History ThatOneBoss / KingdomHearts

13th Mar '17 11:33:16 AM dartblaze
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* Despite how Demyx appears to be the SpoonyBard slacker who really doesn't care about ''anything'' except playing sitar, you'd be surprised how many people think he fits the description for ThatOneBoss. For the most part he's harmless, his attacks are laughably easy to dodge, but when he starts taking damage he'll create a bunch of water clones, which while harmless on their own, you have to kill within a time limit or, for reasons the game never bothers to clarify, you lose. Sure, that's some FakeDifficulty in the form of LuckBasedMission in there, which most people don't like, but he ''certainly'' isn't one to be taken lightly.

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* Despite how Demyx appears to be the SpoonyBard slacker who really doesn't care about ''anything'' except playing sitar, you'd be surprised how many people think he fits the description for ThatOneBoss. For the most part he's harmless, his attacks are laughably easy to dodge, but when he starts taking damage he'll create a bunch of water clones, which while harmless on their own, you have to kill within a time limit or, for reasons the game never bothers to clarify, you lose. Making matters worse is how the reaction command seems to do the job of destroying them just fine, but actually isn't enough to take them all down before the timer expires. Sure, that's some FakeDifficulty in the form of LuckBasedMission in there, which most people don't like, but he ''certainly'' isn't one to be taken lightly.
6th Mar '17 7:53:07 AM TaylorHyuuga
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* The Demon Tide is quickly gaining notoriety for being a terribly unfair boss, especially at higher difficulty levels. It appears to have practically no consistency in its fight pattern, roughly throwing out attacks every five to fifteen seconds. Its first phase isn't too difficult, in which it knows only two attacks, albeit very hard-hitting ones. The second phase is the most infuriating; the core becomes surrounded by a twister of Shadows, and once it gets going, it doesn't stop; it constantly chucks out long-ranged, extremely high-damage attacks at seemingly random patterns, with some twister attacks spliced in-between that hit unpredictably and take a huge chunk of HP on hit. There's also the fact that it lobs huge balls of Shadows at you, which also bounce strangely and in difficult-to-avoid ways, and [[ThatOneAttack the really freaking stupid air toss move]], which throws Aqua into the air and then summons Shadow balls constantly that are extremely hard to dodge with your limited aerial mobility. And on Proud and Critical, expect any hit/combo to bring you down to either half or 0 HP almost immediately. It's telling when the fans consider the '''BonusBoss''' a better boss than this thing.

to:

* The Demon Tide is quickly gaining notoriety for being a terribly unfair boss, especially at higher difficulty levels. It appears to have practically no consistency in its fight pattern, roughly throwing out attacks every five to fifteen seconds. Its first phase isn't too difficult, in which it knows only two attacks, albeit very hard-hitting ones. The second phase is the most infuriating; the core becomes surrounded by a twister of Shadows, and once it gets going, it doesn't stop; it constantly chucks out long-ranged, extremely high-damage attacks at seemingly random patterns, with some twister attacks spliced in-between that hit unpredictably and take a huge chunk of HP on hit. There's also the fact that it lobs huge balls of Shadows at you, which also bounce strangely and in difficult-to-avoid ways, and [[ThatOneAttack the really freaking stupid air toss move]], which throws Aqua into the air and then summons Shadow balls constantly that are extremely hard to dodge with your limited aerial mobility. And on Proud and Critical, expect any hit/combo to bring you down to either half or 0 HP almost immediately. It's telling when the fans consider the '''BonusBoss''' a better boss than this thing.
4th Mar '17 2:03:11 PM GoldenKeyblade
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* You know who's a fun boss? Spellican. The first part of the fight, you have to skate toward him while avoiding dark blasts and rocks sliding toward you. This would be merely an annoying gimmick, if not for the fact that it's all Flowmotion, and as you may have learned, while Flowmotioning, your command deck is locked. Meaning ''no Cures or healing items''. After you take out enough HP, you will have to do this a second time only this time, its far harder to reach him, you almost certainly don't have as much HP to work with, and you're pretty much screwed. While you're actually going on regular fighting, he has a variety of painful attacks such as stars and an energy beam that he swings around. He often teleports away from you and to locations where its hard to reach him. And in said locations, you will probably only land one combo before you fall and have to reach him again. Plus, he can summon lightning making brooms. All in all, a really frustrating boss. He's actually immensely easier in the Secret Portal rematch purely because you only have to do the Flowmotion section once.

