User blog:Seieireppa/Matt's Rage Burst Aragami Combat Tips

This will cover general strategies and tips to keep in mind when fighting various species of Aragami.

Chrome Gawain

 * Chrome_Gawain.jpg its attacks have noticeable windup/tells.  When it steps back with its right wing-arm raised, it will use one of two attacks:  Either it will wait about half a second and lunge forward for a slash or stab, or it will wait about one second and use its tornado spin.  Watch its movements and respond accordingly, basing your subsequent actions on how close you are to it and whether you can get away in time.
 * Its stagger animation lasts about 3-4 seconds, giving you plenty of time to deal out damage.
 * Break its head/face as quickly as possible for serious damage.

Magna Gawain

 * Magna_Gawain.jpg of the above tips apply; however, the Magna Gawain gains a noticeable new attack:  Every ~20 seconds, it charges Oracle blasts on its wing-arms and rear legs for around 1.5 seconds before detonating them.  This attack does not deal very high damage, but it does stagger you and can be annoying when it interrupts a combo.  Either attack from a distance, take the time to dash away, or be adept at guarding quickly and frequently.
 * Be aware also of its sword wave attack that accompanies its lunging slash (detailed above).  It comes out as quickly as the Chrome Gawain's version, so be prepared to block or avoid.

Ontovasara

 * 2015-02-26-035607.jpg Aragami is a particular annoyance to fight due to its automatic light blasts.  Similarly to the Ukonvasara, it will generate blasts around itself with a brief charge; however, the Ontovasara can use these with far less charge time, and the true threat comes with the periodic automatic blasts that charge for only about one second and track your location.  Keep moving to avoid these; alternatively, be ready to block at a moment's notice.
 * Also due to the above attacks, it is imperative not to get reckless when attacking, as the blasts can come when you least expect them and can (and often will) throw off your combo.
 * It can fire a massive beam from the cannon on its head.  This is trivial to dodge and should not be considered a threat.

Yaksha Tivra

 * Yaksha_Tivra.jpg attacks are accompanied by massive swaths of flame.  These hit wide and can cause noticeable slowdown on the Vita version, hampering your ability to dodge.  Either use pinpoint dodging or be able to guard at a moment's notice.
 * Like the Yaksha Raja, it is not that strong, and its parts are easy to unbound.  The main danger when facing a Yaksha Tivra is its zig-zag side-to-side charge.  If you are playing on a Vita, be sure to guard or dash away IMMEDIATELY when you see it warm up for this attack (it steps backwards and holds its arm up behind it) to prevent the resulting slowdown from resulting in undue damage.

Caligula Xeno

 * 540364.jpg aware that its Charge Glide attack, not found on the regular and Rufus Caligulas, has an extremely wide hitbox and obscene range/AOE.  Do not dodge away from it; instead, dodge to the side or under it as it rises into the air.  Other than that, its patterns remain largely the same as the regular and Rufus Caligulas.
 * It is larger than the regular and Rufus Caligulas.  Because of this, its attacks have naturally wider reach than those of its counterparts.  Don't let the similar body shape fool you!
 * It moves a good deal faster than the Caligula, but not quite as fast as the Rufus Caligula.  Take this into account when anticipating its attacks.

Rakshasa (Rasetsu) Kongou

 * 540360.jpgers and can be inflicted with Down extremely easily.
 * Most of its attacks are now accompanied by blasts around it when compared to those of the regular/Fallen/Fierce Kongou.  Be aware of this, and be sure to account for the increased danger radius.
 * The blasts it uses when downed can throw you off.  When you Down it, guard or dash away before closing in.
 * It can rise up into the air and descend with an explosion.  This attack might be tricky to dodge only because it moves out of the range of your camera – when it raises its arms and ascends Superman-style, just start running until it comes down.

