< Back Kingdom Hearts 2 - Sephiroth Tactics / Strategy / Tips
Recently, I have been practicing my skills against Sephiroth and I have decided to do a more in-depth strategy on this mere obstacle (when it come to fighting the Organization members in Final Mix that missed out; he's merely practice for that).
Overall Status:
Difficulty: Proud
Lv: 71
HP: 120
MP:140
Drive gauge I will not put it in because unless you own Final Mix and can use Limit Form (this is AKA Retro Form and is pretty powerful).
Strength: 56
Magic: 52
Defense: 57
Fire Resistance: 44
Thunder Resistance : 44
Blizzard Resistance: 44
Dark Resistance: 20
Item/Equipment:
Weapon: Ultima Weapon
Ability: MP Hastega
Armor: Ribbon, Cosmic Belt, Cosmic Chain
Accessories: Star Charm, Soldier Earring, Cosmic Arts
Items: 4 Elixers, 2 Hi-Potions
Actions:
Guard (at least have equipped)
Upper Slash
Horizontal Slash
Finishing Leap
Retaliating Slash (This is a must have)
Slapshot
Dodge Slash
Slide Dash (Very nice to have as well)
Guard Break
Explosion (Very handy on his Dark Spheres and easy to damage him with)
Aerial Sweep
Aerial Spiral (Must-have for his Heartless Angel attack)
Aerial Finish
Counterguard (If you are really good with Guard, not a bad idea)
If you don't feel that your skills are good enough, equipping Trinity Limit or for Final Mix, use Limit Form (nobody I have seen has use it against though, so not sure on that one).
Growth
High Jump LV2 (The higher the jump the better chance of interrupting Heartless Angel)
Quick Run LV1 (This ability is so-so with me as it does it whenever I want to guard but nice for getting away from his flame pillars attack)
Aerial Dodge LV3 (This is for avoiding Meteor and getting to him faster when he casts Heartless Angel or you can use on use it when he is attacking and avoiding the hits and hitting his blind spot)
Glide LV1 (This makes the battle just much more easy going and tough without, believe me, I know)
Support:
Scan
Aerial Recovery (A must)
Combo Plus
Combo Plus
Air Combo Plus
Air Combo Plus
Combo Boost
Air Combo Boost
Reaction Boost (I figure it might make it easier but not needed really but who knows?)
Finishing Plus
Combination Drive (This is only if you are using Trinity Limit)
Leaf Bracer (Very nice when your health is in the toilet and invincibility helps)
Item Boost (If you don't have elixirs, High potions will do but Seph has a very bad habit of hitting you and killing you before hand)
MP Rage
Defender
Second Chance
Once More
Customized Buttons
O Hi-Potions
/\ Elixirs
[ ] Reflega
X Curaga
Let's go over Seph's Attacks:
1st Part
"That's enough!" (When attacking with multiple slashes.)
Battojutsu (Quick Sword Draw Spell) Insta-Kill: This is the very attack on you that he uses right off the start, which you use the reaction command to block with. However, you can also use Reflect to defend yourself but don't use it unless you are close to the invisible walls or close to area where he will actually get hit. Another way of avoiding this is getting really high up or using any attack or abilities that make you invincible. This is also the attack that you can bait him into using by getting far away. But as the fight goes on, he will start using this more with other attacks giving you a relatively bad day. Even in the air, press the reaction command to reduce damage so you will live.
Tele-Porting Masamune Combo:
He will usually teleport and smack you with this combo and depending on defense will take you down to 1 HP. However, many ways of getting away from this but try to keep the method random because if you do say, too many Trick Dodges, he will usually counter with his Battojutsu when you are unable to do anything. If you are very well timed, block his attacks and give him hell like Truman did. You can also use Reflect as well and cash in on some very easy damage. Or Quick Run and hit him when he has an opening but this method does not work well with me as I always get smacked at the last part of the combo. Trick Dodge works a little better and exposes his old blindspot from KH1 and attack and deflect his sword and whale on him again. You can probably at least get two whole combos again before he teleports again.
Teleporting Masamune Upper Combo:
He will often teleport and smack you in the air from behind to do an air combo, here it is all about Retaliating Slash as you will most of the time interrupt him before he does the combos. But every now and then you will screw up and get hit, but thankfully, you can interrupt him on the next time around or you could Trick Dodge or Glide away and land back on the ground as fast as possibly or he will use his Battojutsu while you are in the air like before.
2nd Part
"Know your place!" (When attacking.)
He will say this when you have knocked about 5 bars of his Health, letting you know a slight change in tactics, where he will go on a magic offensive and instead of walk towards you, will charge at you. This is where most will throw their controllers down and walk away.
Dark Spheres:
"Give in to the dark!" (When summoning dark spheres.)
This attack will mostly distract you as he slices you to pieces and this attack will always hit at the worst possible time. The best solution is to use Reflect on the ground just as he will charge in and hit you, this will dispel them and do extra damage to him. You can also time this with his Battojutsu and deflect most of it with your trigger command. Avoid getting rid of them with your keyblade unless you have the time to or he will use one of the two cheap attacks that you know him for. Explosion works wonders too.
Flame Pillars
"Perish now!" (When using fire pillars.)
Mostly, you can't get through this attack so avoid it. He also has a tendency of doing while you are in the air next to him so keep that in mind. Glide is best for this scenario but Quick Run works too.But you can score damage off of this attack. At the middle or end, get close enough that you just barely get burned and spam Reflect to inflict decent damage or use Trinity Limit or if you have Final Mix, use you Limit Form and the growth ability it gives you (Dodge Roll).
Heartless Angel
"Descend... Heartless Angel!" (When using Descend Heartless Angel.)
This is his 2nd cheap attack which will reduce all HP to 1 and MP to 0 and will usually follow up with his first cheap attack. High Jump, Trick Dodge, Glide are needed here so you can get to him as fast as you can. Trinity Limit is not such a bad idea either. If you do miss out, use Curaga instantly just when you hear the sound effect and you will have full HP and but no MP, but you can at least take a few hits and throw an elixir.
3rd Part
"All shall be lost!" (dark aura.)
The third and final Part when is at just a few bars of health. Remember Saix when he went berserk, this is pretty much the same except you can still interrupt him. In short, stronger and faster and will spam out his abilities much more aggressively
Rapid Tele-Porting Masamune Combo:
Pretty much the same except he rapidly teleports and attacking you with more than his usual combo. Reflect does wonders here as well as Guard but getting a chance to attack him is bit more difficult. Trinity Limit or any invincible abilities work here as well.
Meteor:
"The time has come. Let us!" (When using meteor attack.)
This is by far the most easy of his attacks and if you screw up a few times, Air Recovery and keep Trick Dodging to one side to the other or be daring and try to get to him during that time with Glide (I tried but I am not sure if it works). Of course, using Trinity Limit then is really good by then because you can hopefully kill him with that or the air combo that you are allowed to smack after the limit is done or Limit Form from Final Mix (Highly bloody doubt it).
"Descend into darkness!" (When finishing meteor attack.)
So you will know when he is finished with that and now...
"What intriguing power..." (When defeated.)
You have killed the One Winged Angel and the bonus is the Fenrir and a nice Drive Boost. Now if KH2:Final Mix would come here someday? So what do you think considering I use a Rurouni Kenshin attack as a reference?