lv1 data org notes
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lv1 data org notes
Updated 3 months ago by badmeowers

i started practicing this category on and off about a year ago, and these notes i wrote were what i used as a reference whenever i took prolonged breaks and didn't remember particular fights or nuances of parts of them. hopefully they hope others looking to learn this category and the strats used in most runs for the past few years.

strat playlist (same one as crystalcrown's in resources): https://www.youtube.com/playlist?list=PLX47h26GUftn_kwm996TLGMG56AWvzevt

this writeup is not really meant to be a standalone guide, and the above strat playlist is expected to be used as a reference.

CANCEL/COMBO TIMINGS TO PRACTICE

  • startup indicates duration until another attack can be used, measured in 1/60s frames and including the first frame a move is input. only approximates but hopefully gives an idea of cancel windows. studying vods is probably a better way to get an idea of these timings tbh.

  • slapshot - cancellable frame 14-15 after initially input. you will want to delay cancels from slapshot for a few frames to prevent reflect bug (reflect slap -> early cancel makes reflect not proc)

  • standard vert slash - f22

  • flash step - f30

  • horislash - f38 ****THE ONLY ONE THAT REALLY MATTERS. UNFAMILIARITY WITH OTHER MOVES' CANCEL WINDOWS MAY MAKE STRATS INCONSISTENT/SLOW - XIGBAR/XALDIN WILL NOT WORK AT ALL IF YOU DONT GET THIS SHIT DOWN.

  • reflect - f40. finisher f60

  • blizzard - f42

  • thunder - f47. finisher f47

  • item toss - f43

dl. = delay

(f+) = finish plus finisher

premenu: have your first combo plus selected but not equipped. mysterious abyss should be equipped.

axel

fight start

refl blizz dl.refl dl.blizz x1

  • delay refl enough so axel moves forward a bit before refl staggers.

  • delay blizz enough so it doesnt push he doesnt get pushed out of dl.refl

[blizz refl blizz x2] x2 item toss, then x3 until 4.5 bars

  • try to time first blizz of each loop so it lands right as he's in dash startup. waiting until the dash starts to cast is too late

  • everything after is done as fast as possible, refl should be a bit before or right as you hear "get back"

  • if this sequence is done too slow you'll see axel shoot a bit too far up during it. ramps rv up and dm's early

  • item whenever u run low on mp, should be every 3 combos including opener

at 4.5? bars an item will line up, move a bit forward and to right before this item

blizz refl blizz x2 drop lockon blizz(f+) item dodgeroll forward+ right, nearby east wall. refl -> rc

  • ideal placement is right in his path, but as long as u get the rc whatever, you'll kill

finisher that works at up to 1.9 bars:

  • nut up and cancel that slide dash into blizz finish asap.

  • reflect should be very slightly delayed.

easier kill sequence: blizz flashstep hit gb, move slightly away, blizz blizz refl blizz

  • works at same hp values.

luxord

RC timing is tight. triangle -> confirm on next frame

RC menu order: 3 4 1 4 3 3 1

fight start

thun RC blizz 2 hits gb thun(f+) item

refl x3 thun x2 item RC

3 hits gb thun(f+) item -> 2x thun RC, repeat until dm

dm: avoid this however u want lol

premenu thunder during dm

start at menu slot 4, 4 1 3 2

x up x down down x down x. dont rush 3.

premenu: mysterious abyss -> dp, +1 combo plus.

start x x tri square r1 down r1 assuming u have every keyblade, and fenrir + photon debugger stored in the balls

xemnas

manipd (if you did the first 2 fights right):

fight start

flash step wait

refl slap refl slap gb x4

  • if you do this too early refl hits wont add to rv, he won't tp. delaying gb helps sometimes

guard dl.refl slap refl slap refl x2 dl.form full combo revert

  • first refl should line up with second hit you guard

  • limit form delay should avoid last swing of long combo. if you got hit, not enough delay.

  • slapshot cancel timings are pretty tight

early refl slap refl slap dl. gb expl(f+)

  • refl should be right as the tp starts moving so hits dont add to rv

  • gb delay is tiny, should hit right after last refl hit

  • starts dm right after expl, prep guard

dm: guard refl slap refl slap refl x2 dl.form 1 hit revert

  • post limit form hit should not flinch, can probably be skipped tbh

refl slap dl.refl refl item

  • first refl of this sequence should not flinch.

