers, double the angst or: why Days existing before KH2 wouldve been incredible

abbydraws:

I personally think Kairi looks good in Sora’s getup.

reference: [x]

Maleficent B Event Guide!

Sorry about the guide delay again - I stayed up way too late working for Lux rankings and by the time 3am came around I was exhausted (and I work Mondays!)

So let’s get down to it. Maleficent B is your reward - a reversed magic AOE damage medal that costs 5 gauges. It’s not amazing on its own, but coupled with Moogle O’ Glory’s fourth slot and the “boosted” (+1000) Maleficent you can obtain, it’s quite useful. Actually, with the current climate of reversed magic - there hasn’t been a single event! - Maleficent B is invaluable for the F2P/C2P market. But of course there’s a catch: this event is uniquely very easy and very difficult.

The easy part: completing all 15 missions gets you 12 Maleficent medals total, which is obviously overkill. Actually, by the time you finish Mission 13, you already have eight. So to guilt Maleficent, you don’t need to complete the event. This is a good thing because

The hard part: the first objective for each mission requires you to bring reversed medals. The final three missions actually require you to have a complete set of reversed medals! And I don’t know about you guys, but my reversed medals suck. And for some added incentive, the boosted Maleficent can only drop from the final enemy group in Mission 15.

So let’s get into the enemy list, and I’ll talk strategy afterward. Each mission has three rooms; in the first two rooms, you can pick one of two groups to fight in order to progress to the next room. The target is in the final room. This is actually really useful because you can plan which group you want to attack.

One Reversed

Mission 1 - Lv. 25:
Large Body [P] x2 OR Fat Bandit [P]
Shadow [P] x5 OR Gigas Shadow [P]
~TARGET~ Armored Knight [P] x2 & Bad Dog [P] x2

Mission 2 - Lv. 50:
Fire Plant [M] & Bad Dog [P] x3 OR White Rose* [M]
Possessor [M] x5 OR Blue Rhapsody [M] x6
~TARGET~ Ice Plant [M] x3

Mission 3 - Lv. 80: ~MALEFICENT~
Neoshadow [S] OR Armored Archer [S] x2
Invisible [S] OR Aeroplane** [S] & Armored Archer [S] x2
~TARGET~ Air Soldier [S] & Bandit [S] x2

Two Reversed

Mission 4 - Lv. 100:
Blue Gummi Copter*** [M] x4 OR Red Gummi Copter**** [P] x4
Morning Star [P] OR High Wizard [M]
~TARGET~ Large Body [P] & Wizard [M]

Mission 5 - Lv. 120:
Poison Apple [M] OR Stinging Bee***** [S]
Creeper Plant [S] x2 OR Wizard [M] x2
~TARGET~ Candy Apple [M] & Armored Archer [S]

Mission 6 - Lv. 140: ~MALEFICENT~
Wibble Wobble [S] & Hook Bat [S] x3 OR Red Rose [P] & Bad Dog [P] x3
Wyvern% [P] OR Cannon Gun%% [S]
~TARGET~ Neoshadow [S] & Gargoyle Knight [P]

Three Reversed

Mission 7 - Lv. 160:
Gummi Hammer [P] OR Large Body© [P] x2
Large Armor [P] x2 OR Fat Bandit© [P]
~TARGET~ Large Armor [P] x2

Mission 8 - Lv. 180:
Poison Apple [M] OR Red Bandit© [M] x3
Dark Plant© [M] OR Fire Plant [M] x2
~TARGET~ White Rose* [M] x2

Mission 9 - Lv. 190: ~MALEFICENT~
Wibble Wobble© [S] x3 OR Aeroplane** [S]
Invisible© [S] OR Neoshadow [S] x2
~TARGET~ Stinging Bee***** [S] x2

Four Reversed

Mission 10 - Lv. 200: ~MALEFICENT~
Search Ghost%%% [S] & Armored Archer [S] OR Gummi Hammer [P] & Armored Knight [P]
Morning Star [P] OR Gargoyle [S]
~TARGET~ Gargoyle Knight [P] & Black Gummi Copter# [S]

Mission 11 - Lv. 210: ~MALEFICENT~
Poison Apple [M] & Candy Apple [M] OR Defender [P] & Power Wild [P]
Dark Plant [M] OR Wyvern% [P]
~TARGET~ High Wizard [M] & Large Armor [P]

Mission 12 - Lv. 220: ~MALEFICENT~
Black Gummi Copter# [S] & Armored Archer [S] OR Fire Plant [M] & Ice Plant [M]
Cannon Gun%% [S] OR Wayward Wardrobe ## [M]
~TARGET~ High Wizard [M] & Gargoyle [S]

