The second phase Ars Solum actually isn't entirely unblockable. If you pay attention, the very last slash before the final finisher does not have the red aura, and sure enough, that one slash can be blocked, which lets you counter him like the first phase's Ars Solum.
Doing the mirage arena as terra is worth it so you can have all of the same commands as terranort when you fight him so you can have a "who uses this command better" contest
Well Teranort does have the giant Multi meteor during which he is invincible... BUT Terra technically has his own smaller version of the form a finishing command that you can manually aim, sooo... yeah, technically they do have the exact same moveset =D But Terranorts Dodge is different, it is more like Terras Dark Haze twice in succession. Also for some reason (and that is actually the only thing that bothered during his fight since it made absolutely no sense, and I am glad they did not added it in KHIII) he can use Terras Ultima Cannon. And I mean Terras since he uses TERRAS END'S OF THE EARTH KEYBLADE, YOU KNOW, THE ONE TERRAS ARMOR USES IN THAT EXACT FIGHT!? That was something that bothered me A LOT back in the day, and still kinda does today. Glad they seem to have retconned it! About who's moves are better: Sadly that goes mostly to Terranort, with few exception. The basic three hit combo: During this fight specifically, it goes to Terra. since his Keyblade has longer reach than Terranort. Outside this battle it depends on your Key. But I think Terranorts second hit comes out MUCH faster but I am not sure... Block and Counterhammer: Same as Terras, so a tie. Ars Solum: Definately Terranort. His Version is much quicker and once in it you can't escape. Terras on the hand is so slow that you can only fully land it if you hit Terranort with it as a counter attack, which seems to juggle him slightly higher than if you hit him while he stands around. Otherwise Terranort will always escape the last hit from it (At least on PSP, no clue how it is on PS3 and 4 HD Versions). Dark Volley actually goes to Terra this time, since not only does Terra fire off more shots, but he is completely invulnerable during the entire attack (since it is a shotlock). Terranort is not, and you can kick him out during the entire attack, and doing so with Ars Solum is actually a guaranteed full connected combo with it! The Dark Impulse Combo seems to be exactly the same for both, so unless Terranort has I-Frames during execution (which I am not sure of if he has) this stays at a tie. Quake spell: Actually the same as Terras, so a tie. Meteor Spell: Also the same attack as Terras so a tie as well. Ultima Cannon: Dumb Down Version of Terras Shotlock and he only fires it once, so this goes to Terra definately. Multi Meteor: I COULD compare this to Terras Final Command Finisher now, but technically they are two completely different moves so I will leave this out of the equation. So the overall count is, if we count the ties as 0 = 3:1 for Terra, 3:2 if Dark Impulse has I-Frames! So Terra technically has the better moves overall, but it is only fair to mention that Terranort, in exchange for having two inferior shotlocks, he has actual access to TWO AT THE SAME TIME! but seeing as how bad the moves are for him, that is barely a positive, but worth mentioning.
Terranort is the greatest example of missed potential in this game, he is LITERALLY Ansem and Xemnas put together, all the abilities those 2 gained on their own should be at Terranort's disposal. And nevermind the fact that he has Xehanort's heart, meaning he should also have all of Young Xehanort's abilities at some level. Also I kinda hate how he's just wearing Terra's clothes still, I would've had him ditch the Keyblade armor piece on the arm and wear Ansem SOD's version of Xehanort's coat, minus the heartless symbol.
Ikr ... Atleast they should give him back his Meteors and Un-repel-able Ultima Cannon ... Also, I think it make sense if there's some of Ansem and Xemnas ability that can't be used by Xehanort and/or Terra ... The Ansem that we know is not just pure Terra+Xehanort, but also it has the power of Riku ... The real Heartless of Terra+Xehanort is that one Ansem with yellow/brown hoodie ... Xemnas has his power enhanced with the power of Nothing ... Just like how Ansem's apprentices has power, even though their original self is either powerless, or not that strong ... For example, Braig's teleportation attacks is arguably weaker than Xigbar ... And the reason I said Xemnas's power is "enhanced" instead of "new power", is because all of Xemnas's attacks is arguably was enhanced version of Terra's attacks (except that black-white thorns, which assumably come from Xehanort instead of Terra) ... The Lasers are enhanced version of Terra's Dark Volley attack ... That screen shield is enhanced version of Terra's one-sided barrier ... That electrical blue orb, probably, is enhanced version of Terra's Transcend magic ...
@@ManusiaKagakRusuh well they should actually keep the Ultima Cannon far away from Terranort. This is TERRAS Move and hell, in BBS when Terranort does it, he even used Terras Ends of the Earth Keyblade to use, while the Will he is facing actually holds it! THis was so dumb and I was glad to see they got rid of it in KHIII. Otherwise I say you are right: he needed his own moveset to stand out more, instead of being a Terra Clone...
