VG Myths - Can You Beat Kingdom Hearts 2 At Level 1?

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Good morning, everybody, and welcome  back to VG Myths, the online internet   video game TV show that will never reach its true  potential. Kingdom Hearts 2 is the long-awaited   fourth game in the Kingdom Hearts franchise,  transforming into an over-the-top, nonstop   action game, perfect for the Level 1 Run. The rules are near identical to those used in the   first game. Sora and all Party members must remain  at Level 1 for the entirety of the playthrough.   For this to even be possible, we'll be playing the  Final Mix version of the game, on the new Critical   Mode, the highest difficulty and only difficulty  where the ability EXP Zero is available.   EXP Zero, as you might be able to guess,  prevents EXP gain while equipped. Additionally,   since they would destroy the entire point of  the run, all consumable stat boosting items are   banned. Otherwise, we're totally unrestricted to  blatantly cheat however we please. And finally, as   a bonus challenge which is frankly just the thinly  veiled main challenge, we'll be going for 100%   completion of Jiminy's Journal, requiring us to  conquer almost every task the game has to offer.   Just about the only thing we won't be doing are  the Gummi Ship missions, which aren't tracked by   the journal and are entirely unaffected by  character level. By the way, I should very   much put in one final note that this run has so  many different simultaneous objectives that I   wibble-wobbled everywhere on the map basically at  random, so events are absolutely not covered in   chronological order. If you see me wibble-wobbling  between levels 1 and 1, that's why.   With the rules set, Can You Beat  Kingdom Hearts 2 At Level 1?   Before getting to any real gameplay, we've  got a few hours of tutorials to sit through,   including a couple character-building choices.  One of these choices will give a starting buff to   either Strength, Defense, or Magic.  If you generally prefer dying, choose literally  anything. Otherwise, throw the game in the trash.   Recall that in Kingdom Hearts 1, Strength and  Defense were functionally useless at Level 1.   By the lategame we'd be dealing and taking the  absolute minimum amount of damage, but a single   point in the Magic stat was a comparatively  gigantic buff. In Kingdom Hearts 2, the Magic   system has been completely reworked, with the  Magic stat now joining Strength and Defense in   useless solidarity. Your choice here will only  effect the run in a completely inconsequential   way a couple hundred hours later, which I'll get  around to explaining in about 46 minutes. You may   as well just pick whatever weapon looks cool, so  you can leave a pretty corpse. The later choice   in the Dive to the Heart will determine your stat  boosts on level-up, so make sure you sit and think   for a good couple hours before committing. As for getting EXP Zero active, just make sure you   get it done after the first battle in the Dive to  the Heart. While there are some required battles   beforehand, they won't give enough XP to level  anybody up, so no fancy XP dodging shenanigans   this time. Now you can start punching everybody  you see secure in the fact it will only make you   a better person figuratively, not literally.  While you're in those menus, you should also   go ahead and equip all the abilities you can get  your hands on. Critical Mode gives you a bunch to   play with right at the start of the game, and more  abilities will unlock gradually as you progress.   Eventually you'll reach a point there isn't enough  AP to go around and you'll have to decide which   abilities you'll be bringing with you and which  you'll be leaving behind. To keep things brief I   won't be explaining how I min-maxed my abilities  in every battle throughout the game. I trust you   to experiment and figure out which abilities  you like, which abilities you can live without,   and which abilities are actively murdering you. Speaking of abilities, make sure you go   all-out and grind up Munny during the  watermelon quest. You'll get a permanent,   direct bonus to your base AP based on how  much Munny you grab, with the max of 2 AP   being given if you collect a certain amount. I say  "a certain amount" because the internet refuses   to give a consistent answer. All I can say is I  had 1250 Munny and that was apparently enough.   Once Sora eats Roxas, you can move through the  game's worlds at whatever pace, and in whatever   order you please. We'll actually start to feel  the effects of our low level pretty quickly,   and in fact the early game is probably going to  be harder on you than the lategame. Later worlds   will notice you're underlevelled and invisibly  balance your stats, so the major difference   between an early world and a later world is your  own lack of combat abilities, which must be earned   through progression. You'll need to make smart use  of all the resources at your disposal until you   can get something better. You won't have Cure for  a while, so while this is normally illegal, you'll   be forced against your will to substitute with  Potions. Blizzard is nearly completely useless   in casual play, but is one of the earliest spells  you learn, offering long range piercing damage,   perfect for attacking enemies not stunned by  your basic attacks. And since Magic now recharges   itself, you effectively have an infinite supply  and can win some battles with cheesy baby strats.   Brave Form, in addition to giving a huge offensive  buff, should be used liberally: every time   you hit something while in Brave Form, you get  experience points, allowing you to level up.   And if a particular fight is giving you  trouble, never forget that- oh, wait a second,   my magical mind-reading powers are telling  me that some viewers are confused why we're   gaining experience points to level up in a Level  1 run. Each of Sora's forms has their own level   entirely separate from Sora's character level.  The experience points for each of these forms   are ignored by EXP Zero and function differently  than usual: for example, Brave Form, as mentioned,   gains 1 EXP per successful hit landed on an enemy.  These form levels, very importantly, grant Sora   with almost all his basic movement options. For  example, Brave Form's is High Jump, increasing   Sora's maximum jump height. In addition to simply  obtaining these abilities, as the form levels up   that ability will level up, increasing its speed  or distance. While none of these abilities are   required to beat the game, and it would certainly  be a neat challenge all its own to do an any% No   Form Run, that's not our goal here. Remember the  main challenge is the bonus challenge to complete   Jiminy's Journal. These abilities *are* explicitly  required to complete the journal, and for reasons   you'll find out in about 44 minutes and 10 seconds  are even *double* required to complete the journal   while at Level 1. I understand it's not going to  be satisfying to some purists, which is totally   valid, and it definitely feels weirdish that  levelling up is a strategy in a Level 1 challenge,   but since the in-game Level 1 button allows form  levels, they mechanically function completely   differently from normal level-ups, *and* the  super fun, super hard parts of the challenge   don't even *exist* without them, I'm gonna  be form levelling my friggin' heart out.   And if a particular fight is giving you trouble,  never forget that winning is not necessarily the   win condition. As an example, in the canyon in  Land of Dragons, beating all the enemies by the   rock walls proved to be more than I could handle,  particularly due to the Assault Rider protecting   the third wall. To cheese past, I entered Brave  Form which automatically juggles nearby enemies,   threw him a meter away, broke through the  wall and ran away before he could catch up.   And for fights that don't let you sneak past,  I've got super good news: Mickey Mouse himself   knows you suck. During certain boss fights along  the main story path, whenever you die a painful   death, there's a random chance that Mickey Mouse  will ninja his way onto the field. If this occurs,   even if Mickey immediately sucks and dies, he'll  revive Sora before his retreat, effectively acting   as an extra life. And, even if Sora immediately  continues the suck and death combo, Mickey   still has a random chance to turn around and  jump back in. There have been instances where   Mickey revived me 5 times in a single battle,  essentially beating the entire thing for me.   When actually fighting bosses with Sora, your  basic attacks suck and are lame. Instead,   you can deal tons of damage by using party  member Limits. These can be used as long as   you have at least 1 MP, use up the entirety  of your remaining MP, and most importantly   grant you immortality for the duration. Whenever you're having trouble, abusing Limits   is almost always the answer, and remember, just  like with standard Magic, if you're patient you   effectively have infinite ammo. If the arena gives  enough breathing room, sit back, let your friends   get roasted to death, run in to let a Limit  loose, and retreat to repeat the whole process.   Once you unlock the tournaments in the Underworld,  you'll have a free infinitely repeatable method of   restoring Drive to full. Simply enter the Pain  and Panic Cup, where the Drive guage is banned,   exit, and viola: apparently the game is too lazy  to remember what your drive guage was beforehand   and just refills it to the top. If you're  in a rush or the coliseum is unavailable,   you can also refill to full by entering an area  where party members are disallowed while the   drive guage is in use, such as the map screen.  