Five Reversed

Mission 13 - Lv. 230: ~MALEFICENT x2~
Fat Bandit [P] OR Invisible [S]
Gargoyle [S] OR Dark Plant [M]
~TARGET~ Hammer Frame [P]

Mission 14 - Lv. 240: ~MALEFICENT x2~
Poison Apple [M] & Candy Apple [M] x2 OR Gummi Hammer [P] & Large Body [P] x2
Cannon Gun%% [S] & Dark Plant [M] OR Pester Jester© [P] & Dark Plant [M]
~TARGET~ Dark Plant [M] & Large Armor [P] & Air Soldier [S]

Mission 15 - Lv. 250: ~MALEFICENT x2~
Yellow Copter Fleet### [S] & Bad Dog [P] & Fire Plant [M] OR Blue Copter Fleet@ [M] & Gargoyle Knight [P]
Red Copter Fleet@@ [P] & Neoshadow [S] OR Blue Copter Fleet@ [M] & Defender [P]
~TARGET~ Black Copter Fleet@@@ [S] & High Wizard [M] & Morning Star [P]

© Caution - enemy hits first
*+1 S-Def & Sleeping
**+2 Def
***+1 M-Def
****+1 P-Def
*****+1 Str & +1 Def
%+1 Str
%%+2 PSM-Def
%%%+2 Str
#+1 PSM-Def
##+3 M-Def
###+2 SM-Def
@+2 PM-Def
@@+2 PS-Def
@@@+3 S-Str & +3 P-Def

(That was horrible to type out..)

Strategy:

Alright, this is about to get complicated. There are two strategies to this event. The first one is the reversed-only requirement. Since each mission gives you an extra Maleficent using reversed medals, you generally want to try to do that. RAX makes a nice return here, as well as GDD medals like Key Art 3, iXion, iAnsem, and HD Axel. Smee as well. Xaldin B and Xigbar B on Divine Rose helps with the copter fleets in Mission 15. Larxene A & B and Marluxia A & B help. WoFF Seph. Your friend medal does NOT have to be reversed, so taking someone’s Minnie&Daisy or KA1 with Second Chance can help a lot. Triple Threat (Status+) is a thing now, so that might help too (though I haven’t used it yet…) But the big thing here is: if you feel like you have to, you can use continues.

The second strategy involves your second run through the mission. You’ll want this if you used a continue the first time or if you want to farm up a boosted Maleficent. The drop rate seems very low, but they are infinite if you put in the time and effort. For this strategy, just make your absolute best keyblade and ignore the reversed requirement. (Actually, because you already have 8-11 Maleficent medals anyway, you don’t have to do the reversed requirement at all! If you have skip tickets, however, you should try for all objectives.) For this strategy you’ll definitely want iB&B (or another +3 Str medal but the cleanse helps a lot!). Use WoFF or J&S. Anything that ignores attributes. Training Ver. Mickey (or whatever it’s called in the global version), SDG B. Second Chance. Strong single target if your Nova can help with the enemies in the last group. I’m still a huge advocate of Xigbar B here.

In short, you can guilt Maleficent without doing Missions 14 and 15. If you want the boosted version and can’t get the right reversed setup, ignore the reversed entirely. Do you. Kick ass.

Alright this guide is way too long already so I’m going to call it there.

Good luck!! Event ends 4/2!!

<3 KCM

PSA: As an aside, with the announcement of the awakening system in Union x, it might be better to hold off on actually guilting (or combining) Maleficent until the update hits. This is because of the trait system and all that… I won’t get into it here, but you should definitely keep it in mind when combining medals before the update.

  i-needhealing said:
So you see, I'm still a noob in KHUx. I'm on quest 475. But I have a question about the current High Score Challenge. How exactly can I get enough points? I know this probably sounds so dumb to you, but I have no idea how to deal any damage to any of those LV. 350 enemies. Could you perhaps give a few tips?

No question is dumb!  I’m sure someone else is wondering the same thing.  So here’s a couple tips:

-The current $15 dollar deal gives you access to the Illustrated Belle & Beast medals, which are a godsend.  If you already have Sebastian or Ariel&Flounder or iKairi, this isn’t a “need to have”, but it helps clear away the buffs on the Cannon Gun.

-Defense Down is more helpful than anything.  iXion, HD Axel, Key Art #3, Smee, Owl, Meg, iAnsem… that kind of thing.

-Guilted Tier 3 medals are important.  Xigbar B in particular is really great because he does Defense Down and does a lot of damage.  You don’t have to worry about AOE, so find some good single target 100% medals.

