Shadow Hearts 3 stuff. A good refresher for me in any case. Not as many bosses but some other forced fights worth mentioning.
Dark OnePreparation: 0/10 - What menu?
Complexity: 2/10 - Not much to learn in this fight really. Good starting point to try and read enemy stock though the game helps out with this too.
Adaptation: 2/10 - There's a minor variation depending on how many strikes you get, but it just alters when you execute the Double
Risk: 3/10 - While unlikely, you can die if you mistime too many rings. But even hitting standard rings and not strikes, you're good. So you pretty much have to be half asleep or make a really fatal error.
Execution: 6/10 - The fastest way to win his is a 3 round and involves hitting all strikes. If you miss a strike, then you're likely to end up with a 4 round. 5 round if you miss too many strikes.
Overall3/10 - About the same start as VP2; more execution oriented, but less alternatives basically. Strike zones aren't as pronounced yet but they will very soon. Enjoy this moment of the game letting you play sloppy.
IgnoriakPreparation: 2/10. Slap a Heal Stellar onto Natan or Johnny. That's about it.
Complexity: 5/10. You need to be able to learn what can combo into what here and knowing when to heal does become important since dying impacts Stock negatively.
Adaptation: 8/10. There are different scenarios depending on how much Stock you spent in previous battles. Also, depending on how the boss targeting goes and how many strikes you get, you want to start your combo off different. To further add to this, you can't deal too much damage, otherwise, you will kill before the combo ends.
Risk: 6/10. You want Johnny/Shania/Frank alive for this fight at least. You need all 4 characters anyway for the ideal finish so that isn't too demanding. He does do a lot of damage though and getting unlucky can cause issues since your revival is limited.
Execution: 8/10. Hitting all strikes helps immensely as your combo needs to not only do 20+ hits, but you also need to kill him with it. Otherwise, you will take a massive counter and probably lose 2+ people.
Overall6.5/10. We're only the second fight in and the game is showing no mercy already. The ideal finish is to kill Ignoriak with a 20 hit combo that ends on Frank's Ninja Star. This combo deals between 220-250 damage so being able to estimate from the displayed HP bar is important too. The major problem is that the combo's damage fluctuates based on how many strikes you get. So you have to ask yourself: How confident am I at hitting all the strike zones here? As you will see, many of the fights following ask this question. The entire run is basically a giant game of chicken. This fight gets added complexity too depending on how much stock you have before entering the fight AND you want to end the fight off with Shania have about 50% of stock remaining. Talk about demanding!
TatanakaPreparation: 5/10. Presetting a lot of equipment onto Frank/Natan and Shania. Shania needs both the Leather Cap and Leather Belt but you also equip all the new weapons on everyone else. The Schofield II you hopefully got from Ignoriak to save some money. Set Shania to have 4 attacks because it is important in this battle.
Complexity: 7/10. It's set to drain your stock if you have at least a full bar, so you ideally don't enter this fight at 100%. Past that, you will learn to love the Defend command here because of the massive damage reduction and quick recharge time.
Adaptation: 8/10. There are basically 8 different ways this fight can play out (Shania having 0-50% stock, 50-100% stock, 100-150% stock and 200% stock - and whether or not she goes first or second in each case). Stock generation is also effected based on damage you deal so you need to be able to adapt if you don't generate enough metre as estimated.
Risk: 8/10 - Miss hitting a Double? You are probably dead. Have less than 50 HP when it Doubles and not defending? You are probably dead. Have less than 39 HP on a normal turn? You may die if you take a crit.
Execution: 8/10 - You need about an 80% strike rate in this fight in order to win. Miss too many strikes? You are probably dead
Overall7.5/10. I pity anyway learning this game and not being ready for it because this fight is during the easy part of the game and it is still ridiculous. You need an 80% strike rate or Shania will run out of Sanity. Then you need to be able to manage stock well enough so that you hopefully get doubles on turns where he is about to double. Missing a ring here will kill you because he's highly damaging. Also, sometimes he will crit you and you will just die because the amount of HP you have in between doubles is set so that you can tank one attack only usually. If you miss too many strikes you have to improvise, which means changing Shania back to a human and then working from there. Very nasty overall.
Capone's Elite GangstersPreparation: 3/10 - Small menu involving a shop. Soul Charge Tatanaka to Level 2
Complexity: 5/10 - The guys with red shirts are weak to fire and the ones with green shirts are weak to earth. Sometimes you can't really see them though. Also, this fight teaches you a lot about positioning and trying to get optimal firing angles as well as recharge times. Those gangsters are fast!