As soon as you get back on land, you'll be   untransformed with the guage totally full. By the way, while you're running around,   you might come across these ominous  floating orbs. Don't touch them.   That finally covers most of the general  basics. From here on, we'll be tackling   each individual battle one-by-one. In Disney Castle, you'll temporarily have   access to the most overpowered party member in  the franchise, Minnie Mouse. Her reaction command   casts Holy, requiring absolutely no resources and  dealing a big chunk of damage to every enemy in   the immediate area. She'll single-handedly escort  you into Timeless River, which itself features   multiple difficult battles one after another. In Building a Building, absolutely the only way   to deal good damage is with the midair  Reaction Command. Try to lure all the   enemies close together and spam the Reaction once  launched. Against the Minute Bombs in particular,   watch for timers to sprout over their  heads and mash Triangle. Once they reach   3 seconds, a Reaction Command will become  available which kills them instantly.   In Mickey's Orphans, the Rapid Thrusters  have a Reaction Command similar to the prior   midair Reaction, which should clear  out everybody relatively easily.   In Gulliver Mickey, the tower Reaction can be  spammed freely and stuns all enemies in the area,   making it the easiest of the four battles. Finally, in Mickey's Fire Brigade, I was having   trouble beating the super dangerous Hot Rods  until eventually accidentally selling Sora's   soul. When doing a magical girl transformation,  there's a semi-random chance that you'll abandon   the power of friendship and embrace the power of  darkness with Anti Form. Anti Form is normally a   death sentence, but its attacks are capable of  juggling standard enemies for ludicrous amounts   of time and while dealing ludicrous amounts of  damage. With a properly timed accidental Anti,   I was able to juggle the Hot Rods to death  without allowing them to enter their second phase,   thus robbing them of all danger. Beating Timeless River gives you   Wisdom Form, which, when levelled by killing  heartless, grants Air Slide, Kingdom Hearts   2's equivalent of Dodge Roll. Additionally,  Donald will learn Fantasia, a limit usually   overshadowed by those of world-specific party  members, but one that will see a decent amount of   use until Donald learns something... ducker. In Port Royal, when using the ship to travel   between locations, you'll encounter random pirate  attacks. Though you may be tempted to swashbuckle,   swashbuckling is only a valid strategy if you're  good at video games. Otherwise, run away like a   little pirate baby and hide in the cabin in a  fetal position. This technique is so powerful   all the pirates outside will flee in terror,  winning the battle in quotation marks and letting   you continue to your destination unimpeded. Pirate battles specifically encountered during   the story, however, still need to be beaten legit.  And by legit, I mean by cheating. Head up to the   steering wheel, that's what's it's called fight  me boat nerds and stick around the left side.   The Pirates earn no points for spatial awareness  and will be nearly incapable of following you up,   letting you easily pick them off one by one. Partway through the first set of Disney worlds,   Twilight Town will open up for a return visit. I  headed there ASAP. Doing this segment of the plot   now will give us a few very useful abilities and  items for our arsenal, but that's not actually the   reason I went there. The real reason is because  I have absolutely no idea what I'm doing. In   the Sandlot you'll face a mob of Nobodies, the big  dangers being the Berserkers, three of which spawn   simultaneously in the third wave. At low health,  they start spamming the same uninterruptable   attack over and over. To take them out before they  got the chance, I did a transformation nearby to   launch them into the air, automatically dropping  their club for a Reaction Command. If you're fast   enough, you can hit all three with one Command,  after which you can grab another club to repeat   the combo. Once this battle is beaten, you unlock  Limit Form. Limit Form's gimmick is four unique   Limit-like attacks conveniently remapped onto  your customize menu. It's the only Drive form   that doesn't require fusion with party members,  and thus can be used even when Sora fights solo.   Plus, when levelled up by successfully performing  Limits, Limit Form grants you with Dodge Roll,   Kingdom Hearts 2's equivalent of Dodge Roll. After Twilight Town you'll also be redirected to   Hollow Bastion, where, after a cutscene dump,  you'll be gifted with Master Form. Master Form   makes Brave Form useless and Wisdom Form highly  situational, giving an awesome offensive moveset   without sacrificing your magic. But, even more  importantly, when levelled up by collecting   Drive bobbles, Master Form grants Air Dodge,  a huge buff to our aerial maneuverability.   While you're here, you may as well also get  Space Paranoids out of the way, where Tron's   ridiculously overpowered Limit will do all the  heavy lifting for you. Once that's done, get your   anime butt outta there. The next big roadblock  here is Demyx, who will instantaneously kill you   painfully and horribly. This happens to be one of  the story battles where Mickey refuses to spawn,   so dying a painful death is NOT a valid  strategy. You'll want all the upgrades   you can get to make up the difference. You can totally cheese Oogie Boogie in his   fight by hopping over to another conveyer belt  whenever Heartless end up on yours. The Heartless   are incapable of travelling through the invisible  walls, so if you're never on the same track as   them you're practically immortal. Beating Oogie  Boogie grants you Magnet, which will be vital.   In the Hyena boss fight, they'll always counter  your attacks with a one-hit-kill dash. Play it   safe and sidestep after every combo. Don't worry  about protecting Pumba, as long as you mindlessly   mash the triangle button, you'll accidentally  rescue him whenever he's in danger.   During this visit to the Pride Lands you'll obtain  the Circle of Life, a keyblade featuring the MP   Hastara ability, refilling your MP faster whenever  it runs out. For the majority of the game's story,   this became my main keyblade, since most of  my strats involved running around in circles   waiting on the MP bar. If you're good at the  game you would probably just use Ethers instead,   but since I kept getting punched in  the face I preferred to use Potions.   In the Scar fight, Circle of Life was  particularly useful since I dealt almost   all damage with Simba's Limit. Mindlessly run  around in circles and you can dodge all his   attacks save for his mad darkness dash. For that  one, instead mindfully run around in circles.   The momentum physics are weird, but if you  constantly slide to the side when Scar approaches   he'll slingshot himself away from you. After a couples days' worth of distractions,   including some time spent grinding up Air Dodge  and Air Slide, I had all the easy upgrades stacked   up and was ready to get back on stage. Before  heading in, just in case you weren't aware,   there's a secret magic counter in the background  that determines how likely you are to turn into   Anti Form. This counter goes down whenever  you turn Anti, so if it's happening constantly   during boss fight attempts when you don't want  it to, transform near some Heartless. If the   transformation is successful, let them murder you.  Successful transformations increase the counter,   but being murdered rolls back your status,  including that counter, to the most recent time   you entered a stable area. If the transformation  was unsuccessful, congrats, run out of the area   with your counter now lowered. I should also  also note I was finally forced against my will   to start equipping Ethers, since being bad at  video games is now a less effective strategy.   Whenever Demyx summons Dance Waters, you can  always clear them out with ease using their   Reaction Command, available after hitting one  a single time. As for fighting the man himself,   I spammed Sora's Trinity Limit for the bulk of  damage, and inbetween got chunks in by countering   his attacks. Though do keep your distance, at  any moment he could start walking backwards   towards you. Mash Triangle as fast as possible,  if he gets too close Demyx will use your move   and Reaction Command your face into oblivion. In  Phase 2, he'll box you in, spawning geysers that   force you to stay at a mid-distance. Keep as  far as possible while still in the sweet spot;   for his arch of geysers, this distance keeps  you safe. If he instead uses the homing geysers,   you can dodge roll slightly to the side of them,  though I will warn that I never managed to get   this down totally reliably. With some luck, I  managed to get enough Trinity Limits in a row   to murder water murder. Buuuut I've got bad news:  immediately after Goofy will die a painful death,   forcing you into a scripted battle sequence as  Sora is controlled entirely by his unquenchable   thirst for revenge. Remember how  I said the continue system works?   