-Match your keyblade type.  Try leveling up Olympia or Divine Rose, depending on what your good medals are.  Classic Donald on DR is really useful.

-WoFF medals are great because they are super effective against every attribute, and there is one Speed, one Power, and one Magic enemy.  If you have someone sharing a 100% boosted WoFF medal, you should use it.

-Don’t forget Nova!  Use it on the one that is giving you the most trouble.  This will probably be the Cannon Gun.  

-Second Chance and Defense Boost can help you get a second turn.

-If you’re running out of Special, bring one of your Chip&Dale medals!  Or if you have a friend sharing a Key Art #1, use that.

I hope this helps!  If you need anything else just send a message!

<3 KCM

Chip & Dale HSC Guide, I guess?

So.  New High Score Challenge, if you can call it that.  Since there’s no challenge.  And high score means nothing.  I was actually really sour when I first saw the notice because the multipliers are mostly the same as HD Beast.  The rich get richer, you know?

But then I did the mission.

Enemy List:

Lv. 50 Bag O’ Jewels [S] & Bag O’ Coins [P] & Bag O’ Coals [M]
Lv. 75 Bag O’ Jewels [S] & Bag O’ Coins [P] & Bag O’ Coals [M]
Lv. 100 Bag O’ Jewels [S] & Bag O’ Coins [P] & Bag O’ Coals [M]
Lv. 350 Hammer Frame [P]
Lv. 350 Cannon Gun [S] +2 PSM Def
Lv. 350 Dark Plant [M]
~*TARGET*~ Lv. 25 Nosy Mole [P]

7.5 bars of Special over 4 chests

No rankings.  3.2 million necessary for all 7 Chip & Dale medals.  I got 3.3 million with a 0% multiplier.

…I guess that’s it?

Uh.  Good luck.

<3 KCM

KH 0.2: Zodiac Aqua Guide (Objective 42)

Honestly this may be my favorite boss fight since Lingering Will.  It’s remarkably difficult, but in a “you know what you did wrong” sort of way.  There’s a little bit of chance at play, but I fully expect this is beatable without taking a single hit.  To win, you need to know what you’re doing, and you need to do it well.  It’s the sort of fight that teaches you how to play this game properly.

To open the mirror, you’ll need the twelve zodiac pieces hidden in chests around the game.  These only appear in your second play through, so don’t bother looking for them your first time through.

Once you enter the mirror, you’ll have to fight a Darkside, a room of elemental heartless, a room of shadows/neoshadows/bats, and a Demon Tower.  Dying does not kick you back to the start, so you can keep bashing your head against these guys until you win.  They are no different than their story-mode counterparts, except that the Darkside spawns extra Heartless.  If you’re at level 80 - which you need for another objective anyway - these are pretty trivial even on Critical.

Then the fifth and final battle: Phantom Aqua.  Just as before, she’s a hard chick to pin down.  There are only three places in the entire fight I could find to actually get some serious damage on her.  But we’ll get to that.

They key thing in this fight is Aqua’s new red-ribbon attacks.  They can’t be blocked, so you need to cartwheel away.  This really breaks the strategy for the story-mode Aqua fight.  At all times, if you don’t know what you’re doing, you should be cartwheeling.  If you need a second to collect your thoughts and think about what to do next, cartwheel.

Never jump.  Never air slide.  Don’t bother locking on - she teleports too much.  She will often start her attacks in front of your camera so you can read her movements.

Phase 1:

Her red attacks come in many forms, but the most common you’ll see is her 3 hit combo.  This comes in two speeds (0:36 and 0:42).  It sounds complicated, but you’ll get used to it very quickly.  Cartwheeling usually avoids this.

She also uses red attacks as finishers for certain moves, such as her teleporting strike where she does like 15 hits.  If you get caught in this combo, you will get knocked down to 1 health, but you won’t die.  The red attack counts as part of the combo so Once More will save you.  If you get hit, prepare to cast Curaga or use a Potion the second she finishes her attack.

She also has a system of basic attacks that can be blocked.  When she teleports twice, she’s about to use a basic attack.  Blocking and countering can get you a little extra damage and keep your combos going.  Though this isn’t really worth the trouble, getting used to blocking basic attacks is important for landing a combo against her teleport strike.  It’s worth practicing.

So let’s talk about damage.

In phase 1, there are three ways to get damage.  The first we discussed: countering a two-teleport attack (0:33).  But that won’t land you a combo.

The easiest way is to wait until she’s walking (2:08).  This is a typical attack in her arsenal.  Often, she will simply start walking slowly around the room, but when you attack her she teleports away and uses a red attack on you.  However, dodging this three times leaves her open to a combo.  In short:

Aqua is walking > Attack > Dodge > Attack > Dodge > Attack > Dodge > Attack.  