Adaptation: 9/10 - The positions are random, starting turn order is random and the ring status they inflict is random (but really suck!). This is essentially a random battle of sorts but tends to be harder because they have a lot of HP, the status can be crippling and you can lose a lot of time from them. Doing this quickly really tests you into knowing how to get as many targets as possible and working around recharge times.
Risk: 4/10 - I've never actually died, but its quite possible if you are too sloppy. Johnny and Shania need to live here but that's not too difficult.
Execution: 4/10 - You can set technical rings on Johnny and Natan but they're not too important right now. Hitting strikes will speed this up, but really, the positioning, turn order and opening stock matter more.
Overall:
5/10. Finally, something easier. This is also more of a random battle feel than a boss feel though. It's a tricky fight, but not so much as a difficult one which can kill you. Still needs practice though.
RonweiPreparation: 5/10 - Minor menuing involving Stellars. Stellars are the hardest parts of any menu btw since they are unintuitive. Technical rings on Johnny and Mao. Rage stellar on Johnny. Spikes on Shania
Complexity: 5/10 - Ronwei is set to focus on the people who have stock to drain it. If Shania has the Spikes equipped and 1 stock level, he will basically spend the entire fight targeting her, making him predictable and easier to handle
Adaptation: 4/10 - See above. Still some variation based on opening stocks but...
Risk: 4/10 - You probably can die - I've never seen it though
Execution: 6/10 - A case where hitting strikes speeds up the fight but isn't so critical that you will die if you miss too many.
Overall 5/10. Similar to the last fight, this is tricky but not really difficult. You start using technical rings at this point so the demand in execution starts becoming more important. This fight is also relatively predictable due to his AI algorithm. Enjoy it while it lasts because the next few fights are not going to be as simple.
ProcyonPreparation: 8/10 - STELLARS! More of it here. Johnny and Hilda switch charts while Mao takes Aries. Then you move spells around such that Johnny has Entrance, Hilda has Raise and Johnny has Red Nova. In addition you modify the MP cost on the Entrance node. Then you put on new equipment, swap Hilda to a technical ring and put the Bhodi bracelet on Johnny.
Complexity: 5/10 - The general rules of the fight are not too difficult to learn. He's immune to physicals so you stick to mostly spells and avoid Doubles at all cost since there's where he gets the AoE. AND it paralyzes
Adaptation: 8/10 - This fight can be very random outside of the standard factors. He tends to focus on one person until dead so you can try to take advantage of that, but it isn't guaranteed. There's a lot of on the spot thinking because the general plan aside, it can be difficult to determine what the best move is at times.
Risk: 8/10 - The first fight of the game where dying is truly a concern. Avoid getting caught by Doubles at all cost!
Execution: 8/10 - This is one of the fights that while you can win by never hitting a strike zone, you REALLY want to hit it all the time. It goes down in 2 turns if you get the Strike on Entrance and Thorn Whip. If you don't, it can take a lot longer and you have more and more variables to juggle (Johnny and Hilda's MP, Johnny's SP, Stock on everyone ofc..)
Overall8/10. This fight sucks and requires a lot of practice. There's no predictable pattern and he will face wreck you if he starts getting doubles. You need to be able to drop him quickly or he will make you regret it. This is the first boss to really do this.
La SirenePreparation: 5/10 - Menu involving equipping a new belt on Shania, Poison 1 on Added Effect and the most important: using the Seal of Power and Vitality at some point before the boss fight in a random battle.
Complexity: 4/10 - It has a limited number of moves and unlike Tatanaka, this fight is less demanding.
Adaptation: 6/10 - Stock levels matters as well as opening turns. Past that, depends on whether or not you land Poison. Fight can be close at times, so you also need to know what the safe HP threshold mark is and plan around it if you can't end in a Defend.
Risk: 6/10. You can certainly die to this fight, although the primary reason is less to do with the boss outplaying you. The main issue is your item management and how many Thera Seeds you have left in the tank.
Execution: 5/10 - Standard fare. Don't drop critical rings. However, it's not necessary to land a single strike here, so less demanding again.
Overall5/10. A fight you can lose to if you get reckless or forget to keep an eye on your item stock. It's not too bad otherwise. Thankfully, because we have enough fights that do suck coming up.
McMagnus Gangster seriesPreparation: 8/10. More Stellar charts. This is the most complex menu because you have a menu before Ricardo and then another menu after. The menus are different but they both involve moving Stellars around, so it's a pain. Also restocking on items and guessing how many of each you may need.
Complexity: 5/10. The fights are overall not too bad to understand. You use Bright Rage and Hail Dust for the fights and you need to take pictures. However...