Upon Continue, you reset back to the moment  you most recently entered a "stable" area,   "stable" meaning an area where you aren't thrust  directly into a boss battle or scripted sequence   such as this one. This area began with a scripted  sequence, and occurred immediately after the prior   area's boss battle against Demyx. Since there's no  stable area inbetween, you have to beat both Demyx   and this sequence of battles in one attempt. On top of that, Goofy is a dead corpse, Donald ran   off on a roaring rampage, and none of the Final  Fantasy characters are legally our friends. You've   got to finish these fights as Sora solo. I opened  each battle with Magnet, and constantly spammed   the Triangle button during my assault in the  hopes of accidentally catching a Reaction Command.   Inbetween every battle, sit back and drink  a latte. There's absolutely no time limit,   so feel free to put the controller down until  your MP refills. The Morning Star heartless are   the most dangerous and should be given priority.  Also, I never actually thought of this during the   attempt, but if you have some Drive Recovers, you  can use Limit Form for one free heal and offensive   buff per battle, accessing the inventory to  recover inbetween. In the end I only had to beat   Demyx about three times before getting a truly  successful attempt. Once you reunite with Mickey,   Donald, and our lord and saviour Goofy  Goof, you'll bank a new checkpoint.   After Reaction spamming through the Battle of 1000  Heartless, the midgame plot dump will be complete   opening the second round of Disney visits.  Good news is these will mostly be uneventful;   our upgraded mobility and some liberal Limit spam  ensure that only a handful of boss fights provide   any challenge. During the Xaldin battle,  when he goes invisible and spams spears,   mash triangle while Air Dodging each volley.  Reaction Commanding gives stacks of the Jump   command to rack up tons of damage while stalling  for time to use Beast's Limit. When he summons   his dragon, stick to the opposite edge, where  the wind gust should completely miss you.   Before fighting the Grim Reaper, swap around your  customized magic. He's immortal until all coins   are back in the chest, with magic and Reaction  Commands being the only ways to make him drop   them. While Fire is technically most effective,  it's close range and thus too dangerous to use.   However, keep Sparrow in the party and he'll  occasionally toss bombs that are legally Fire   magic, dropping a bunch of free coins along  the way. When the Reaper enters vacuum mode,   aim an Air Dodge to land directly behind his  closest fireball. Even if you take a hit you'll   survive and can perform the Reaction Command. As  for dealing actual damage, I had to face my own   personal demons and admit, after two decades  of firm belief, that summons do not, in fact,   suck. Except Chicken Little he's a piece of s Genie's Master Form limit in particular does a   huge volley of homing magic shots, making it a  great all-purpose murder button. Once Death dies,   Donald will obtain what just might be the most  important tool in the entirety of Level 1:   Flare Force, colloquially known as  Duck Flare. Just you wait. Donald's   gonna be toasting some serious poopsies. But for now, the next big boss is Jafar,   who must be fought without party members. We're  also superglued to Carpet in an aerial battle,   during which Jafar will constantly be  throwing buildings which can kill us   in one combo. To dodge, wait until just before  they home in and ascend or descend at full speed.   If far enough away they'll graze past you.  Normally the two buildings are synced and   predictably thrown one after another, but over the  battle they'll desync. Priority #1 is despawning   them. While these buildings are technically  attached to the health bars on Jafar's hands,   instead punch Jafar directly in the gut. If Jafar  gets a stomachache, his hands automatically die,   removing the buildings from play and leaving  him open for his Reaction Command. Don't React   immediately, though. You can minmax for a bit  of extra damage before the stomachache stops.   After the Reaction, you can minmax a little  bit more before he eyeballs you away.   Upon reaching Phase 2, the buildings will  return and he'll start spamming extra attacks.   It's not going to be pretty, but get in close and  Reflect and you can get in a big chunk of damage,   inevitably getting hit but hopefully with enough  time to escape and heal. Get in a few stomachaches   and finish Jafar off, officially beating the  second hardest boss in the Level 1 story!   The #1 hardest boss is Winnie the friggin'  Pooh. Like seriously, the in-game instructions   don't even tell you how to play the friggin'  minigame. And no, it's not because it's in   Japanese! Even the English version, like, doesn't  even tell you. You have to press the button   when he's facing the moon, and there's like this,  this whole second mechanic to the way that the   the gauge falls down. Like, this is the most  complicated minigame in the entire game. Like,   honestly, Winnie the Pooh? Probably best friends  with Chicken Little I'm glad his dad hates him   Against the Experiment in Halloween Town, I  dealt most damage with Jack's Limit. Use both   Sora and Jack's commands 3 times, then wait out  the timer, racking up extra damage with the spin   attack before unleashing the finisher. When The  Experiment split up, I stuck between the tentacle   and the claw, Reaction Commanding the body between  them over and over again. With its dismantling,   we obtain the Level 1 run's most iconic Keyblade:  Holy Pumpkin. Holy Pumpkin's grounded finishers   deal bonus damage relative to the length of the  combo, grating through boss health at rapid speed.   I personally still kept Circle of Life equipped  most the time, but if you asked somebody good   at video games they'd tell you I'm an idiot. Speaking of the Circle of Life, our next big boss   is Groundshaker. Simba's Limit is massively  effective. When Groundshaker is stunned,   position yourself at just the right angle, and  his health bar will ludicrously rapidly decrease.   When waiting for your magic to recover or Simba  to revive, mash up the eyes while keeping your   own eye out for the approaching geysers. Once  Groundshaker enters the final phase, play it safe.   If you're out of magic or Simba is dead, stall  for time by repeatedly climbing up and falling   back on your face. This will keep you alive  long enough until the stars align. You will   fall directly back down on your face when Simba  pathetically flails in the least correct direction   and triumphantly announces his failure. Give  him a couple tries, he'll get the hang of it.   Against the MCP and Sark, you shouldn't have  much trouble with casual strats, though there   is one important protip. Once you enter Phase 2,  Sark will start spawning walls if you try to run   away from him. These walls just so happen to be a  package deal with a totally free Reaction Command,   headshotting Sark for an incredibly  over-the-top satisfying instant stun.   That was the final task left in the Disney  revisits. Next stop: the endgame. After   trouncing some Nobodies, we begin one of the  hardest level 1 fights in the entire story:   Roxas. You'll need to have almost his entire  moveset memorized to stand a chance. I say   ALMOST his entire moveset because you absolutely  must not encounter his Reaction Command, which,   when successfully countered, causes you to steal  his Keyblades. While triple-wielding keyblades   is undeniably awesome, as far is gameplay is  concerned Roxas becomes exceptionally dangerous.   Rather than bothering learning how to dodge  his entire secondary moveset, you can instead   simply dodge the Reaction Command itself: Roxas  can only trigger it by charging into you. If   you're too high in the air at the time, he'll  give up and perform a standard attack instead.   However, be warned that you're vulnerable  upon landing. Upon entering Phase 2,   Roxas will open with his super move, sending  out a volley of homing light. To reliably dodge,   un-lock Roxas for full camera control, and Air  Slide in a circle while just barely hugging the   wall. The proper angle will avoid every blast. His  Phase 2 attacks add light pillars, usually focused   directly at you. Dodge Roll and Air Slide both  have some invulnerability frames so time it just   right to phase through the pillars. Once Roxas'  health gets low enough to kill with one combo,   don't let up; Drive into Limit Form and keep  that combo going with one final Limit. This   fight will be the toughest you've yet faced,  and your reward will be equally great. Roxas   recompletes Sora and bestows the Final Drive Form.  In addition to generally being ridiculous awesome,   Final Form comes with the Glide ability, thus  completing the basic movement tutorial.   After enter battle with Xigbar, Luxord, and Saix,  all of whom are mostly just excuses to try out   your full moveset. For dealing most damage,  I finally started showing off Flare Force.   While the fireworks show is cool and all, the  really great thing about Flare Force is you're   still in full control of Sora, and thus can  assist Donald in lighting up some faces.   With liberal ducks, we reach the point of no  return: the door to Kingdom Hearts. Save the game   now, and head in for the final boss guantlet.  