@@NeroDeAngelo Ahh, yes, now you said that, I'm agree with the Ultima Cannon part ... But I disagree if you're saying Terranort shouldn't have any Terra's power ... Since the body is technically still Terra ... Atleast they need to give Meteor and Earth Magics for Terranort ...
Terranort came before ansem and xemnas splitting, so wouldnt have kmown about the skills they gained in their individual lifes. He cant have experuence from something that happens in the future of his life. He does have young xehanorts experience, but YX 's moves relied often on his distinct keyblade formchanges, and the agility of YX. Idk why he cant do the time stuff tho, after all master xehanort could do stopza against mickey after killing kairi.
I was just gonna write this. Creates a good opening. And the last volley registers as a full block and hits him if you block couple of them and airstep.
@@ManusiaKagakRusuh NO! Not the ultima Cannon! That is Terras Attack only and it should stay that way! It was DUMB in BBS how he used while also summoning Terras Keyblade in order to do it... and it made worse by the fact that this keyblade is actually HELD BY THE LINGERING WILL AT THE SAME TIME WHILE HE USES IT FOR THE ATTACK! Seeing him using this attack especially with Terras Keyblade triggers me almost every time =/ But yeah, I wouldn't have mind some Meteor Attacks!
Terra's mini-DM triggers after completing his first loop of four attacks. His second DM (where he adds in some shotlocks to the mix) occurs once at an HP gate. In the second phase, in he can also just do a bunch of spinning shotlocks (no opening). His air retaliation is the darkness pool attack. His first-to-second phase transition is marked by his use of the (very) Red Ars Solum. Both versions can, at specific points be guarded, with a reprisal providing an opening. In his first phase, he'll do one each of the three non-Guardian attacks (in a seemingly random order) and then one of the two Guardian variations. The second phase has a pattern too, but I cannot remember it off the top of my head.
I’m pretty sure Terra’s base shotlock in BBS isn’t Dark Volley, but Sonic Shadow. He gets the Dark Volley shotlock after defeating Braig in Radian Garden.
There were like three things you missed that I personally noticed. 1. When you hit Terra-Xehanort’s revenge value in the air instead of the guardian spawning above Terra-Xehanort and slamming his fist into the ground creating an unblockable spike pool Terra-Xehanort will summon the guardian from below you with the pool attack that shoots out a beam of light before the guard in hits you. 2.When Terra-Xehanort uses the unblockable ars solum attack in phase 2 he has one swipe that is blockable before his final unblockable slam attack that creates an effect similar to ghost drive from 3D. It’s just the positioning has to be right to block it. 3. There is a subtle difference between the shot lock attacks Terra-Xehanort can use in his second phase. Bio point out two of the three which is when Terra-Xehanort can shot his dark volley in a line at Sora three times or when he uses his first phase dark volley where the last round of shots he will shoot in a line. However, there is a third shotlock attack where Terra-Xehanort does not shoot any lines of dark volley and sends all three waves in a circular motion that spread out from him to home in on Sora. You can tell the difference between this attack and his phase one attack because when you block Terra-Xehanort’s dark volley attack the fire balls redirect themselves in a straight line back at him(this is for the phase 1 attack where Terra-Xehanort shoots a line of volleys at you for his third wave). But the 2 phase attack when he attacks you with three waves of circular volleys that home in on you, the fire balls will not be redirected in a straight line but rather will be redirected in a spread pattern that will not hit Terra it’s incredibly subtle but the level of detail is there.
Out of all the Data-battles, I would rank Terra-Nort on the easier end of the difficulty spectrum. Still pretty hard though. I'd probably credit that to having previous experience fighting against him back in BBS though; since his moves are so similar, so it was almost a muscle memory type of deal right out the gate. I really dig when sequels to games have bosses with similar-yet-updated movesets; cause it's like I'm fighting them yet again in-game, AND in real life. I tend to really enjoy parallels like that, so it's cool to me how a lot of the Data-battles stick to that type of consistency with their callbacks.