Adaptation: 8/10. Where you take the pictures is another story. You have to do it when you're "safe" and this can be hard to gauge since sometimes this can be a case of having 3 enemies left (if they are grouped together) or when there is only one. Also, the formations are different every time and it has a huge impact on what you do. Opening turn orders and stock matters too since that dictates the degree of execution you may need on attacking.
Risk: 7/10 before Ricardo. Believe it or not, these fights are legit risks. Mao is stuck with old armor due to money so she dies rather quickly, as do Johnny and Hilda. You really have to take out the groups quickly and avoid situations where they have stock like the plague or they will just combo you to death. 5/10 after. Ricardo having better armor makes a huge deal. He is also only 3HKO'd and you have more levels by then on both Johnny/Shania/Hilda.
Execution: 6/10. Varies on formation and turn order. In some cases, hitting a strike is critical. In other cases, you can circumvent the need for a strike with an Entrance or a Surge but this depends entirely on your confidence (more game of Chicken). Overall feel is that its about a 6 - you will want Strikes more often than not in any case.
Overall 6.5/10. A nasty set of fights all things considered. It's harder than the one before hand because you can quite reasonably die and recovering is sometimes difficult. There's a larger demand on Strikes too since for example, a strike Bright Rage kills the skinny gangsters from a Johnny but a regular one won't.
Malice EdnaPreparation: 5/10 - Ricardo goes on offense this one time because Malice Edna simply has too much HP. You also use Arc Surge so get that Wolf Statue to the next level. While you're at it, charge Thunderbird's stats too. Slap SP Atk down on Shania too if you want.
Complexity: 5/10 - She's all magic so that's why you just do Arc Barrier/SP Atk Down. Also, she has a limit with Surge.
Adaptation: 8/10 - You're on your own outside of the general plan cause whether or not you have stock depends on how well the gangster fights went. Then there's a question of what Malice Edna opens with. Mental breakdown is fine later but awful early. You need to squeeze turns for Shania to drop Arc Surge at some point and Ricardo to drop Arc Barrier as well.
Risk: 5/10 - She's more docile - I've never seen her use a Double even when she has 1 stock. Still, can be dangerous if you let the fight prolong just due to juggling needed resources.
Execution: 8/10 - A fight where you want to hit the Strike Entrance and the Strike on your Fire spells consistently. This considerably speeds up the fight.
Overall5/10 for just normal wins. Again, her being docile helps. Having Arc barrier and Sp Atk Down can completely neuter her to boot (lol 16 damage to Johnny?), although the latter is rather luck dependent.
7/10 for fast finishes. The extra 2 points is all on hitting the strikes on Red Nova and Red Bounce. You have to squeeze the occasional Arc Cure here and there but for the most part, it's more execution based, but not as punishing if you don't succeed.
Jeb NegiasPreparation: 5/10. There's some minor stellar stuff, but the important thing is to stick Evil Shade on Hilda. Poison on Shania is highly recommended.
Complexity: 3/10. Not much to really learn.
Adaptation: 5/10. Averaging the scores of 3 and 7. It's a 3 if you get Deadly Poison because he will kill himself for you and is the fastest way possible to win but the chances aren't too great. 7 otherwise since you need to squeeze in turns between healing to casting Entrance/Surge on Hilda and trying to hit Strike zones to down him quickly.
Risk: 6/10. Standard effect with the added boost of him stalling you to death from resources.
Execution: 7/10. A case of Malice Edna more or less, made a little easier due to Poison.
Overall6/10. Poison saves the day and is super cool here. There's an option to actually Gale Shania so she can attack more for more chances at landing it. Otherwise, it's standard affair here - avoid doubles, entrance Hilda, blow up the world.
End of North America arc, time for South America. South America is where all the fights gets ridiculous.
KefurePreparation: 7/10. More stellar shuffling since you put Mao back in and you need to shift some stuff around IIRC.
Complexity: 3/10. Pretty simple in the optimal case. He prefers casting Gale and Poisonx2 as his opening actions. Despite that sounding like giving you many openings, the recharge time means he gets to do this in like 2 turns. But that is still 2 turns wasted.
Adaptation: 5/10. If the fight goes on for more than 4 rounds, you are probably dead. Thankfully, 4 turns is quite a few opportunities for Hilda to kill him
Risk: 8/10. Don't drop rings. Execute or die pretty much but this time, you have to do it with a technical ring while it is invisible...
Execution: 9/10. Hit strikes or probably get faced wrecked. Also, if you miss a ring completely, you are in deep.
