Uploaded October 2024 | Updated September 2026, 2 days ago
Note: Most of the following was written BEFORE I actually won the fight to soothe my frustrations, hence the length. I could rewrite things, but I'm keeping it for posterity purposes =0p. Also string of losses here:
youtu.be/LVBUCbXzmmg
Sorry for the quality; I guess I forgot to re-encode at better quality with better editing. This'll have to do as a sample of the difficulties of the fight.
Hoo boy... this fight. I'm going to be frank. This fight is b***s*** unless you cheese. Muzet is b***s***. I hate this fight. Took me probably 1000+ tries; days... I lost count.
First her normals. She uses a number of them, and I could not see any pattern in which she uses them. Their range varies, but the one where its super long and the anti-air/aerial ones are the most annoying. Pretty much can stop me right in my tracks if I use Eagle's Rage. The one where she swings laterally can catch me too. So I can't always just double jump ER unless I can break her Iron Stance with the first 2 projectiles for free, like other bosses.
Then the Four.... When they materialize, they create an aura around themselves that will deal damage. If I'm not staggering Muzet right as she uses it, and I'm close, its game over.
- Efreet. She uses it at such a distance and the animation is long enough where I can just sidestep 3 times, Darting Claw, and be in range to use ER. It's materialization is above Muzet, so it'll only hit me if I'm in the air or am close. This is her most used counter if she's grounded and I'm attacking into her(usually with ER).
- Undine shoots a water jet in front of her. Easily dodged with a single sidestep. I usually sidestep, DC, jump forward, then ER against this move. She'll sometimes use this if I'm close and in the air. It materializes in front of Muzet, so I get killed by this sometimes if she uses this after she gets close with her normals, and I'm sidestepping.
- Sylph... I HATE this guy )=0[! Its materialization range is stupid, its hitboxes are stupid. Its why I constantly try to backstep as she approaches because you can't dodge it by just mashing sidestep; I have to preemptively backstep THEN sidestep. Its materialization is an instant slower than the others, but its animation is fast, so there isn't usually time to sidestep it properly and ER. I still try to sidestep, DC, and bank on ER's invulnerability on startup to bait a move from Muzet to open her up. She will sometimes use this after Elemental Hymn during OVL; that's an instant game over.
- Gnome is the easiest of the bunch. Pretty much only has a hitbox if you are really close to the ground. It doesn't have a large materialization field like the others. She mostly uses it during Overlimit though, and sometimes on wakeup counters and/or after-Emergency Warp counters. Free damage for me if I'm in the air close to her.
If I'm hovering in the air, or close to her, she will use them much more liberally. Otherwise, if I stay on the ground and quick step, she is more likely to only use normals at a distance, but getting close, she may use the Four.
Emergency Warp is what it is; I deal with it. I expect to proc it if I use Soulstoke Spin to stagger her. If she does, I jump toward her direction and ER, hopefully coming down with the IS-breaking last hit. She'll sometimes counter immediately after warping with no "warp" animation, that's a gg right there.
Shock Sphere is still annoying, but the current strat can deal with it. Comes out more liberally if I attack her superarmor when she recovers, or, move into its range with an arte.
Gravity Well. Being at "mid-distance" from Muzet makes sidestepping it consistent. Usually 4 steps, DC, then another sidestep to get behind her. GW field expands and can tag Leia's hurtbox using SsSpin. It's free damage when Muzet is in her counter-retreat phase, but dangerous if she's in her counter-attack phase; I try to time ER to avoid the latter scenario. She will also occasionally counter with this if she is countering on the ground, and I'm far enough from her.
Playlist: youtube.com/playlist?list=PLQmeMnoDpaH4ZHRdeuxhv_2V2s5oEAIDV
Modifications made:
None
Music: Final Fantasy XIII-2 - Eternal War
Note: Most of the following was written BEFORE I actually won the fight to soothe my frustrations, hence the length. I could rewrite things, but I'm keeping it for posterity purposes =0p. Also string of losses here:
youtu.be/LVBUCbXzmmg
Sorry for the quality; I guess I forgot to re-encode at better quality with better editing. This'll have to do as a sample of the difficulties of the fight.
Hoo boy... this fight. I'm going to be frank. This fight is b***s*** unless you cheese. Muzet is b***s***. I hate this fight. Took me probably 1000+ tries; days... I lost count.
First her normals. She uses a number of them, and I could not see any pattern in which she uses them. Their range varies, but the one where its super long and the anti-air/aerial ones are the most annoying. Pretty much can stop me right in my tracks if I use Eagle's Rage. The one where she swings laterally can catch me too. So I can't always just double jump ER unless I can break her Iron Stance with the first 2 projectiles for free, like other bosses.