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* You know who's a fun boss? Spellican. The first part of the fight, you have to skate toward him while avoiding dark blasts and rocks sliding toward you. This would be merely an annoying gimmick, if not for the fact that it's all Flowmotion, and as you may have learned, while Flowmotioning, your command deck is locked. Meaning ''no Cures or healing items''. After you take out enough HP, you will have to do this a second time only this time, its far harder to reach him, you almost certainly don't have as much HP to work with, and you're pretty much screwed. While you're actually going on regular fighting, he has a variety of painful attacks such as stars and an energy beam that he swings around. He often teleports away from you and to locations where its hard to reach him. And in said locations, you will probably only land one combo before you fall and have to reach him again. Plus, he can summon lightning making brooms. All in all, a really frustrating boss. He's actually immensely easier in the Secret Portal rematch purely because you only have to do the Flowmotion section once.
24th Feb '17 10:40:11 AM CouchAlmark
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* You know who's a fun boss? Spellican. The first part of the fight, you have to skate toward him while avoiding dark blasts and rocks sliding toward you. This would be merely an annoying gimmick, if not for the fact that it's all Flowmotion, and as you may have learned, while Flowmotioning, your command deck is locked. Meaning ''no Cures or healing items''. After you take out enough HP, you will have to do this a second time only this time, its far harder to reach him, you almost certainly don't have as much HP to work with, and you're pretty much screwed. While you're actually going on regular fighting, he has a variety of painful attacks such as stars and an energy beam that he swings around. He often teleports away from you and to locations where its hard to reach him. And in said locations, you will probably only land one combo before you fall and have to reach him again. Plus, he can summon lightning making brooms. All and all, a really frustrating boss.
* The first time you meet the Spellican is on your [[spoiler:second visit to Traverse Town]], Riku doesn't get a boss fight at the end, but Sora's side picks up big-time. Spellican, instead of fighting against you, summons three previous bosses, one at a time, to deal with you, all are souped up. Hockomonkey, while not a difficult boss, is a bit more difficult to fight in the smaller arena that you're in, but the boss that comes after is just plain hard in a smaller arena, and is still souped up like the other bosses: Grounded. Wargoyle! After that, it's Char Clawbster, whose projectiles too gets to benefit from the smaller arena you're fighting in. Killing the Spellican for good in Symphony of Sorcery was very satisfying after that.

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** Rinzler is one of the few bosses in ''Dream Drop Distance'' to encourage a purely reactive fighting style, encouraging the player to make use of their recently-acquired Counter Rush command. Nearly all of his moves can be blocked and possess considerable telegraphing because of all the flipping around before he attacks, making the easiest path to victory be to Block --> Counter Rush --> Block --> Counter Rush with the occasional projectile magic when he's very far away. This is completely unlike every other boss in the game, who near-universally encourage a much greater focus on offense.
* You know who's a fun boss? Spellican. The first part of the fight, you have to skate toward him while avoiding dark blasts and rocks sliding toward you. This would be merely an annoying gimmick, if not for the fact that it's all Flowmotion, and as you may have learned, while Flowmotioning, your command deck is locked. Meaning ''no Cures or healing items''. After you take out enough HP, you will have to do this a second time only this time, its far harder to reach him, you almost certainly don't have as much HP to work with, and you're pretty much screwed. While you're actually going on regular fighting, he has a variety of painful attacks such as stars and an energy beam that he swings around. He often teleports away from you and to locations where its hard to reach him. And in said locations, you will probably only land one combo before you fall and have to reach him again. Plus, he can summon lightning making brooms. All and in all, a really frustrating boss.
boss. He's actually immensely easier in the Secret Portal rematch purely because you only have to do the Flowmotion section once.
* The first time you meet the Spellican is on your [[spoiler:second visit to Traverse Town]], Riku doesn't get a boss fight at the end, but Sora's side picks up big-time. Spellican, instead of fighting against you, summons three previous bosses, one at a time, to deal with you, all are souped up. Hockomonkey, while not a difficult boss, is a bit more difficult to fight in the smaller arena that you're in, but the boss that comes after is just plain hard in a smaller arena, and is still souped up like the other bosses: Grounded. Wargoyle! After that, it's Char Clawbster, whose projectiles too gets get to benefit from the smaller arena you're fighting in. Killing the Spellican for good in Symphony of Sorcery was very satisfying after that.