Overall7.5/10. RICHARD approved boss that aims to POIZN you. Optimally, you Entrance Hilda, combo to her twice and hit strikes on everything to 2HKO. If you get a chance to Surge, you can miss the Strike on one Entrance Thorn Whip combo. If you fail to kill him after 3 rounds, it's pretty dangerous and coming back from this is usually not possible due to Gale and needing to juggle around poison too. If its past 4 rounds, you are probably dead since he would have gotten so many actions and doubles, there's very little chance to survive. You could potentially win, but it will still be with Hilda only so its a hollow victory as it requires you to make up the experience afterwards.
Killer and DadorosPreparation: 7/10. More stellars. Boost Ice effectiveness on Virgo and slap Poison 2 on Shania while Poison 1 goes on Ricardo.
Complexity: 7/10. The introduction of buff counters as well as for the first time in awhile, 2 boss targets. Also, they can combo into each other so you start learning the important of reviving people who are spread out vs. just those who can get a turn sooner.
Adaptation: 8/10. Each time you buff, there is a 1/6 chance for Arc Rage to occur and Arc Rage will wreck you almost instantly. There's also the question of stock values because this fight can be simple if you actually have stock. Chances are though you won't since the dungeon's enemies love draining it.
Risk: 10/10. I wager this is probably the scariest fight in the game. It's over within the first 3 rounds more or less. You either take out Killer within that time or he proceeds to combo with Dadoros and does overkill damage to 3/4s of your party. You also pretty much instantly lose if you see an Arc Rage and Hilda dies before getting to act. Stock is super important here since you can combo to Hilda and get the extra turns you need to win.
Execution: 9/10. If you hit the Strike on an Entranced Hail Dust, Killer dies to the next Shania attack or next regular Hail Dust. Easy 2HKO. However, this is again, hitting the strikes perfectly on an invisible ring. If you miss, you still 2HKO, but Shania won't help you so Hilda has to survive another round and well, see above regarding the risks in this fight. You have to adapt to it, but its possible.
Overall 9.5/10. This is a nasty fight. Note that it may be possible to recover if he does a Double Combo and ends up only killing 1 person. In this case, there is enough associated lag that you can recover from it. It's still very dangerous to let Killer live for more than a few rounds so even though Dadoros is a more tempting target with his turn cheating and buff counters, Killer should probably go down first. I haven't touched much on Dadoros but he's a weenie by himself. Susceptible to Poison and you can also Entrance Hilda with Red Bounce to promote a faster kill here too.
DelgetPreparation: 3/10. Gale Blast on Hilda as well and Petrification blockers on everyone.
Complexity: 5/10. Oh hey, Energy Charge! He's mostly about high ST physical damage. And ST is meh.
Adaptation: 5/10. Some more on the fly fun, but for the most part, it's all within the general game plan.
Risk: 5/10. The main issue is making sure everyone is alive by the end. I haven't personally died to this fight because it's so ST oriented and he's not a Wild ARMS 4 boss so uh...
Execution: 7/10. You're still dealing with Invisible technical rings. This fight is less punishing if you miss, but really want to hit the strikes anyway for faster battles.
Overall6/10. A bit of a breather after Killer. Not bad, but it isn't a free fight obviously. Mostly ST helps in reducing how dangerous he is, but the need to still hit strikes for the fastest time means that you can't get sloppy really.
Killer (2nd)Preparation: 9.5/10. The longest menu and has Stellars in it. Also, you need to juggle stock the entire way through the dungeon, so yeah, the prep work here is actually quite demanding.
Complexity: 7/10. He has a trigger point for Gale which you want to take advantage of due it lag time after casting it. Also, learning that he's somewhat patternized in his behavior helps a little.
Adaptation: 8/10. Opening turn order and Stock levels are heavily emphasized here. Optimally, Johnny has 200% stock, but that's not likely. Past that, if you don't get a quick kill, you're pretty much on your own, and most of the time, you'll be scrambling like rats to recover only to get 1 other shot to kill.
Risk: 10/10. Very very high chances to lose. You're even supposed to equip 2 Replacement men here if you have the funds. That's how dangerous this is.
Execution: 9.5/10. You OHKO him if you get the Perfect on the rings. If you miss even one, you will only 2HKO, although depending on how injured he is, it alters the follow up and lets you possibly kill him with Shania vs. Hilda.
Overall9.5/10. The fight itself is a little easier than Killer the first time. However, the difficulty is the same due to the prep work in managing stock levels before the fight. You really want to OHKO him because this fight is equally deadly as the first. Just now you have Replacement Men but they will disappear after one use so it's not like its a free pass. The fact that he has Red Gravity is what really pushes this over though because being stuck at 0 Stock in this fight is just miserable. You can't keep up with his damage at all, so you're best bet is to just one shot him. And you can! If you get the strike on Entrance, Surge and Hail Dust. Oh and invisible technical rings but you knew this already.