If you ever decide on replaying and think you'll have trouble again, just remember you can learn Fire Raid here. Parasite Cage has a weakness to Fire and gets stunned by it, and since the platforms allow you to stay at the back while Parasite Cage can't move, it's easy to get around 5 multihits with the Raid.
Note that Jafar, Air Pirate, and Creeper Plant only Brace Stocks of their respective card type in generic Heartless battles. Bosses can still break stocks with those kinds of cards. To be honest, Riku doesn't need much to be taken down. Judgment based decks, Sonic Blade decks, Summon Boosted Omnislash decks, even Blitz decks work. Just make sure to keep Kingdom Key 0s at the end of your deck so that you can just scroll two cards to the left to Break Dark Aura whenever you need to. Barrel Spider or Items can work well to ignore the shuffling when you reload normally. In my opinion, any boss is easy as long as you have high enough values, so make sure to take out anything that has a low value (I like to set the bar at 7 or higher). Or just use the sleights that I mentioned earlier.
*I'll assume "KeyBlades" are Kingdom Keys, ok? First off, I'll tell you that you have three deck slots, right? So it's a good idea to make three separate decks for different purposes. Like, one for Heartless, another for the current boss, and the third for whatever. Or maybe the second slot for bosses with decks and the third slot for a boss that uses randomized attacks like the Heartless. As a general rule for a KeyBlade deck, make sure that you arrange them for maximum damage. CrabClaw, for example, has a B+ for the Combo Finish, so it would do best as the third part of the chain. Check the journal on each KeyBlade entry so that you can figure out which spot a KeyBlade would do best in. Also keep note that the Finish gets a boost so it's actually a level higher than what the Journal says (A finish with B is actually B+, a C+ level finish is actually a B, etc.) Also, take out cards with low values. Remember, even powerful cards can't do anything if they're Broken. I'd try to keep it a 7 or higher for each card. A deck made of Kingdom Key 9s will usually fare better than a deck full of Cloud 1s against bosses. If you want to use Fire or Blizzard, only use them for their respective Raid sleights. Thunder would do best as Thundaga if you want to use it. As a rule, Cloud should only be used as OmniSlash in my opinion, and TinkerBells should be used alone and put in the same spot as Cures should, at the end of the deck. Keep Cures with high values and Kingdom Key 0s at the end of your deck so that you only need to scroll two cards to the left to Break or heal whenever you need to. Items should be right before the Cures and 0s. Search Ghost is a decent enemy card. I would also look into Card Soldier too, as your KeyBlades aren't that fast. You may want to use Barrel Spider, as the shuffling time really hurts the flow of battle when using such a bulky deck. Hope that helped.
Good stuff, good stuff... lol'd the most at the introduction to all the Org members episode.
Get Aeros, go to the Destiny Islands and use a Bounty for Judgment, and then spam the Judgment Sleight. Riku doesn't have any weaknesses to abuse, unlike all the bosses after him, but be sure to use Parasite Cage on the annoying Incrementor effect. Put Cures and then 0s at the end of the deck, so you can just press R a couple of times to use them whenever you need them.
Reverse/Rebirth has some strategy to it, such as Stocking away cards on their own so you don't have to shuffle through terrible values throughout the whole battle, or taking advantage of specialized decks like the Olympus Coliseum one which is made for RetroGraded Dark Auras.
Take out all cards that can't Break a value of 7, and use those. Also, if you have a Calm Bounty card, use it so that you can get Fire Raid. Use Blizzard Raid too if you got it from Olympus Coliseum.
HP is worthless for Sora, and makes the game easier actually if you use Bounties and Moogle Shops. Without them, you would have a bit of a challenge, but not that much. For Riku, the difficulty goes up a bit, but only if you don't level up AP either. DP only makes the battles take forever.
Have you even actually used a Raid before? If you can find any KeyBlade chain that can take out Hades in 30 seconds, or Hook in a minute in a half, then I'll agree with you. And on the last boss, you kinda need a mix of Sleights and KeyBlades to reach a minute kill. Ultima Weapon too. All the rest that you could use are meh, other than the Divine Rose > OathKeeper > CrabClaw chain.
Rearrange your attack cards. One-Winged Angel has a * Combo Finish, for example, but the Strike and Thrusts for it are pretty bad, so you should put it as the third card of every chain. Check the Journal descriptions for more info on stats. Take out those magics, especially Thunder. You can keep the Blizzards and Aeros for their Raids though. Move Clouds before the Items. Find out what Enemy cards would work best for you. Search Ghost adds like 1 more HP damage than Dragon Maleficent would give, but that's only if you can spare the exp. Otherwise, Dragon Maleficent works fine.