Then the Four.... When they materialize, they create an aura around themselves that will deal damage. If I'm not staggering Muzet right as she uses it, and I'm close, its game over.
- Efreet. She uses it at such a distance and the animation is long enough where I can just sidestep 3 times, Darting Claw, and be in range to use ER. It's materialization is above Muzet, so it'll only hit me if I'm in the air or am close. This is her most used counter if she's grounded and I'm attacking into her(usually with ER).
- Undine shoots a water jet in front of her. Easily dodged with a single sidestep. I usually sidestep, DC, jump forward, then ER against this move. She'll sometimes use this if I'm close and in the air. It materializes in front of Muzet, so I get killed by this sometimes if she uses this after she gets close with her normals, and I'm sidestepping.
- Sylph... I HATE this guy )=0[! Its materialization range is stupid, its hitboxes are stupid. Its why I constantly try to backstep as she approaches because you can't dodge it by just mashing sidestep; I have to preemptively backstep THEN sidestep. Its materialization is an instant slower than the others, but its animation is fast, so there isn't usually time to sidestep it properly and ER. I still try to sidestep, DC, and bank on ER's invulnerability on startup to bait a move from Muzet to open her up. She will sometimes use this after Elemental Hymn during OVL; that's an instant game over.
- Gnome is the easiest of the bunch. Pretty much only has a hitbox if you are really close to the ground. It doesn't have a large materialization field like the others. She mostly uses it during Overlimit though, and sometimes on wakeup counters and/or after-Emergency Warp counters. Free damage for me if I'm in the air close to her.
If I'm hovering in the air, or close to her, she will use them much more liberally. Otherwise, if I stay on the ground and quick step, she is more likely to only use normals at a distance, but getting close, she may use the Four.
Emergency Warp is what it is; I deal with it. I expect to proc it if I use Soulstoke Spin to stagger her. If she does, I jump toward her direction and ER, hopefully coming down with the IS-breaking last hit. She'll sometimes counter immediately after warping with no "warp" animation, that's a gg right there.
Shock Sphere is still annoying, but the current strat can deal with it. Comes out more liberally if I attack her superarmor when she recovers, or, move into its range with an arte.
Gravity Well. Being at "mid-distance" from Muzet makes sidestepping it consistent. Usually 4 steps, DC, then another sidestep to get behind her. GW field expands and can tag Leia's hurtbox using SsSpin. It's free damage when Muzet is in her counter-retreat phase, but dangerous if she's in her counter-attack phase; I try to time ER to avoid the latter scenario. She will also occasionally counter with this if she is countering on the ground, and I'm far enough from her.
Playlist: youtube.com/playlist?list=PLQmeMnoDpaH4ZHRdeuxhv_2V2s5oEAIDV
Modifications made:
None
Music: Final Fantasy XIII-2 - Eternal War






![Tales of Graces ƒ: Duels - Hubert/Sophie [Pascal]
Other interesting solos =03:
► Asbel (Magnus Blade) - https://www.youtube.com/playlist?list...
► Sophie (Crystal Spire) - https://www.youtube.com/playlist?list...
► Hubert (TheTalesFan) - https://www.youtube.com/playlist?list...
► Cheria (Muctales) - https://www.youtube.com/playlist?list...
► Richard (Dynamus21) - https://www.youtube.com/playlist?list...
Never officially did this, and its the only thing not done on the playlist. Still hail these two battles as my most favorite in the game, so it was a treat to get back to it for a moment after playing a...less stellar version of this system *coughcoughZestiriacough* =03. My quick-steps werent 100% sharp like before, but it was still pretty fun.
Malik and Pascal will come later, but they arent nearly as fun to play and definitely not to watch, esp Pascal, whom the AI cant use for crap. Tales of Graces ƒ: Duels - Hubert/Sophie [Pascal]](https://i.ytimg.com/vi/9-5vFRAj4-E/mqdefault.jpg)
![Tales of Berseria - Guardian [Rokurou]
2x Enemy Lv/HP/Atk/A.Atk/Def/A.Def/Focus
Enemy Movement Speed = 660(same as Velvet) if less than 660
Enemy Attack-Wait Time = 0
100% Enemy Status Effect Efficacy
Quickstep Distance = 1.3x normal(same as Zestirias Longer Step)(works for enemies too)
Chaos Mode
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Uploaded/description made on: Sept 17 2017
Guardian has really high Def and low A.Def, so Hidden Artes work to damage him well here. He has Iron Stance at the beginning of most of his attacks, so striking at the end of his attacks or when he casts is the best opportunity to start a combo. His attacks are easily telegraphed and his magic is easy to avoid, though Grave can be a bit of a problem if youre caught unaware.
