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#14 #anu #boss #centre #character #dx #guard #journey #memory #night #oc #original #present #selena #sp #species #anuu #sphinxette #s #valnaxi #jttcos
Published: 2019-05-05 20:12:24 +0000 UTC; Views: 302; Favourites: 0; Downloads: 0
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Description
With the alarm tripped and an anti-virus memory bearing down on them, the duo prepare to fight.While Sphinxette Memory S is a powerful foe in its own right, its main ability, and the source of most of its attack power, comes from being able to summon ANU-SPs to the battle. At the beginning of the fight, it can summon two at a time, before going up to three and eventually four as the battle progresses and its HP gets lower. This leaves the duo with the choice of either focusing down Sphinxette Memory S, or dealing with its minions to stop its most powerful attacks. Summoning ANU-SPs does not cost an attack turn, and later in the battle Sphinxette Memory S gains a second attack turn. Sphinxette Memory S has a number of attacks.
Its first attack is to chase Present Night Guard in circles, causing the two of them to run into Selena. Present Night Guard must then jump over her as he runs, before Selena jumps over Sphinxette Memory S as it runs after him. If she jumps over Present Night Guard, she will not have time to recover before the second jump, and if the duo hit each other they will both be hit by Sphinxette Memory S. If Sphinxette Memory S hits either of them, it can trip them. This attack will not be used if one of the duo has been KO'd.
Its second attack is to drop a pair of transparent cages onto the duo, who must rapidly jump to smash them open and escape. While they are doing so, Sphinxette Memory S will charge up and fire a powerful laser blast, which can only be avoided with a full jump. As such, anyone still trapped in a cage will be hit, taking massive damage and likely suffering the 'DEF-Down' status effect should they survive. Later in the battle, the window to escape is shorter and the blast deals even more damage.
Its third attack is to fire lasers from its arms at the duo requiring them to jump over the lasers to avoid them. If it raises its right arm before firing, Present Night Guard is the target. If it raises its left arm, Selena is the target. If it raises both arms, both of the duo will be targeted, and can either be fired at simultaneously or in quick succession. Occasionally, Sphinxette Memory S will turn around and face the opposite direction in an attempt to throw the duo off. Despite being in line with the opposite characters, each arm will still target the same character (the right arm will still target Present Night Guard, despite being in front of Selena). If this attack hits, it can deal the 'STAT-Down' status effect.
Its fourth attack is to jump on its head and use its 'foot' as a launch pad, which any number of ANU-SPs will jump on and bounce into the air from, before crashing down and landing on one of the duo, requiring them to hit them back at Sphinxette Memory S with a hammer counter. Before each jump, Sphinxette Memory S will rotate its body towards the target. If this attack hits, it can deal the 'Dizzy' status effect. This attack requires at least one ANU-SP, but can use up to four of them.
Its fifth attack is to order a pair of ANU-SPs to teleport in front of the duo before firing their eye lasers at them, requiring the duo to jump over or on the 'lasers' to avoid them, just like normal ANUu. To indicate its targets, as well as the order in which they are targeted, Sphinxette Memory S will raise its arms, before the ANU-SPs fire in a matching pattern and order. Sometimes, Sphinxette Memory S will quickly raise and lower an arm to try and fake out that character, before genuinely raising that arm shortly afterwards. If there is another pair of ANU-SPs in the battle, they will quickly attack in the same manner after the first two. If an eye 'laser' hits, it can trip that character. this attack requires at least two ANU-SPs, but can use four of them if there are that many in the battle.
Its sixth attack is to bring out a large ball and throw it at the duo, who must both hit it with simultaneous hammer counters to bounce it back at Sphinxette Memory S, which will in turn use an ANU-SP to block it and bounce it back at the duo, who must repeat the process. In the process of blocking the ball, the ANU-SP will be KO'd and removed from the attack and the battle. Each time the ball bounces, it gets slightly faster, and the already significant amount of damage it deals if it hits the duo increases, as does the chance of it dealing the 'Dizzy' status effect to anyone hit. Eventually, Sphinxette Memory S will run out of ANU-SPs, causing the ball to hit it, ending the attack. If only one of the duo hits the ball, it will simply bounce into the other character, hitting them. This attack requires at least one ANU-SP, but can use up to four of them.
Once Sphinxette Memory S is defeated, it will become passive and allow access to the system, unfreezing the computer and freeing Trixie, who is able to revive Dobinxette uninterrupted. With this, Dobinxette begins to stir...
Welp, Dobinxette's finally back. But first, one of my favourite battles in Journey, now remade. Only a few changes to Sphinxette Memory S, since its already a pretty cool battle. It now gains the customary second attack turn, and the arm laser and some of its minion attacks have changed slightly, but their general structure is pretty much the same.

