Similar to Kingdom Hearts 1, this point of no   return is an exception to established Continue  rules. Every loading screen marks a new continue   point, and thus you can clear each section one at  a time. As always, Limits are your best friend,   now performed with your literal best friend and  legitimate Party Member, Riku. He'll help you mow   through these battles one by one, effortlessly  blocking Xemnas' view of the TV. The one actual   legitimately difficult battle is the actual  legitimate true Final Xemnas. He immediately   begins the battle by cutscening Sora directly  into an air juggle. Genuinely trying to Reaction   Command through is not recommended. Unless you're  exceptionally quick at the draw you'll still end   up taking damage. Instead, notice the Command Menu  is still active during the cutscene: use this time   to select Eternal Session, mashing the Confirm  button to enter immortality simultaneously with   cutscene's end, opening the battle by super  moving Xemnas' super move. When Xemnas uses   standard attacks, strafe at a medium distance  and wait for him to fire his Zebra lasers;   he's always vulnerable to a combo immediately  after. Once he switchs to vanilla lasers,   switch to defense, guarding until the opportunity  presents itself for another Eternal Session.   Don't worry too much about healing, Riku has his  own healing spell to keep you covered. Once you   start playing as Riku, take a roundabout path  while firing Dark Firaga every couple seconds.   This will let you keep Xemnas' clone away and  let you reach Sora with plenty of time to spare.   Finally, once Xemnas uses his Super Duper Super  move, you've already won. Simply mash Circle and   Triangle with one finger, a thing you can DO in  the Japanese version, and take your victory lap   into the end cutscene. With Organization XIII  thoroughly rejected from nonexistence, the Kingdom   Hearts II Level 1 Run is Mission Complete. Congrats on finishing the warm-up.   You know why you're here. It's time  for the main event, the only reason   anybody's watching this video and the only reason  I bothered with this run in the first place:   dumb stupid minigames! In order to fully complete  the journal, we need to do basically everything,   99% of which is identical to a casual playthrough.  This includes something like 20 hours worth of   mindlessly killing the same enemies over and  over for synthesis material to craft items you're   never even going to use. Pull up your most hated  workout playlist and suffer! After a ludicrously   mind-numbing detour with as much progress as grind  can get us, you should have all your Drive Forms   at max level and Ultima Weapon, which, unlike the  first game, is actually genuinely a decent option,   being an upgraded Circle of Life with a  longer reach, MP Hastaga over MP Hastara, and,   most importantly, it looks cool. But not all stupid minigames are dumb and easy:   some are dumb and impossible. We actually won't  be fully equipped to complete all the minigames,   or have access to all the synthesis materials we  need, until we start on our journey to beat the   actual main event: Kingdom Hearts 2's selection  of superbosses, of which there are 20. Yes,   seriously, this game has 20 superbosses. If you  were wondering why this video wasn't even half   done after we beat the friggin' game, you've  got your answer. This is honestly WAY past due,   but to get yourself ready for these babies, you  should trade in the ethers as your item of choice   and swap them all out for Elixirs. While not  quite as good as Megalixirs, only granting   full recovery to a single character rather then  the whole party, vanilla Elixirs are good enough   for most situations and, more importantly, can  be easily farmed in a short amount of time.   Stuff your entire fridge with these things. Trust  me, no matter how certain you are you've grinded   enough, you're gonna be coming back for more. With an infinite supply of Elixirs, you can stop   with the boring strategy stuff and enter the  first few superbosses with absolute unrelenting   ham. Remember how you can still run around and do  your basic moves while executing Duck Flare? One   of those allowed moves is using an item. Barrage  your opponent with Duck Flare, throw up an Elixir,   wait for Duck Flare to run out, and then, hey,  look, my MP is full! With Sora's max inventory   8 Elixirs can be brought into a single battle,  more than enough to decorate any room with its   occupants. Just turn your brain off and enjoy the  pretty lights. This mindless spam is enough to   obliterate Absent Larxene, Absent Lexaeus, Absent  Zexion, Absent Vexen, and Absent Marluxia with   absolutely no brainthinking whatsoever. Less minimally brainthinky is the veteran   superboss making his return from Kingdom  Hearts 1: the one-winged angel, Sephiroth.   Donald and Goofy, despite being there in the intro  cutscene, are totally MIA. Ducks are invalid,   so we'll be relying almost entirely on basic  attacks. Sephiroth will always be vulnerable   after his basic combo; stay just barely out of his  attack range and counter. When he teleports away,   he might appear practically anywhere and perform  practically any move. Get ready to dodge roll   in advance. If you fail to dodge his juggle  attack, he'll try to execute you in midair,   but all hope isn't lost. Wait out Air Recovery and  a Reflect with exactly the right timing and you   might survive his follow-up attacks, which  just so happens to set him up for your   own combo simultaneously. The most dangerous  post-teleport attack is his Reaction Command.   You can only React while grounded. If he catches  you in an Air Slide, you are dead. Dodge Roll,   however, is legally still grounded. If you don't  need the extra distance keep your dodges short.   In a panic, the Reaction Command can also be  survived with a well-timed Reflect. Either way,   upon survival, punish him. Starting in Phase 2,  his basic attacks will home in more efficiently.   You'll need to keep at an even further distance,  and take to the air if you get backed in a corner.   He'll also start summoning dark orbs, which can be  parried with Reflect. As long as Reflect touches   at least one orb, the resulting explosion will  launch the rest. During Phase 2 Sephiroth also   begins using Heartless Angel, which, if you  remember from KH1, drops you to exactly 1HP   and 0 MP. KH2's Heartless Angel is a blessing in  disguise thanks to our improved mobility. Start a   glide immediately after an Air Dodge to enter your  max glide speed instantly and close the distance   with plenty of time to spare. Hit Sephiroth just  once to ground him, then use a ground combo for   maximum damage. In Phase 3 his standard combo  becomes absolutely too dangerous to dodge on the   ground, but otherwise he's practically identical.  His super duper move, despite the theatrics,   is basically just a cutscene: I'm not sure I've  ever even been hit by it once in my entire life.   If you sufferred through Sephiroth in Kingdom  Hearts 1, don't worry, this downgraded loser is   a total pushover. Your reward for beating him is  the situational but practically required Fenrir,   a keyblade equipped with the Negative Combo  ability, decreasing your maximum combo.   Against most bosses this is a bad thing but  in a few dumb stupid minigames it's ideal,   cutting out a third of the time normally  taken to unleash a finishing move.   One such dumb stupid minigame is the coliseum in  the Underworld. There are 4 cups to get through,   and all 4 have a required goal score in the  journal. Honestly, these are pretty easy,   so to keep this video's runtime  down I won't be covering them.   With that detour out of the way, we're  heading on to the next dumb stupid minigame:   the Ura Coliseum in the Underworld. There are  4 Ura Cups to get through, 3 of them simply   being higher level variants of the vanilla cups  with a higher goal score. Since we're long past   the point the game scales damage, the goal  scores are the only practical difference.   For maximum score, equip as many Prize Up  abilities as possible, including by equipping   the Wishing Lamp keyblade. During the coliseum,  all bobbles dropped by enemies are converted   into score bobbles. Since Prize Up makes enemies  drop more bobbles, every instance equipped makes   every instance you earn points worth more. There's also a very, very stupidly secret   mechanic the game never tells you about. When  you kill multiple enemies simultaneously,   they'll drop better score bobbles than  if killed one by one. I have no idea why,   but I'm going to hazard an uneducated guess that  it's because the combo meter goes up before score   bobbles are dropped. That would mean if enemies  are killed simultaneously then all of them would   drop score bobbles as if each individually were  the final kill. Regardless of why it works,   abuse of this secret mechanic is required to  reach the first two goal scores. For multikills,   abuse the Magnet+Thunder combo and Trinity Limit,  which delays all damage until the finishing move.   For the Ura Cerberus goal score, you'll also have  to beat the good boy himself under a cup-wide time   limit. Standard attacks are too slow; it's time  to unveil the absolute best secret technique in   Kingdom Hearts 2: The Keyblender. During Final  Form's glide a hitbox is created on the spinning   keyblades in front of Sora. This hitbox normally  does pitiful chip damage, but if you release   and repress the Glide button, the hitbox will  disappear and reappear, effectively dealing that   chip damage once per button press. Mash that Glide  button while scraping against Cerberus' face to   eviscerate his health bar in record time. For the Ura Titan goal score, even abuse of   the secret combo mechanic isn't enough. Instead:  put yourself into Critical health, summon Stitch,   sit back, and drink a latte. Remember how I said  all bobbles are converted into score bobbles?   