The fourth attack will connect, allowing you to pull off two combos.  This sounds hard, but it isn’t.  The window for hitting her is pretty lenient.  Before the second combo, make sure not to jump or move forward - simply hitting X again will reach her (2:19).  After the second combo, make sure to cartwheel away or she will hit you with another red attack (2:22).  This should be done for every combo.

The final way to do damage is to wait until she starts her teleport strike and block it.  These can be dodged with cartwheel, but you should learn to read her movements.  She will come out of nowhere, do one fast strike, and disappear (0:18).  You’ll probably dodge this one.  Then she will do it again.  And again.  At this point you should recognize that this is the teleport strike and block it.  If you do, she will continue to hit your shield.  Wait until she stops, which signifies her finisher is coming (0:24).  Use Counter (X) and her red move will go right through you.  This is because Counter has an invincibility frame.  Now she’s open to a two-combo attack.  Remember not to jump and remember to dodge afterward.

A lot of this is timing.  A lot of this is trial and error.  And a lot of it is learning the fight.  Don’t feel frustrated if you are having trouble.  Soon it will be second nature to you.

Phase 2 (1:15 & 3:13):

Just like story-mode Aqua, she goes into Spellweaver and unleashes hell.  But there’s good news!  Unlike story-mode, her attacks are completely predictable and always the same.

This transformation happens twice in the fight.  Once, after she loses about two and a half bars of health, and once more when she has about two and a half bars left. (I did this on Critical so she might have different health in other difficulties?)

The first thing she does is appear in your camera (thankfully) and shoots orbs at you.  Except these orbs are red.  Yep.  That means they can’t be blocked.  You’ll want to cartwheel to avoid these orbs three times.

Then you get a second of peace.  If you got hit by the orbs, this is when you should cast Curaga.  

After what feels like an eternity of suspense, she’ll use a combo that will drop you down to 1HP.  Timing is key here.  I actually started to count down, since the duration between her orbs and this attack is always the same.

Then she teleports away a few times and does the same attack again.  Whether or not you got hit by the first one, block this one immediately!   You do not have time to heal and block the next attack.

Once this attack ends, block again immediately.  She will do one final attack where copies of herself zoom in at you.  Then they fire red orbs.  Counter to invincibility through this.  Timing is hard on this one, because if you counter too early the orbs will hit you (like me 1:28).  If you counter too late, you can’t block the next attack.

Right after you counter, block again.  She attacks you eight times.  If you miss this block, you won’t die unless you’re at 1 HP.  Then she uses a wall of red orbs.  Cartwheel forward to dodge.

Finally, she starts the icy spinning vortex finisher.  If you need to heal, do so.  Make your way to the center of the room.  Once her three selves slow to a stop and start rushing in toward, you, cartwheel backwards, towards the camera, and then cartwheel again forwards toward the Aquas.  If you timed this right, it won’t hit you.  If you are having trouble with it, cartwheel three times instead of two.

In this moment, she is open to another 2-combo.  And congratulations, you finished Phase 2!  

In summary:
Dodge > Dodge > Dodge > wait about 3.5 seconds > Block > Block > Block > wait about half a second > Counter > Block > Dodge forward > wait until the spinning stops and comes into the middle > Dodge out > Dodge in > X to attack

(I do this almost perfectly 3:13, except I dodge out a little too early 3:35)

After each Phase 2 change, she will use Blizzaga (1:47).  She summons eight balls of ice.  Heal before this if you need to.  Time your block to defend the first four, then time your block again to defend the second four.  During this time, Aqua will either attack you quickly with a basic attack (which is cool because that extends your block!) or she will hit you with a red attack.  You won’t die - just heal afterward.

Then back to Phase 1.  Then Phase 2 again.

Phase 3:

Phase 3 begins after the second Phase 2 and is exactly like Phase 1 with three exceptions: she casts Blizzaga whenever she wants, she no longer walks, and she does this stupidly unpredictable circle attack (4:25).

Cartwheel saves you a lot of the time, just like in Phase 1, but the only real way to do damage is with the teleport-strike counter tactic.  Or get lucky.  Hopefully, if you pulled off the second Phase 2 combo, you should only need one more solid hit on her until she’s beaten.

And there you have it!  Wow, long guide…

Other Notes:

You’ll see I actually avoid going into Spellweaver (2:33).  This is because Spellweaver’s Counter doesn’t lend itself to getting a combo - the animation is too long.  I find it easier to stick to one control scheme and Spellweaver makes Aqua’s movements less refined.