  • refl delay here isnt super important, only misses out on tiny refl hits if not delayed properly

guard refl slap refl slap refl x2 dl. form full combo ars

unmanip'd:

go next

or decipher this https://pbs.twimg.com/media/C-xuMjDXYAIpov5.jpg

final xem

fight start

glide to slide dash distance, refl dl.slide refl x2 item into

refl slap refl slap gb x3

refl fire refl slap gb

refl slap refl slap finsh leap

refl slap refl slap gb

refl fire refl slap gb x2

refl slap refl slap gb x3

premenu session, slam that shit after cutscene

  • use 1 or 2 dark auras at start, and then drop them until you pass hp gate past 6.8 bars of dmg (will line up around the first firaga use)

  • move around to make sure u dont push xem out of wall

  • pre-emptively item after finishers if riku keeps eating shit and runs out of mana

  • dark aura resets combo count if done before a finisher. can do refl slap refl (da) -> continue combo on last combo if behind on damage a bit

  • COOL TIP THAT's WORKED FOR ME SO FAR: unslot cure potion so riku uses megalixirs to heal himself instead and wont ever run oom.

lexaeus

full disclosure - i have no idea how to do the strat in the playlist linked above.

i learned this strat first - https://twitter.com/CrispyMe_/status/1644743621592195075 (on the left)

fight start

dl. slide dash duckflare item

  • i tried qr and dont like it. dl. slide dash felt more consistent.

run up a bit 3x thunder (megaduck) refl thun finishing leap (f+)

air spiral (2hit) hit spiral

shorthop spiral (3hit)

refl slap refl final thun refl item

  • if you feel like you cant get the thunder out in time it's probably fine to drop it and just do the final fires at the end of the fight slower.

refl thun refl thun refl item (revert)

  • delay this revert a tiny bit, make sure you let the last final item toss hit go through.

refl thun refl thun item

  • this item is for making sure donald's alive

refl -> standard full combo -> final

do final fires at whatever speed, make sure you have 1 mp left before reverting, and try to make sure lex is at <2.5 bars.

item -> duckflare

hit hit (megaduck) hit thunder x2 item thunders

saix

fight start

slide dash duckflare slapshot item

position right in front (and a bit over to the left or right) of saix

[ refl slap refl (megaduckflare) slap

  • peep the vod for timing/spacing, hard to explain in words.

  • saix should carry you to the wall during slapshot startup.

shorthop airspiral (2hit) hit airspiral (3hit)

slightly higher hop airspiral (2hit) hit airspiral (3hit) hit

  • if the last slap of above grounded sequence was a flash step instead cut a hit from the last air spiral

(move a tiny bit towards wall) refl slap refl (duckflare) slap item

  • movement towards wall is to make sure he doesnt go flying away from you. very important for the hit before item to be a slap, not a flash step.

** (move a tiny bit towards wall) refl slap refl (rocket flare) slap

  • you're only gonna do this once

]

  • repeat above until dead. at 2.5 bars can do megaduck slap thunder spam to kill.

  • make sure to keep moving towards wall after air hits.

demyx

dude fuck this fight lmao

marluxia

fight start

thunder comet item

walk back flashstep dl.refl thun refl

short combo-> dodgeroll back

long combo -> qr forward

comet finish

thun dl.refl slap refl gb expl(f+)

refl slap refl slap final

fires until oom, revert 1 hit

go to 1 step away from wall

comet -> when puddles start going down

refl slap the spinning thing. walk out a little more, queue comet rain while walking, then

refl thun refl thun refl refl

refl slap the spinning thing again -> final fires.

roxas

long combo - quickrun thun thun refl finish combo

slash - thun (optional slapshot) refl finish combo

fight start

long combo / slash -> thun refl thun slap item x3

the end rc

limitform roll ars 4 bash

full combo item

3 hit, ars 4 bash. repeat until form bar empty.

(revert) thunder dl limitform ars

2/2/1 bash to finish fight

menu: dp -> fatal crest, unequip guard break.