Stitch's ukele stuns all enemies and causes them  to drop health bobbles, and since *all* bobbles   are converted into score bobbles we get tons  of free points. It's not abusable indefinitely,   but it's still a huge boost to our score. Do  this in the Berserker round, and in the rest of   the rounds summon Peter Pan. Whenever Peter Pan  is active, attacked enemies drop Magic bobbles,   granting an automatic boost to each enemy's score  output. Along the way you'll also need to not die,   which I probably should have mentioned by now  is hard. To keep enemies at bay, abuse both   Magnega and the Magnet Splash finisher. Unlike the  unupgraded Magnet spell, Magnega can pull enemies   from a decent distance, interrupting most attacks.  Magnet Splash, meanwhile, has a bit of a startup   time, but can be used infinitely without Magic.  Once you're close to the goal score, throw Peter   Pan in the trash and shift to safety strats with  Genie and Stitch. Genie's limits keep you immortal   while clearing out the more dangerous crowds.  Stitch will automatically reflect all projectiles   that near Sora, randomly block nearby attacks,  and frequently lick your HUD back to max MP,   allowing for near infinite Magnet spam. Once  you reach Hercules, you've already won.   Welcome to the final, Ura exclusive Ura Hades Cup.  Forget about the goal score, you'll need major   grit and determination just to reach the end. This  Cup features 50 total rounds, swapping between   rulesets every 10. Don't nope out of reality just  yet, though: simultaneous with each rule change is   a checkpoint, allowing you to restart from there  upon death, albeit with your score rolled back   to 0. Additionally, once the cup is beaten, every  individual round becomes selectable as a starting   point. With the goal score being a surprisingly  small 15,000, you might think that means we can   just start from, say, Round 41, and spam Summons  to reach the goal score. One problem with that:   summons are only available during Rounds 1 through  20. Summon cheese is only possible if you're   prepared to beat at least 30 impossibly deadly  rounds in a row. Buuuut I've got a very, very,   astronomically stupidly ridiculously stupid  backup strat. First thing's first, we need to beat   the cup. Since we don't care about score right  now, swap Wishing Lamp out for Fenrir. Negative   Combo lets you unleash Magnet Splash 30% faster,  reducing the amount of time you spend vulnerable.   The first 30 rounds should be relatively easy  with liberal use of Summons and Limits.   Once the fireworks show is over, you'll enter  Round 31, running under Cerberus Cup rules. That   means no Party Members AND a time limit, with  the consolation that all Drive transformations   are available and the Drive Guage refills  ridiculously fast. The gist of my strategy:   open with Magnega and Thundaga. When out of  MP, enter Final Form. Standard attacks will   handle less dangerous mobs, while Magnega  can stun the rest. Once you run out of MP,   manually end Final Form, smack some poor shmuck  for the Drive, and retransform to refill all MP.   Round 34 features two Sorcerers, whose  attack cubes are unaffected by Magnet.   Use the Final Form Keyblender to deal massive  damage while pushing the Sorcerers backward,   thus constantly moving them away from their cubes  and leaving them defenseless. Round 35 isn't   dangerous, but remember, we're under a time limit.  For an acceptable murder rate, enter Master Form,   spam Magnet and Thunder, exit Master Form,  refill the Drive Guage with your residual Magic,   re-enter Master Form and repeat the combo fluidly.  It's a lot to do in a very short period of time,   but is well worth the practice, taking down the  mob lightning fast. In Round 40 we fight Leon   and Cloud simultaneously, requiring some  particularly cheesy play for a quick kill. Walk   directly into their faces and Reflect. If done  with proper timing both of them will be staggered.   Perform this same move over and over as long as  your magic lasts, which you can refill with either   Elixirs or a transformation. With Leon and Cloud  learning what it's like to be a murder weapon,   you bank the checkpoint and gain access to the  final 10 rounds. These rounds have no special   rules beyond the requirement that we fight  solo. With the Combo Master ability equipped,   you can pull enemies in with Magnet Splash by  intentionally missing nearby, a way safer opening   attack than your standard combo. Wittle the health  bars down gradually, and don't be afraid to hang   back and heal: we're not under a time limit this  time. Round 47 features multiple waves of enemies.   Inbetween each wave, stall for full Magic, execute  the final Heartless, and pre-emptively Magnega   the center of the arena before the next group  spawns in for an automatic stunlock. Round 48 is   another battle against Cerberus. Without the time  limit you're free to hang back with baby strats,   and if you're feeling particularly daring you can  Reflect his Reaction Command for a quick kill.   Round 49 is the Ura Hades Cup's true final boss:  Yuffie, Cloud, Tifa, and Leon simultaneously.   Don't worry, don't worry, don't worry, it's not  as bad as it sounds. If you stick to the edge   of the arena and run around in a giant circle, all  four will be left behind on an endlessly fruitless   quest to catch up. Just watch for Leon's fireball,  which can be dodged with a max speed glide,   and Cloud's Omnislash. The Omnislash attacks have  consistant timing and are all at ground level;   put yourself in the air just before each and  he'll be incapable of landing a hit. Of course,   in order to actually win the fight, we'll need  to take a break from dodging to get some hits   in. Leon's fireballs make him the priority target.  When getting the job done, Thundaga is Dandyga but   Reflega is Murdega. Allow Leon to approach and  Reflect the final hit of his three-hit combo.   With some luck, it will deal damage to anybody  nearby. This isn't 100% safe, but in the event   of a hit you should have enough time to escape  and heal. Once Leon's dead, the rest can be   taken out with baby strats. Tifa is vulnerable  to Thunder, Cloud is vulnerable to Blizzard,   and Yuffie is vulnerable to Magnet. Magnet is  unfortunately incapable of dealing the final blow,   so run in close for the final combo. With  the Final Fantasy crew banished to Hades,   send Hades there with them to bank the Ura  Hades trophy. Don't start celebrating just yet:   with the gauntlet conquered, jump straight back  in to get that 15000 goal score. Equip Wishing   Lamp and start at Round 45. The magic win button  cheese isn't here, but trust me, you want as   much score as possible before we get there.  However, I must note you should NOT use Round 45's   Reaction Commands. Notice, on this demonstration,  I use the Laser Reaction Command liberally, ending   with a score of cough cough 856. But when Round  46 begins, the score has mysteriously dropped to   cough cough 568 filler number 2 wait you weren't  supposed to hear tha something which shouldn't be   possible. As far as I'm aware losing score is not  a mechanic. As for why this happens, I've got a   theory. Notice, when using the Laser Reaction  Command, your displayed score will increase   even at times when a score bobble doesn't appear  to have spawned. Also notice this coincides with   moments when the laser hits JPEGs of enemies in  the background rather than actual 3D enemies.   It's difficult to be certain even when going frame  by frame since so much is happening on-screen   simultaneously. But it's my interpretation that  the JPEG enemies increase the displayed score upon   death without dropping score bobbles. I suspect  this only increases the score displayed in the   top-left of the screen, while there's a separate  invisible score tracker that ONLY increases from   score bobbles, being completely unaffected by  JPEGs. This would mean all the points gained   from JPEGs are an illusion and don't functionally  exist. When the display counter disappears and   reappears between each round, it reads the secret  background tracked score to know what number it   should start at, resulting in what any player  would perceive as a score decrease. Truth is,   you never had those points in the first place, the  game just told you you did erroneously. Regardless   of that tangent, I recommend playing it safe and  avoiding Reaction Commands entirely. The idea   that my score might magically drop below the goal  after I pass the finish line is just too scary.   Once you've reached Round 47, ignore the Bulky  Vendor because god knows it's probably cursed,   and take out the Living Bone while dealing as  little damage to the Lance Soldiers as possible.   Lance Soldiers, while at high HP, will  always mindlessly attempt to charge you,   and check out what happens during the silly little  winddown animation: totally free baubles! Without   Wishing Lamp they drop 1 point per bonk, but with  it they drop 2 points per bonk. That means we'll   be sitting here for roughly 7500 bonks. I suspect  you've already grabbed your latte, but sorry,   this is not a true latte strat. The Lance  Soldiers *are* technically capable of killing you,   so you'll need to take your Latte to go and sip it  while babysitting these guys for roughly 3 hours.   And remember: after that 3 hours you'll have to  risk it all by clearing the remaining rounds.   Nevertheless, beating 4 rounds in a row is a  significantly shorter order than beating 50 rounds   in a row, so unless you're exceptionally good at  video games, this is the time-efficient strat.   Once 15000 points are in the bank, continue the  battle the same as you cleared it the first time.   