** And for the third and final stage, the second-stage boss goes OneWingedAngel: this time he's [[spoiler: hiding inside his guardian]] and takes very little damage from attacks. Doesn't stop him from laying down the hurt with laser discs, fists, and other attacks. Occasionally he'll blow your entire party back and assault you with poison spheres, discs, or, worst of all, two lasers that are very hard to dodge, very hard to read, and do ''a lot'' of damage. Much of the difficulty in this entire sequence stems from the fact that if you're not properly grinded or prepared, you're stuck. And if you absolutely need to go back, you have to deal with all three bosses [[ContinuingIsPainful all over again]].

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** And for the third and final stage, the second-stage boss goes OneWingedAngel: this time he's [[spoiler: hiding inside his guardian]] and takes very little damage from attacks. Doesn't stop him from laying down the hurt with laser discs, fists, and other attacks. Occasionally he'll blow your entire party back and assault you with poison spheres, discs, or, worst of all, two lasers that are very hard to dodge, very hard to read, and do ''a lot'' of damage. Much of the difficulty in this entire sequence stems from the fact that if you're not properly grinded or prepared, you're stuck. And if you absolutely need to go back, you have to deal with all three bosses [[ContinuingIsPainful all over again]]. If you're playing on Standard, this boss is often considered the test of if you [[GuideDangIt made the correct Dream Eaters]] to get the [[LastChanceHitPoint Second Chance and Once More abilities]] that make fights immeasurably easier. While they're valuable against most bosses, this is the first time a boss does so much damage that they're all but mandatory.
14th Feb '17 7:02:19 AM The_Pyro_Jawsome
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* The Darklings of quest 540. As if standard three attacks per turn that kill you without def. boosts wasn't enough, these fuckers can ''inflict status effects''. Have fun getting poisoned every other damn turn!
* Foreteller battles return with a vengeance when you battle [[spoiler: Ava disguised as]] your Union's Foreteller (Ira if you're in Vulpes). Their powerful attacks can wipe anyone in two turns, and woe betide the fool who attempts a different strategy than when fighting Ava, but even that doesn't stop having to fork over the Jewels when you inevitably get tired of dying. [[HaveANiceDeath Hope you saved up!]]
26th Jan '17 2:20:08 PM SonicGamer07
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* The Demon Tide is quickly gaining notoriety for being a terribly unfair boss, especially at higher difficulty levels. It appears to have practically no consistency in its fight pattern, roughly throwing out attacks every five to fifteen seconds. Its first phase isn't too difficult, in which it knows only two attacks, albeit very hard-hitting ones. The second phase is the most infuriating; the core becomes surrounded by a twister of Shadows, and once it gets going, it doesn't stop; it constantly chucks out long-ranged, extremely high-damage attacks at seemingly random patterns, with some twister attacks spliced in-between that hit unpredictably and take a huge chunk of HP on hit. There's also the fact that it lobs huge balls of Shadows at you, which also bounce strangely and in difficult-to-avoid ways, and [[ThatOneAttack the really freaking stupid air toss move]], which throws Aqua into the air and then summons Shadow balls constantly that are extremely hard to dodge with your limited aerial mobility. And on Proud and Critical, expect any hit/combo to bring you down to either half or 0 HP almost immediately.

to:

* The Demon Tide is quickly gaining notoriety for being a terribly unfair boss, especially at higher difficulty levels. It appears to have practically no consistency in its fight pattern, roughly throwing out attacks every five to fifteen seconds. Its first phase isn't too difficult, in which it knows only two attacks, albeit very hard-hitting ones. The second phase is the most infuriating; the core becomes surrounded by a twister of Shadows, and once it gets going, it doesn't stop; it constantly chucks out long-ranged, extremely high-damage attacks at seemingly random patterns, with some twister attacks spliced in-between that hit unpredictably and take a huge chunk of HP on hit. There's also the fact that it lobs huge balls of Shadows at you, which also bounce strangely and in difficult-to-avoid ways, and [[ThatOneAttack the really freaking stupid air toss move]], which throws Aqua into the air and then summons Shadow balls constantly that are extremely hard to dodge with your limited aerial mobility. And on Proud and Critical, expect any hit/combo to bring you down to either half or 0 HP almost immediately.
immediately. It's telling when the fans consider the '''BonusBoss''' a better boss than this thing.
[[/folder]]
26th Jan '17 2:19:23 PM SonicGamer07
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Added DiffLines:

[[folder:Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-]]
* The Demon Tide is quickly gaining notoriety for being a terribly unfair boss, especially at higher difficulty levels. It appears to have practically no consistency in its fight pattern, roughly throwing out attacks every five to fifteen seconds. Its first phase isn't too difficult, in which it knows only two attacks, albeit very hard-hitting ones. The second phase is the most infuriating; the core becomes surrounded by a twister of Shadows, and once it gets going, it doesn't stop; it constantly chucks out long-ranged, extremely high-damage attacks at seemingly random patterns, with some twister attacks spliced in-between that hit unpredictably and take a huge chunk of HP on hit. There's also the fact that it lobs huge balls of Shadows at you, which also bounce strangely and in difficult-to-avoid ways, and [[ThatOneAttack the really freaking stupid air toss move]], which throws Aqua into the air and then summons Shadow balls constantly that are extremely hard to dodge with your limited aerial mobility. And on Proud and Critical, expect any hit/combo to bring you down to either half or 0 HP almost immediately.
13th Nov '16 7:50:20 AM Ryan914
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* On the original GBA, the fight with Larxene right after the final battle with the Riku Replica can be very difficult, only slightly less so than the battle preceding it. Mainly because Larxene is fond of backing you up against a corner and unleashing combo after combo at you when you can't escape.

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* On the original GBA, the fight with Larxene right after the final battle with the Riku Replica can be very difficult, only slightly less so than the battle preceding it. Mainly because Larxene is fond of backing you up against a corner and unleashing combo after combo at you when you can't escape. This is atop her speed and levitation that can make it difficult to break her slights with your own, even with Zero cards she can still use her own slights to break those.



* Riku Replica. The [[spoiler:third and fourth]] time you fight him in Sora's half of the game, he's just plain ''hard.'' [[ThatOneAttack His Dark Aura attack requires a Zero card to break it, and he spams the move again and again.]] The second time you fight him as Riku is worse though, due to your fixed deck: you only have a one-use enemy card and unpredictably spawned Mickey cards to heal you (and in the original GBA version, you didn't even have Mickey cards)!

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* Riku Replica. The [[spoiler:third and fourth]] time you fight him in Sora's half of the game, he's just plain ''hard.'' [[ThatOneAttack His Dark Aura attack requires a Zero card (or a powerful enough slight in the GBA version provided you have the cards) to break it, and he spams the move again and again.]] The second time you fight him as Riku is worse though, due to your fixed deck: you only have a one-use enemy card and unpredictably spawned Mickey cards to heal you (and in the original GBA version, you didn't even have Mickey cards)!
25th Aug '16 12:48:07 PM capthanos
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25th Aug '16 12:42:33 PM capthanos
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* Xemnas, the final boss himself, is quite difficult when one fights him and his various forms at the recommended combat level of 50. The most difficult thing about him in the final phase of the fight is undoubtedly his fast movement and hard-hitting laser attacks. In particular, his triple laser flip attack can take out most of Sora's HP in one go. Then there's the phase of playing as Riku which can be doubly dangerous since his moveset is different from Sora's and it can take some time to get used to. At the same time, Sora is losing HP as you fight using Riku.
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