(assuming combo plus preselect persists and starting at items)

start x x l1 up up square r1 x4 down triangle

premenuing magnet is optional here and what i prefer.

larx

fight start

refl flashstep refl flashstep explosion (premenu final)

  • cancel timings pretty tight here. comes with practice

dl.refl flashstep refl slap

  • delay is so you dont get a finisher reflect after prior explosion.

  • slap refl slap covers both her going straight into 2nd phase, and flinching from flashstep.

  • add in another refl + 2hits if she flinches.

position camera to other side of room

dodge roll to center of room -> item

  • be as close to center as possible

run towards clone that doesn't tp away

dodge roll towards it when other clone starts atking, final, jump back

  • this clone may sidestep early. you need to do the dodgeroll + final early too if this happens. very important to knock it up with form change hit.

  • mistimed early dodgeroll final will get you hit. this is why you wanna be as close to center.

4 fires revert

  • aim for doing about 5.8 bars of dmg total at this point

magnet explosion refl

magnet explotion refl item qr away comet

  • if she dms you didnt hit the goldilocks dmg threshold. its like 5.25 bars or so?

  • combo her once, make her dm again (the spinning beam one so she splits), then proceed with kill sequence.

  • keep donald alive.

item (comet rain) refl magnet expl

zexion

fight start

move a bit up, 4 fires thun

  • if goofy gets booked first, wisdom immediately after 3rd fire.

  • if goofy doesnt start doing tornado, valor instead.

item duckflare thun (megaduck) thun x2 item

  • if you had to use a form during opener,

  • fire thun duckflare item thun (megaduck) thun x2 item -> continue as usual

thun x6 item duckflare

move a bit towards, slidedash (megaduck) 3 hits thun finisher item

thun x6 final

  • hit zex with form change hit as he's coming down

move a bit back, 4 thun revert

  • drop lock on during this if you want, helps with getting extra final thun hits

item duckflare, wait a bit, slidedash (megaduck) 3 hits thun finish item thunders to kill

vexen

fight start

refl flashstep refl final

  • whether the full damage of second refl hits here changes what you do right after

refl (move towards vex) one hit

  • if you got full shield dmg from above it should break before another set of snowflakes spawn. fire until oom/revert.

  • otherwise, use another refl after hit. will cover snowflake spawn. fire until oom as usual after.

  • vexen will ideally be at like 6.7 bars after fires.

item, have duckflare ready to use.

on shield spawn, lockon duckflare 4 hits item

position yourself to shove antiform + vexen into corner.

  • apparently pretty easy but i suck at it LOL, study vods or ask ppl for help if you're having trouble.

  • ok to drop one hit after duckflare before iteming if it's gonna be a flashstep that shoves vexen out of corner.

refl slap refl

  • first refl should be a bit before the grunt vexen does to summon clone with.

  • shield should die after first refl, or at least during 2nd refl's little hits.

fire x2-3, final

  • swap lock on to clone during these fires

  • will be 2 or 3 fires depending on vexen's hp. final should be on shield respawn, form change hit should damage shield.

thun item toss refl one hit

  • thun to kill clone

  • item toss to dmg shield. make sure ur close to vexen so all hits go through

  • refl to avoid getting frozen

  • hit after should break shield

final fires to finish out fight

vexen right side

vexen safe antiform kill

xigbar

openers

u room - 3 refl item duckflare thunder dive hit hori hit

cross room - reflect, duckflare on 1st tp, 4 hits land (probably safer to do same opener as u room)

long room - refl until 2nd shot, megalixir duckflare glide delay megaduckflare

how to duck flare loop in general, starting from inputting megaduck flare:

hori (megaduck) air spiral hori air spiral land item

  • sprinkle in delays here and there after first air spiral.

air dive air spiral hori hori hori (duckflare)

  • you ideally want the first hori here to hit xig right as duckflare finishes. this gives you enough time for duckflare to pop up back in menu during 3rd hori.

2 air spiral hits (megaduck) hori etc etc

  • vibes based timings ngl fr. feel it out, youll get it. MAKE SURE TO PRACTICE UR HORISLASH CANCELS.

xaldin

same shit, just start with refl air dive (duckflare) into duckflare loops.

much less forgiving than xigbar to drop loop. gl