And also pretty please do not lose those last  3 hours at literally the first opportunity   like some dumb stupid idiot almost did. In the  Final Fantasy onslaught the Reflect strategy   suddenly became terrifying. Instead, I  slowly killed Leon with Thunder from afar,   because god knows I've got time to spare. Once  they're dead, victory lap Hades directly in the   face to truly complete the Ura Hades Cup, reaping  your ultimate reward: literally nothing.   After that gauntlet, we're still not quite  out of minigame hell: there still remains   the army of bees in the middle of Twilight  Town, who must be defeated in 10 seconds.   This can be done with Magnega, Firaga, and the  Bond of Flame keyblade which raises Fire damage.   I am legally obligated to note that in  Japanese, "bee" is "hachi" and the number 8   is "hachi." I beat the bees in a time of  bee.beebee, the beeist possible number. Buzz!   The Minigame Final Bosses are the 3 remaining  members of Mushroom Organization XIII:   Mushroom 7, Mushroom 10, and Mushroom 5, each  of which require special strategies on Level 1.   Beforehand, synthesize 4 Shade Archives for  the maximum possible accessory Magic boost,   and 4 Full Blooms for the maximum possible  accessory Strength boost. Additionally,   for the Strength setup you should have Ultima  Weapon and Fenrir equipped on Final Form, while   for the Magic Setup you should have Ultima Weapon  and Fatal Crest equipped on Final Form. These   setups result in at least 27 Strength and 27 Magic  respectively. I have no idea how the math works   and am literally just doing what strangers on the  internet told me, but as I understand it 27 is the   baseline at which our damage outputs increase. You'll need the Magic setup for Mushroom 7 in the   Twilight Town tunnels. The required time  to deplete their health bar is 10 seconds,   which can be done by rapidly shorthopping and  Reflecting in midair. If properly timed, you'll   combo these Reflects indefinitely. Once 7's health  bar is low, get in a quick Thundaga, and you might   just barely scrape the 10 second barrier. For Mushroom 10 on Isla de Muerta and Mushroom   5 in the Cave of Wonders, you'll be using the  strength setup, which very luckily increases the   strength of blender mode. The harder of these two,  and hardest Mushroom in the game is Mushroom 5,   who, once again, must be defeated in 10 seconds.  This is only possible with simultaneous ridiculous   fast mashing and careful positioning of  the left analog stick to ensure you're   always gliding forward without dislodging from  Mushroom 5. I've heard from a reliable source   that this requires 12 button presses per second to  clear, which I believe because my hand hurts.   With Organization Mushroom 13 satisfied, you'll  be rewarded a completely useless keyblade and   a dorky hat, which won't even be in the footage  for the next ten minutes because I'm a hack.   With all dumb stupid minigames covered, we're  almost at the true genuine main event. In order   to reach 13 of the remaining Superbosses, we'll  have to traverse the game's optional dungeon,   the Cavern of Remembrance, featuring multiple  required battles along the way. These battles   function similarly to story battles, locking you  inside with transparent walls. Also similar to   story battles, each of these battles is remembered  as complete on your save file and won't reappear   once beaten. Go all out with Limits, Summons, and  Elixirs for a cheesy clear and run back to bank   your progress after each individual victory. The most difficult is a ridiculously long sequence   of Nobody waves immediately in front of the  dungeon's final door. My strategy revolved   almost entirely around Peter Pan. Since  each hit on an enemy drops Magic baubles,   you can kill almost all enemies with a limitless  Magnega combo. When Sorcerers start appearing,   you'll have to play more defensively. Get  ready to let Peter's Limit loose the exact   moment you get into trouble. If you don't get  it out fast enough Tinker Bell will revive you,   at which point you should also let loose Peter's  limit in case the Sorcerer is camping your spawn.   If Tinker Bell has been exhausted and you're  in a tough fight, switch over to Elixir-fueled   Duck Flares. Ration well and hopefully you'll  have enough ammo to blow open heaven's door.   Welcome to Data Organization XIII. #XIII: Data Roxas. With our fully unlocked   mobility, particularly the air-dodge glide combo,  almost all attacks can now be easily dodged. The   critical exception is when Roxas launches a wall  of lasers immediately after his super duper light   barrage. The laser wall thankfully doesn't kill  you in one hit so even if you fail you'll have a   chance to heal. Be sure you're airborne whenever  Roxas approaches to prevent encounter with his   Reaction Command, circling around the edge of  the area to dodge every incoming attack. Once he   starts his dash attack combo, land to the side,  block the charge, and punish him. Importantly,   starting from Phase 2, do NOT complete your combo.  While most of Roxas' counter attacks can be dodged   or Reflected, one can kill you instantly.  If you're patient, Data Roxas will just be a   slightly longer version of the original fight. #XII: Data Larxene. Though Donald and Goofy are   with us, Limit and Elixir abuse is no longer  an automatic win button, thanks to the bosses'   drastically improved health bars and frequent use  of immortal super moves. Larxene will immediately   begin with a rain of lightning. Reflect exactly  two times to survive the lightning and stagger   Larxene with the explosion. After a punishing  combo, summon Genie, swap him to Wisdom form,   and approach Larxene to get a combo in after  one of her attacks. Finish the combo with   Genie's Limit. I discovered way too late that  since Wisdom Genie's Limits only cost 1 Drive bar,   he'll give you a better damage-per-summon ratio  than Master Form. Genie will especially help in   setting up Larxene's Reaction Command when she  duplicates, often stunning both Larxenes. Get   your own combos inbetween and you'll have enough  Drive to keep Genie out almost the entire battle,   substituting with Duck Flare once you run out.  Against her Super Duper Attack, simply glide   counterclockwise, keeping an eye on her hands to  figure out the electric beam starting positions.   Through Genie abuse, I actually accidentally  beat Larxene without using a single Elixir.   #XI: Data Marluxia. The battle begins with  Marluxia's unique gimmick, inflicting us   with a counter over our head that ticks down by  1 every time we're hit by Marluxia's scythe. What   does that counter start at, you may ask? Our  current level. To make up for our incredibly   short lifespan, Marluxia's attacks are predictable  and exploitable. He opens with explosive thorns,   easily dodged by not standing still, and pools  of darkness, easily dodged by not intentionally   diving into them face-first. Donald and Goofy  are incapable of these strategies, and will   automatically die. Bait Marluxia into attacking  you, stick above or beyond his reach, and punish   with a combo. After being combo'd, Marluxia will  always counterattack with a teleporting slash,   most easily survived with a pre-emptive reflect.  In Phase 1, he'll always follow that up with a   whirlwind. Guard through it, roll behind him and  Reaction Command his backside to deal some damage.   If you're wondering why we don't Reaction Command  his frontside, that's a totally separate Reaction   Command which, rather than damaging Marluxia,  refills our counter up to its maximum. I am   not going to bother explaining why I don't care.  Once Marluxia enters Phase 2, he'll replace the   whirlwind with the pools of darkness, which is  even MORE exploitable. He can only perform the   move after teleporting in the direct center of  the arena, and after teleporting he's briefly   defenseless. Keep up the pressure and he'll never  even summon the pools before entering Phase 3,   at which point he'll spam multiple immortal super  duper moves. Now is the time to go total Duck. If   Marluxia enters Reaper mode, run around in circles  and menu over to Duck Flare, activating it as soon   as Marluxia raises his scyth to invulnerabilty  frame through and deal some damage after. If he   enters sawblade mode, keep to the far side of the  arena, guard each approach, and counter with Duck,   until eventually Marluxia's counter reaches 0. #X: Data Luxord. Luxord is too passive to pose a   threat himself. The primary threat comes from the  stack of cards he sends out to stalk and randomly   attack you. The bigger groups can be cleared with  a Magnet Thunder combo. You don't even need to do   this half the time, since he often sacrifices  his cards to start playing a dumb stupid easy   minigame, setting himself up for a totally free  combo. The exception is the dumbest, stupidest,   ultimate minigame, in which we're tasked  with filling the Command Menu with circles.   The first three I can time out just fine, but the  fourth is so outlandishly fast I failed it every   single time I tried, allowing Luxord to turn me  into a die before promptly turning me into a die.   There is, however, a secret winning strategy that  gave me a 100% success rate. Close your eyes,   trust in the heart of the cards, and press the  button at complete random. If you truly believe   in yourself, Luxord will instantly drop to 1  HP, letting you permanently shuffle his deck.   #IX: Data Demyx. Turns out, Luxord doesn't  have a monopoly on dumb stupid minigames;   Demyx opens with a guantlet of 4 dance water  dances in a row. Each group of dance waters will   be of a semi-random size and must be killed  within 30 seconds. For extra frustration,   during this minigame the Reaction Command is  no longer available, so you'll need to find an   entirely new strategy. For smaller groups, jump  into the air and combo above Demyx's head to   unleash Magnet Splash, which will kill all 5  currently spawned dance waters. When a larger   group shows up, land on the ground and spam  Firaga, which kills dance waters in one hit.   