Shotlocks can be useful when Aqua is walking and almost nowhere else in the fight.  I found the dodge/combo trick to be more reliable than shotlocks, especially because you might not always have Focus when she starts to walk.  But it’s up to you!

On Critical, you only get three items the entire fight.  Use them wisely!  I recommend Megalixirs and Elixirs since they fill your magic bar and health bar.

The last three minutes may have been the most suspenseful moment of my life. XD  It shouldn’t have taken as long as I took and it shouldn’t cost as many potions.  I just kept making stupid decisions, like not attacking after the first time I hit her, or cartwheeling when I should have been blocking.

HOPE THIS HELPS!! 

<3 KCM

HSC - HD Beast Guide

image

High Score Challenge!  Yay!  Unfortunately, it’s pretty directed toward multiplier again, and only the new medals are giving multipliers.  This time around you get the HD Beast medal, which is +3 Power based Strength.  Basically, he’s the Power version of Ursula.

The multipliers this time around include Key Art 4, Illustrated Leon, Xehanort & Vanities, and HD Roxas at 21%.  Then Illustrated Belle and Beast at 14%.  And lastly, the three new Epic medals at 10%.

Let’s get to the enemy list, then I’ll rant.

Room 1:

Lv. 150 Search Ghost* [S] & Lv. 100 Search Ghost* [S]
Lv. 200 Wayward Wardrobe** [M]
Lv. 150 White Rose*** [M] & Lv. 100 White Rose*** [M]
Lv. 100 Hook Bat**** [P ]x3
Lv. 100 Hook Bat**** [P] x3
Lv. 200 Cannon Gun***** [S]
Lv. 200 Morning Star [P]
Lv. 100 Dire Plant [P] x3
Lv. 100 Dire Plant [P] x3
Lv. 100 Minute Bomb [M] (6 hits)
Lv. 100 Minute Bomb [M] (6 hits)
Lv. 150 Gargoyle Knight [P] & Lv. 100 Gargoyle Knight [P]

Special chest (1.5 bars) x4
Health chest x2

Room 2:

Lv. 250 Blue Copter Fleet% [M]
Lv. 250 Yellow Copter Fleet%% [S]
Lv. 250 Red Copter Fleet%%% [P]
Lv. 350 Blue Copter Fleet% [M]
Lv. 350 Yellow Copter Fleet%% [S]
Lv. 350 Red Copter Fleet%%% [P]
~*TARGET*~ Lv. 50 Bag O’ Jewels [S] & Bag O’ Coal [M] & Bag O’ Coins [M]

Special chest (6 bars) x3

*+2 Str
**+3 M-Def
***+1 S-Def & Sleeping
****+1 P-Def
*****+2 PSM-Def
%+2 PM-Def
%%+2 SM-Def
%%%+2 PS-Def

Strategy:
This HSC is obviously geared toward iB&B, which gives the iKairi buff and a cleanse.  Almost every group has a buff.  That being said, with a few good WoFF medals you can ignore this intention.  Though if you did pay for the iB&B missions this week (or next week), keeping a few separate medals is a good idea to act as multiplier bonuses for those who aren’t lucky enough or don’t want to try pulling a premium.

Rewards:
HD Beast takes the place of Ariel&Flounder and Sora&Donald&Goofy B, wherein the top 1000 places get 5 and anyone over 17 million gets two.  This means to guilt it you need 17 million minimum.  Like Beast’s predecessors, this is a pretty high multiplier.

At 0%, I got about 9.5 million, which means you’ll need about a 78% multiplier.  That’s iB&B, two premiums, and a friend’s premium. (Technically that’s only 77%! o_o) Another alternative is two iB&B, 3 epic 10% medals, and a shared premium.  But you probably won’t pull the numbers needed to kill those Copter Fleets…

If you aren’t looking to guilt, you only need the top 5k to get one HD Beast.

And unlike previous HSC, this one doesn’t have a second tier reward (think Sebastian or Young King Mickey).  Though maybe we should take solace in the fact that the multiplier requirement isn’t in the 90s this time?

Honestly, I’m a little disillusioned.  I don’t love really hard HSC that take me hours to make a guide for (this one is taking me about half an hour, btw), but the new format of “You need 80% multiplier to have a chance at guilting!!” is really unappealing to me.  I don’t even try, to be honest.  It’s just spending money.  I don’t have money.  And without a second medal to even have a chance at guilting…

Anyway, sorry to bring you all down.  I’ve been doing homework for like 12 hours straight.  I’m exhausted. XD

GOOD LUCK EVERYONE!!  Event ends 3/23!! Congrats to the eight people who get guilted HD Beast!!

<3 KCM