If TerraNort was playable in KH3: Commands: •Guardian Smash •Sonic Impact •Ars Solum Basic Attack: Gaurdian Attacks Shotlock: Dark Volley Limit Break: Dark Times
This is a bit of a nit pick from me but I kinda want Data Terre-Xehanort to have the "Dark Impulse" command style back, not just to see how it looks in the "Unreal" engine, but also wanted to include in his moveset and how you be able to block or dodge it? (oh and maybe they slip in a "Meteor" in his moveset as well)
I'm late but here's some tips to help you out in this fight. Phase 1: General: Terranort will only do 1 each of attack in the first phase and one version of the guardian attack before starting his DM. However, it is possible to skip the DM entirely if you manage to damage him more that his hp threshold. Likewise, its possible for terranort to start his dm if you manage to reach that threshold early. Revenge-attack: after every combo,if you're on the ground, terranort will do his unblockable ground slam. In the air, the guardian will do a blockable attack by shooting upward in the air. Dark Volleys: It is possible to get a reprisal on the 3rd set of shots though it is tricky. My best advice is to shot lock the moment terranot finishes his 2nd set and airstep once he re appears for his 3rd shot. At the very least, getting a reprisal offers more damage than simply airstepping and attacking him. Dash attacks: Its best to block the first hit, jump, then block to the second hit to get a reprisal. Ars Solum: The best way to get a reprisal here is when terra start his attack, dodge roll once and run everytime terra nort appears. After dodge rolling his third teleport, run a bit for his keyblade to turn to normal and block and only activate the reprisal once he appears for the slam. Guardian attacks: If he starts the slam first,then you can get a reprisal on the last hit of the guardian if you are close to terra. Otherwise you need to airstep for the second version to get an opening. As a big note: the spikes that the Guardian shoots out after the slam have a lingering hit box so its possible to get hurt or even die from it. DM: This really has nothing else aside from it being a bad DM so just keep dodge rolling if the pillars come to you or when the guardian appears. After his DM, he will repeat some of his attacks until you manage to get to phase 2 with his hp lowered. Phase 2: General: These attacks are now quicker and last a bit more longer or shorter based on the variation, so keep on your toes to both survive and get an opening. Dark Volley: Terranort can now start and end the attack differently. He either ends with the spray of dark Volleys akin to the first and second set of phase 1 or shoot the stream as his 1st and 2nd set. In this scenario, you're better of airstepping to stay safe. Ars Solum : when terranort charges his attack, do not spam dodge roll. He will catch you in between the two slam attacks. Instead time your rolls until he charges a second time, its possible to catch him in an opening by blocking his last few hits to get a reprisal. Timings both tricky and dangerous so if you do not want to risk it simply avoid it. Dash attack: Terranort can dash attack after his attacks or even a combo so block it the moment he charges from the air. DM: Its a bad DM so dodge roll and block. GL on your fight!
I kinda wish they had let him use his Dark Impulse combo from BBS, just to see how it would look in the Unreal Engine. Or better yet, given how No Heart has a similar fighting style to Terranort, I wish they had given him some of No Heart's attacks, particularly the Keyblade Formchanges.
Terra-Nort’s power level is rather inconsistent. In Limit Cut, he is rather simple and equal to the player’s skills. In KH3’s story, he’s an unstoppable powerhouse(in cutscenes). However, that’s kind of the point. In the end of BBS, Terra would approximately be around Lv 50-60(assuming power levels do exist in-universe) before being possessed. Despite his old age, Xehanort might’ve retained a high power level and combined his with Terra’s. This combined power level as well as overflowing darkness would mean that Terra-Nort’s power level would be over Lv 99 and he would just do one-shots...if he were at 100%. However, since there’s always internal conflict despite Xehanort’s dominance, Terra-Nort is never 100% when the player fights him. It’s just that there was really bad luck for Terra-Nort to be at 100% when he beat up the Guardians in KH3.
Gameplay =/= cutscenes. In gameplay Terranort isn't too bad, but in canon, he's the third strongest form of Xehanort after Oldnort with X-blade and Empowered Xemnas.
At first I kinda dreaded Terranort, but honestly he turned out to be one of the easier ones in my opinion. Hitting the timing of the dodges feels awfully satisfying for some reason
Honestly, the opening for the dashing attack is one of my favorites. I love that they put in an opening that you can only get by being airborne. Love it.
@@BioRoxas Actually, the 5 dash attack that Terranort does (in the first phase at least) has a ground opening; I noticed that if you block the fifth dash in the ground, there won't be an opening (or at least I never got an opening from blocking, he vanishes instantly), but if you instead dodge the fifth dash, he will stay there for a second and you can attack him there.
Now that Age of Calamity is here, could you do breakdowns of both the Definitive Edition and the Age of Calamity versions of Hyrule Warriors? Plus, it'd be interesting to compare the different versions of Link and Zelda anyways. XD
I just noticed that he pust the keyblade away/ loses it whenever he brings out the guardian, does this mean that he can't use the keyblade while the guardian is out, or is the guardian his keyblade?
3:06 "To keep you from just gliding away from the whole attack, red lightning comes down trapping you in a tight circle." Okay I believe you ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-uLre9ywe3jM.html
The first time I fought Terranort he literally opened the fight with that unblockable and I died and I laughed and I was like hello Mr. imma start the fight with an unblockable attack"
Yeah, doing this fight in lv 1 critical pro code mode is really annoying in terms of dodging his second phase DM. I only hate that DM as it can have random knockback that could force you into the red barrier. Only way I won this fight was by doing enough damage just before he reached his DM.
I don't think keyblades have certain elemental affinities, but maybe! It could also be the boost to strength from going into a formchange that you're seeing!
@@BioRoxas The only keyblades with elemental affinities are the shields, blizzard claws/blades, and element form base attacks that entirely scale based on magic