Once your magic depletes, enter Wisdom form  to continue your Firaga spam with the added   bonus of fluid movement. If you run out of Magic  again, quickly exit and re-enter Wisdom to refill,   and if even that isn't enough, which it won't be,  tap into your Elixir pile. After the gauntlet,   the battle starts for real, and thankfully Demyx  is actually easier than his first encounter thanks   to our buffed mobility and Demyx's pitifully  low attack power. Be frugal with those Elixirs,   though, you'll want to keep them for his final  desperate gauntlet of Dance Water Dances, whose   fourth and final wave counts at 99. Even going  as fast with Wisdom Firaga as I could manage,   in the end I had less than a second to spare.  Put in one final jam session with Demyx and let   him know exactly where he can jam that sitar. #VIII: Data Axel. Axel begins by turning the floor   into lava, gradually draining your health. Don't  worry about that too much, the ground can only   drain your health down to 1HP. You won't die until  you make an actual mistake. Axel's main attacks   are either simple forward-facing combos or one  from the rear. Frontal attacks can be guarded,   and both can easily be reflected or jumped  over. When Axel retreats into the flames,   run around in circles while screaming in terror  until you accidentally automatically Reaction   Command his face. If the floor is lava, a  second Reaction Command will clear the floor   and give you the chance to heal. Honestly, Axel  himself is harmless, I'm more afraid of flubbing   into the outer wall. Keep to grounded combos  and Sora will naturally avoid the flub.   #VII: Data Saix. Forget everything I ever said  about rationing Elixirs, this time we're starting   the battle with an unrelenting tidal wave of  ducks. Saix's Berserk bar begins at zero and he'll   barely defend himself while charging up, giving  you the opportunity to deal major free damage   before the battle officially begins. Berserk Saix  is immortal until broken out through his Reaction   Command, so he can't be waited out with Duck  Flare's invulnerability. On top of that he's   immune to his Reaction Command while executing his  Super Duper Move, which he very much enjoys using.   To React in the limited timeframe, you need to be  on the tail of his club before it even touches the   ground, then hand it back to him ASAP. Inbetween  Berserks he'll return to being defenseless,   letting you return to stuffing ducks down his  throat. Once you get the hang of dodging his Super   Duper Move, this becomes a war of attrition. #VI: Data Zexion. While on Destiny Islands, Zexion   only has one undodgeable attack, during which he  becomes immortal and seals a member of your team   inside the wonderful world of literature. This  attack can't waited out with Duck Flare, Zexion   is a total cheese and will extend the attack until  the exact moment your invulnerability frames end.   Early in the battle he'll save Sora for last, so  focus on murdering your friends to retranslate   them back to normal. Once everybody's back, make a  run for Zexion. After you've done this a few times   Zexion will inevitably get bored and instantly  book Sora. Within the literary world you can't   deal any damage to Zexion's main health bar, so  instead use an instant Trinity Limit, taking out   Zexion's book health in one go and hopefully  following up with the Reaction Command to escape.   Your Magic will almost always refill for another  Trinity Limit before the next trip to bookworld,   and if not you'll have enough time to throw  out an Elixir. Once Zexion starts using his   Super Duper Meteor attack, Trinity Limit will  no longer be a get-out-of-library free card.   Summon Peter Pan for safety, sit in the center,  and do your best to survive the roulette.   If you fail, Tinker Bell will grant a second life  within the burning flames, and if you succeed,   you'll deal major damage to Zexion's book.  When my Command Menu itself got booked,   I found the only possible strategy was to throw  my controller out the window. Turns out, due to   a major oversight I couldn't possibly have seen  coming, the Command Menu is written in a language   I can't read! You probably won't have enough  Drive to keep Peter the entire fight, so after   he leaves substitute with Duck Flare, prepping  it in the menu before the roulette begins. If   you're not sure you'll make it, trigger the Duck  Flare for safety, but if you're sure you're safe,   cancel the Duck and hit Zexion with your standard  attacks in the hopes of banking the Reaction   Command. Zexion will always be open to a combo  after escaping bookworld and he has a shorter   health bar than all other bosses; I only had to  survive his Super Duper 3 times before finally   punching this nerd directly in his open book. #V: Data Lexaeus. I personally consider Lexaeus   the easiest of all 13 members. Early in the  fight, crowd him and time Reflects to chip   off his first health bars. Even if you mess up, at  low power levels he'll barely get any damage in.   With his health shaved, transition to Duck.  Lexaeus rarely becomes invulnerable, Donald can   handle the rest of the fight all on his own. #IV: Data Vexen. Vexen has two gimmicks:   an infinitely reappearing shield which must  be destroyed before he can take damage,   and a Data-based Anti-Sora which levels up while  Sora is tracked by the trailing circle. Trying to   dodge Vexen, the circle, and Anti-Sora all while  getting damage in myself proved to be way too much   multitasking for my pathetic brain, so instead I  abandoned the very concept of playing the game.   The shield ensures Elixir-fueled Duck Flares  won't deal enough damage before you run out;   you'll have to work Wisdom Form Genie inbetween.  Hit Vexen with Genie's Limit, then with as many   melee attacks as you can get away with before  retreating behind Genie. All this stalling ensures   your MP bar will be full by the time Genie runs  out. At that point, throw out another Duck Flare,   which, in addition to dealing damage,  serves the dual purpose of recovering Drive,   thus allowing for more total Genie summons.  While you do have to leave yourself vulnerable   occasionally, this strat makes up for it with  massive return-on-investment per Elixir, easily   lasting through Vexen's entire health bar. #III: Data Xaldin. Xaldin is personally my pick   for the hardest Data fight, requiring absolute  knowledge of his moveset both to stay alive and   get any damage in. Open with Duck Flare to shave  off Xaldin's first health bar, after which he'll   cast his Aero shield. This shield hurts on contact  and reduces all incoming damage. To get rid of it,   you need to use his Reaction Command, available  if nearby while he attacks. If he uses a spinning   combo, jump immediately in front of him and  stall with glides while mashing Triangle.   I found it easiest to brainthink by mashing  Triangle and Square at the same time. That way,   you don't have to bother figuring out which of the  two buttons you should be mashing and which you   should be holding. If he uses the charge attack  instead, you can technically Guard or Reflect it,   but this is absolutely not an option. The  charge was very questionably implemented   and, when blocked, may totally screw you over.  Notice in this footage I seemingly time my guard   correctly but got OHKO'd, which is especially  weird considering the charge attack is NOT strong   enough to OHKO. Slowing down the footage reveals  the problem. Sometimes, presumably when Sora and   Xaldin are in a relative sweet spot, Xaldin  will approach too quickly and the Aero shield   will contact Sora. The Aero shield is unblockable,  so Sora takes chip damage, cancelling the guard,   and then Xaldin promptly impales Sora for stupidly  failing to guard. Reflect has a similar problem,   sometimes successfully blocking the charge attack  but leaving Sora sitting inside the Aero shield,   getting ripped to shreds the moment Reflect ends.  Long and short of it, just jump above the charge   attack instead, meanwhile mashing Triangle to hit  the Reaction Command. Every successful Reaction   replaces the standard Attack command with the  stackable Jump command. Jump automatically targets   Xaldin, removes the shield, and provided you  successfully stagger him can be combo'd as long   as your supply lasts. Be careful with the timing,  though; if you don't stagger Xaldin, he'll escape   and restore his shield and would you look at that,  Sora's just sitting there inside the Aero shield,   guess he's dead! Jump will be how you deal almost  all damage, the rest of your time will be spent   trying to survive. When Xaldin disappears to rain  spears, dodge the entire volley with a max speed   glide. Though not physically present, Xaldin is  still only capable of raining spears within a   certain range as he invisibly follows you around.  Try to get a good idea of his current attack   range, so you can scrape past him when necessary.  For the final attack, stand in place and cast a   couple Reflects, keeping you safe while dealing  some damage. In Phase 3 Xaldin will begin using   his Super Duper Move, which is very thankfully  less dangerous than his standard attacks.   Keep away during his spear swings, and watch  for which side of the bridge he rides over.   