This deck is for Heartless. And besides that, Sleights are still good for Bosses. Blizzard Raid/Fire Raid own a bunch of what most consider "hard" (Hades, Hook, Axel, etc.), OmniSlash is a nice and strong Neutral attack that hits just about any of them quite hard, and Judgment is easy to spam on the last few Bosses. KeyBlades are completely outclassed to be honest, with their only redeeming feature is that a modified Ultima Weapon deck can defeat the final boss in a minute.
Uh, you do realize that Sleights are better than KeyBlades right? And that Mega Flare can kill Heartless in maybe less than half the time it would take a bunch of KeyBlade chains?
WildFire ========== 1 Mushu -\ 1 Fire -- | Mega Flare 8 Fire --/ 1 Simba -------\ 1 Kingdom Key --| Shock Impact 8 Kingdom Key -/ 1 Mushu -\ 1 Fire -- |x4 8 Fire --/ 8 Kingdom Key --\ 1 Three Wishes --|x4 (Blitz) 1 Wishing Star -/ 1 Aero --------\ 1 Kingdom Key --| Judgment 8 Kingdom Key -/ 1 Elixir -\ 9 Cure ----| Elixir w/ Cura 9 Cure ---/ 9 Cure 9 Cure Red Nocturne x2 ------------------ CP Cost: 841 Strictly for Heartless. Everything should be Stocked, except for the last two Cure cards which is for healing whenever I need it. A battle should look like this: - Activate Enemy card - Spam Mega Flare - Use Blitz and Judgment - Heal and Reload w/Elixir Mega Flare w/Fire Boost kills everything as long as it doesn't get Absorbed, and the Defenders in Castle Oblivion survive by one hit point. The Blitz and Judgment Sleights take out the mentioned Heartless that will survive. The Shock Impact is so that I get another free and easy shot with Mega Flare. All Sleights are at a value of 10 because Heartless only have cards that can go up to a value of 9.
All sleights? But then you'll run out of cards. Which is why you use Items. I don't get why people resort to only Sleight Lock for deck saving when they can simply use a 0 Elixir and Air Pirate to get back their whole deck (except Enemy cards and Items). As of yet, the ultimate heartless killer (in general) is 5 Mega Flares with a Red Nocturne (this kills anything that doesn't absorb Fire, except the Castle Oblivion Defenders that survive by 1 HP), and then a whole bunch of Blitz or Judgment Sleights at the end to wipe the above mentioned heartless that survive. Cures/TinkerBells at the end so you just scroll two cards to the left to heal whenever you need it. Large Body is also a good option for heartless, seeing as a lot of them attack Physically. In general, bosses will fall down to either (Fire/Blizzard Boosted) Fire/Blizzard Raids, and Summon Boosted OmniSlashes. The final boss just needs a bunch of Ultima Weapons with a Boost from Hades. Judgment isn't bad either, and the Gargoyle card is funny as well as useful. Cures/TinkerBell and Kingdom Key 0s at the end of the deck for support against Sleights/healing. As for Link, one of my generally good decks is a PowerWilded Holy deck. Because Holy is expensive, so having the cheapest form of it and then turning it into a value-27 Sleight is awesome. Stop Raid does good here, although it's time stoppage is cut short compared to the ingame time. Again, Cures/TinkerBell and Kingdom Key 0s at the end of the deck for support against Sleights/healing.
Using Darkness =/= Turning into a Heartless.
Scroll to the left for your zeros, and then go into Dark Mode. Stock and use any Soul Eaters that are not a value of 9/0 (Stock an 8, go to the Reload Bar, L+R to waste it). Now that your deck is perfect, with only 9s and 0s, use Dragon Maleifcent. Spam the BBA combo, and then use 0s to break his Sleights.
But if KH3 went on the PS3, more people would start buying the PS3. People have complained about the DS and would rather have some of the DS games for the GBA, but people bought the DS anyway and played DS games.
Yay, new cards for Re:CoM. I think I might be the only Chain of Memories fan here though...
Backtrack right to the edge of the "rectangle" part of the map, and then head northeast until you can exit.
@ The_Darkness So what if Roxas didn't know that Sora could bring his KeyBlade back like that? Sora probably didn't know about tons of things Roxas could do. And Riku still does have the darkness. If Roxas didn't have the KeyBlades then Riku could win. You can't just take away attributes from a character. And jecht, the problem with "if he had moved fast enough" is that Roxas didn't move fast enough. He could've, but he didn't. He just doesn't have the reflexes. :(