Mukuro Kyuubi

 * 012.jpg attacks remain lagely the same as the regular Kyuubi; however, it gains a Rising Edge-like attack accompanied by a lifting backstep.  This attack hits in an X shape and has a wide reach, but hits about two meters off the ground and only immediately in front of the Mukuro Kyuubi and can easily be dodged by moving directly below the center of the attack or away from the Mukuro Kyuubi.
 * Do not be deceived; this version resists Divine.  Use a Blaze-elemental weapon.

Einherjar

 * 2015-02-27-011021.jpgical to the Person Who Opens the World in terms of attacks.
 * Beware the homing orbs it fires out when it uses its massive beam attack.  To avoid these reliably, move behind the Einherjar when it places its six blades in front of it in a radial array.
 * When it holds one of its swords near its shoulders and calls the other five around it, it will execute Gale Katana: Iron, covering a great distance and leaving behind a number of serial slashes in the air.  To avoid this, move to the side or behind the Einherjar.
 * When it dashes backwards quickly, it will immediately follow that up by slamming its six swords into the ground in a line in front of it.  Block or dash aside to avoid.  However, due to the small cross-section of the swords, this attack can miss frequently even if you are within its AOE.
 * Erecting its swords around it precedes a massive AOE light blast.  Block or dash away.
 * When it backs up, it will either charge forward for a good distance or execute a two-slash combo with its swords.  The latter of these hits even behind it, so when you see the Einherjar back up, dodge to the side or get ready to block.  Both the charge and the slashes do damage, though, so beware.

Person Who Closes the World/Remnants of Demise

 * 2015-02-28-231540.jpg it walks around the arena, the AOE of the black field around its steps will damage you and inflict Venom if you are too close.  Be sure to follow from a safe distance.
 * When it raises its hands and produces halos above you and your allies, start moving.  After the halos rise into the air, massive beams will strike your previous position, so be sure you move away before that happens.
 * Demise.jpg AOE light field attack centers around itself and has a charge time of around three seconds.  Block or move away before it goes off.
 * When it summons butterfies in front of it, it is about to fire off a set of homing lasers.  Get behind it or block before this happens.
 * When enraged, its attacks come out much faster.  This applies especially to the halo beam – you will need to move away more quickly to avoid it.

General Tips

 * For most of these Aragami, it is best to keep moving.  Certain Blood Arts, such as Gale Slash, Kirin Canter, Gale Katana: Iron, Surging Sea Slash, Skanda, Hiten Wheel, and the various Variant Scythe Blood Arts that deal with the expanded state, as well as the Boost Hammer's Boost Actions (making use of Boost Drive), are good for this.
 * Alternatively, another strategy is to strike from a distance.  Blood Arts such as Sonic Caliber, Aerial Caliber, Arc Caliber, CC Divider, Dragon Tooth, and the various Variant Scythe Blood Arts that deal with the expanded state are good for this.
 * Further alternatively, if you wish to adopt a PURELY ranged approach, equip a powerful Assault Gun and set yourself up with the following bullets:  1) M non-elemental shot (0 OP) with the triple replication Blood Bullet module, and 2) M non-elemental shot (0 OP) with an M-sized elemental shot attached that is set to go off on impact of the parent module.  Parent should have OP Absorb Enhance Blood Bullet module, and you should make one for each element.  This will enable you to be completely self-sustaining with regards to OP without needing to break your concentration to use OP-restoring items – blast away at the enemy with your elemental bullet (for ~300 – ~800 damage per hit), then unload with your non-elemental three-hit bullet to recover your OP gauge in a matter of seconds.
 * An alternate strategy is to use a Hold Trap on the target Aragami, then use the Hell Spiral Blood Art at the end of a square-square-square-square combo with the Short Blade to break a low-hanging weak point for massive damage.  This works especially well on Aragami such as the Vajra and Ouroboros families with readily accessible weak points.  Hell Spiral hits to an unbound weak point with the appropriate attack attribute and element (for example, you can use the rank 15 TSH1-バリオル (Bariol) Short Blade, which specializes exclusively in Crush, to devastate armored Aragami where a normal Short Blade would be unable) can deal crippling damage, as low as 2000 and as high as in the area of 5000.