Position yourself on the right side of the bridge  relative to Xaldin. He'll always slide along to   your position, plant in place, and fire the laser  to the right, giving you an opening to escape   to the opposite end where the laser can never  reach. Once Xaldin is back on the bridge, he'll   enter over-the-top teleportation mode, shifting  towards you at rapid speeds and occasionally   instantaneously attacking. This will probably  feel overwhelming, but there's a logic to it   you can exploit. Xaldin generally will not attack  if you're too far from him before he teleports,   but if you're nearby, he likely will. Use this  knowledge to your advantage, baiting him into   constant attacks to farm Jump commands, and,  of course, throwing Ducks in his face the exact   moment Donald stops being a corpse to keep the  heat on Xaldin for an incredibly satisfying KO.   #II: Xigbar. Though I initially had trouble  and feared Xigbar could be a major roadblock,   I ended up beating him on total accident  while experimenting. Hence why I have   Rumbling Rose equipped, which during  this fight is basically useless.   Xigbar's bullets are ridiculously fast, and  you need to block them in order to stagger him.   Attempting to block or Reflect these in any  reasonably fair manner isn't sustainable,   especially starting in Phase 2 when he  starts firing giant OHKO Reaction bullets.   Additionally, Duck spam doesn't last anywhere near  the entire fight because Xigbar is a total cheat.   If he teleports away during Duck Flare, he'll  just sit and wait off-screen until Donald gets   it out of his system. The key realization that  won me the battle was that Xigbar is not only   permanently airborne, but also defenseless  at close range. Normally he compensates by   teleporting randomly around the arena, but in  the hallway and enclosed room stage layouts,   Xigbar will stick within a small area, leaving  himself open to the keyblender. Not only does this   shred Xigbar in no time, Final Form's ever-present  hitboxes tend to block bullets automatically.   Blending Xigbar's health bar closed the  Elixir gap, giving just barely enough time   to survive the infinite headshot combo and  give Xigbar a taste of his own medicine.   #I: Data Xemnas! This consists of two battles,  the first one being pathetically easy since Xemnas   hardly even tries to touch you. When he does his  super long spinny dinny, keep a close ear to his   grunt sounds. He always makes exactly the same  sequence of grunts with exactly the same timing,   providing a tell for the end of the attack.  He always goes "Houh, hah. Hah. Hough. Hah,   after which he's open to attack. Upon successful  Reaction Command, he'll drop to 1 HP instantly   and let you move on to the real fight. Before we join up with Riku and get to the   second battle, an important note: given  how close we are to the finish line,   I decided to turn the ham dial up a bit to fill  up not just my own, but also Riku's inventory.   Open the battle with Last Session, but stall  a bit before using it a second time. Every   time I tried nonstop spam I'd get caught by  once of Xemnas' attacks as soon as it ended.   Stalling a bit prevented that. Otherwise,  mash keyblades in Xemnas' face relentlessly.   You won't need to bother learning how to survive,  the exact moment Eternal Session ends Riku   will back you up with an Elixir and allow for  another go. Between both of your stocks Xemnas   will inevitably be drained to the breaking point  and use his Final Super Duper, which, as in the   main story, is just a very, very awesome victory  lap. Put this hasn't been out of his misery.   With the Data Organization XIII concquered, we  obtain a permanent upgrade to our dinky little   hat, and can finally, finally, finally, finally,  finally, finally, finally, finally, finally,   finally, finally, finally, finally move on to  the absolute finallest task in the entire game.   The inevitable sequel hook, Lingering Will. LW is  by far the most over-the-top ludicrous superboss   not only in this game, but out of basically every  video game. This guy doesn't punch you to death,   he vaguely gestures at the idea of punching  you, which is itself an automatic KO.   He has a gun that fires bullets 5 times  your size. Bullets that don't just kill you,   they invalidate the entire concept of your  life! Almost every single one of LW's attacks   is a Super Move, granting him with immortality for  their very, very, long duration. To put it simply:   LW is a player character using our strategy. To match LW cheese for cheese, we're going ultra   mega over-the-top ham mode with Sora, Donald, and  Goofy fully stocked with 18 total Megalixirs. Do   NOT think that means you can just let Donald  do all the work for you, we need every single   one of these babies to last us as long as we can  get away with. Bring out Genie's Wisdom Form at   every opportunity and spam his limit until LW  gets staggered. LW's weakness is his inability   to end a stagger until after reaching the ground,  so wait for him to land for a ground combo. Though   do be careful: if you hit him too many times in a  short window he's liable to counter-attack. Very   importantly, DO NOT try to dodge, just spam Genie.  If Genie gets hit, the Drive guage will deplete,   ultimately costing you more resources than if  you'd just wasted a Limit. Inbetween summons,   get out a Duck Flare. Donald and Goofy will ensure  you have enough Magic for it whether you like it   or not, often wasting their Megalixirs by throwing  two down your throat simultaneously. In the final   phase, LW will begin using his Ultimate Super  Duper, an unrelenting barrage during which I   genuinely have no idea what's happening. Just  keep spamming Duck or, in an absolute emergency,   spam Reflect and hope you survive. Once Donald  and Goofy's Elixirs are dried up, you'll have to   dip into your own stash, and in the final phase  you're going to be dropping them constantly.   With this cache of firepower, LW is still one  of the harder superbosses, and I only managed   to beat him after throwing down my final Elixir,  moments before I completely ran out of options.   With Lingering Will finally meeting a vaguely  equal opponent and leaving to linger in the world   of Kingdom Hearts 3 which I hear is going to be  on the PSP? The Kingdom Hearts II Level 1 Run is a   Double Ultimate Mission Complete! I am done. Oh my god. Oh my god.   Rockman 4 next month seeya everybody!   But hold on, I'm actually not done yet! There's  a little bit of a loose end, so we need a hastily   cobbled-together epilogue. As I'm sure many of  you have been politely screaming there are a   couple well-known cheese strats to trivialize the  superbosses. While I didn't ban cheese for my run,   I wanted to find my own strats and beat the  superbosses myself, without help from external   sources. So for the most part, I avoided looking  up strats online. But since half the fun of VG   Myths is stupid cheese and at least a couple  of you out there are going to use this video   as a guide, here's a short cheese showcase. For a huge chunk of bosses, there exists an   infinite combo, and it's stupidly easy to pull  off. Simply summon Peter Pan and spam two-hit   aerial combos. For some reason that I'm not going  to bother looking up, the boss will be incapable   of performing a counter-attack. Obviously, this  strat isn't available in any fight that doesn't   allow summons at all, and depending on the boss  it may be harder to pull off, appearing to have   tighter timing windows. It's highly recommended  you turn high jump off to make short hops easier.   Of the superbosses who allow summons, I got  this to work against Marluxia, Larxene, Demyx,   Zexion, Lexaeus, Saix, and LW. The general  consensus seems to be that Saix is the easiest,   so you should probably practice on him first.  Additionally, I was able to get it to work   against Vexen at least long enough to shave a  major chunk off his health bar, but I couldn't   get it consistently and I've been told he'll  eventually use his super duper regardless.   At least it'll give you a headstart. There's also one other cheese that can   be used against Roxas. Unequip Dodge Roll, and  intentionally encounter his Reaction Command.   Use Trinity Limit when Roxas is near a wall  to stun him, and then spam Air Slides. The   stolen keyblades will deal a tiny amount of chip  damage and prevent Roxas from escaping. I'm told   unequipping Dodge Roll is required to make this  possible, for some complicated programming reason   I'm also not going to bother looking up. Basically  Roxas's counterattacks are programmed to trigger   from Dodge Roll but not Air Slide, presumably  because the devs never imagined somebody   would unequip it. Once his health is low, use  Trinity Limit again to safely end the battle.   Before heading out, very special thanks  to Kingdom Hearts 2 speedrunner Zoim.   She was incredibly helpful behind the scenes,  including teaching me how to beat the mushrooms,   which I legitimately believed were  impossible when I started the run.   And finally, special thanks to  all Patreon backers, including:   Let me know how much this video sucks  and how to improve in the comments below.   Your Level 1 is stronger than you'll  ever know, and get out of my house.
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Channel: Gamechamp3000
Views: 514,396
Rating: undefined out of 5
Keywords: gamechamp, gamechamp3000, gaming, video games, challenge, can you beat, kingdom hearts, level 1, without levelling up, playstation
Id: FHTEwKLfGrY
Channel Id: undefined
Length: 82min 4sec (4924 seconds)
Published: Tue Jul 19 2022
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