FFVI LLNSNI - Final Showdown with Kefka

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Most difficult (meaning both most luck-reliant and hardest in execution) battle of the challenge.

You'd think Kefka wouldn't be so hard since he's alone and his AI includes brief periods of time where he does absolutely nothing. However, it is those moments (or actually, what follows after) that makes the fight really hard.

I *could* make it really easy. There wasn't a rule when I began the challenge that wouldn't allow me to use Ultima, Reraise or Quick. The latter two would've made this battle easy, either of them alone would, really. But I knew that it was possible theoretically and wanted to see the idea fulfilled in practice. This resulted in an impressive amount of repeated attempts that failed at some point and a lot of sweat. In my own terms, this made the challenge fun.

In the beginning, Kefka's not too hot. A Firaga spell will kill Mog since he's the only one without fire protection (the girls have Minerva and Shadow resists everything with Pali Shield), but everything else will be blocked by Shadow with his Knight's Code and 128 physical Evade.

Trine is annoying when it is used. It sets darkness and silence on everybody. Silence means no reviving (because items are banned). It also means we can't execute a full-party jump by summoning. Trine is why we have a Ribbon on Terra, and it's Trine that is to blame for us having only one character with Dragonboots.

Really, Mog needs both relic slots occupied to be an offensive powerhouse. Shadow is the same, but for being the party's idle defender from physical moves of all kinds. Terra gets Ribbon and Celestriad. Sure, Dragonboots could replace the Celestriad, but remember Tier 3? The ending with the Meteor spam? Yeah, it wouldn't be so possible without the ability to cast magic pretty much infinitely.

So, once Kefka reaches 32K HP, he'll start countering things with physicals and Hyperdrive. Hyperdrive will kill whomever it hits. There's also a 33% chance Kefka won't counter. So, in 66% cases, his counter won't harm us (Shadow takes care of physicals). After NOT risking and still failing hard, I decided to go all out and ignore the dangers of Kefka counters.

On his first turn during this phase, Kefka will charge Forsaken. Unblockable etc., you get the idea. Whoever isn't in the air / in Reraise status will die. We use Quetzalli to jump over it. This can only be done once, but he'll charge another one eventually (unless Fixed Dice really tears shit up).

What happens in that case, what do we do? We can have Celes jump, hope that she survives Kefka's next attacks (w/o Shadow's help obviously) and isn't silenced by Trine, and have her summon Phoenix to revive everybody. I've done this before and still lost.

Once Kefka reaches 10K HP, Hyperdrive counters become Ultima counters. No specials = no Runic = death to everybody. Still worth risking with Fixed Dice though, I mean, how else can we win this monster of a battle? He'll also use Meteor on every damn turn in this phase. Unless jumped over, this leads to death.

Regardless of how you look at it, there's only one way to win the battle. Fixed Dice has to hit for a lot of damage and go crazy in the second half of the battle.

I've failed this so many times it's not funny, and I was especially shocked how often I messed up the timing for jumping over Forsaken. I don't remember it being that complicated.

Well, the part of the game needed to complete it is finished, and I'm pretty damn satisfied. I'll begin the optional stuff some time later, when I feel like it.







Tags:
llnsni
final
fantasy
vi
ff6
ffvi
kefka
boss
battle
llg
low
level
game
challenge
no
specials
and
items
limited
magic



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