Hes weak to Fiend and Armored. Hurricane Thrust, Mirage Dance, and Armor Crusher are the go-to artes to get a CHAIN going. Then its simply using the Form(Hidden) artes to do some good damage.
This take was a bit different than the combos I expected to do. During the first Form 2 into V. Stance(which is intentionally meant to break the combo so he can attack), I broke his iron stance twice(once with VP, again with HT). He also got pushed back pretty far from the Form 2 mine, which is very unusual considering his weight class, and since he practically always just iron stanced the VP(which would have flowed into another combo I had prepared just for that). After the iron stance break, kinda just freestyled it, which is why the combo variation is low. Still decided to keep it due to how perfect the fight proceeded.
I notice the over-reliance on Form 6. Gonna have to skip using that one in the next fight if Roku gets another turn =01...
Other Berseria Runs:
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Better Velvet(Passaro) - https://www.youtube.com/watch?v=jXrODXK_RzM
Better Rokurou(Magnus Zero) - https://www.youtube.com/playlist?list=PL8yX4L5Y6ebgJfj26N_OQYt9NnRBKD-uM
Better Eizen(MrVesperia101) - https://www.youtube.com/playlist?list=PLqVacLwAWTGBsfs9e-RBttq9ecPD0UMSF
The ONLY(?) Laphicet(Viktor Forslund) - https://www.youtube.com/playlist?list=PLxtGdawJWgl_Rc0AMiSrDQZuialFW7Dco
♫- Gill Concept theme by jelehu(YT)
♪ - SLAYER TYPE-2 - TOUKIDEN Age of Demons [2016] by Rukunetsu(YT) Tales of Berseria - Guardian [Rokurou]](https://i.ytimg.com/vi/9577ty5UvtA/mqdefault.jpg)
![Tales of Graces ƒ- The Returners [Pascal solo]
★Chaos Mode
★No dmg/crit Grade shop options
➠ 0:00 - EX Boss: Bryce 2.0
➠ 0:53 - ZC Boss 2: Cedric 2.0
➠ 3:19 - ZC Boss 5: Emeraude 2.0
Other interesting solos =03:
► Asbel (Magnus Blade) - https://www.youtube.com/playlist?list=PL8yX4L5Y6ebhUa49Co8Ox2GvBobutUVbc
► Sophie (Crystal Spire) - https://www.youtube.com/playlist?list=PLhVgApVO4ulhfXpQKko59qi87PMOHLCFR
► Hubert (TheTalesFan) - https://www.youtube.com/playlist?list=PL-8r9z6HwxzOVSi_s36q3zKWjZezxQ4Gj
► Cheria (Muctales) - https://www.youtube.com/playlist?list=PL0MOKrauw5HMUCBjXl7gWDd5SPjh8wz6z
► Richard (Dynamus21) - https://www.youtube.com/playlist?list=PL5C266F4C3EE7155C
Bryce.... his slashes are so random, its nigh impossible to discern which way to properly dodge, so I dont even play around with him. He can still kill me if he gets close, but I evaded him, blocked him, or simply AI failure at his every opportunity, so you really dont get to see what he can do. Letting him do so would be too annoying to stand, so, as expected, another combo video....
Cedric and Emeraude are exactly the same as their previous incarnations, except Cedric comes with all of his moves out of the gate, so it was more entertaining to fight him than I expected. Still, its Cedric =01. Eme was rather sloppy too, but I hyped myself up thinking that, after playing Cedric, Eme would do the same; come out the gate with the group energy balls, Nova Lightning, Whirlwind, etc, but nope, just same ol Emeraude. So I just got the first successful take(2nd try) and ran with it.
Havent forgotten about FQ either. Ive only succeeded beating her the cheap way so far, unintentionally, but dunno if I feel like going back to her at the moment. Tales of Graces ƒ- The Returners [Pascal solo]](https://i.ytimg.com/vi/9RrLPNpITjU/mqdefault.jpg)

![Tales of Symphonia 2 ~ Dawn of the New World : Windmaster Prime - Lloyd solo
Unknown, 10x Exp, 2x dmg
Lloyd able to level normally; Lloyds lv equal to/less than boss level
Richter[dagoldenclip] - http://tinyurl.com/Project-Richter
Lloyd No Damage[Kevassa] - https://www.youtube.com/playlist?list=PL9MdMvrM1OgWFmD8RZ35iPDeJNUggR4M-
Music: Birocratic - garoto
Download/purchase at http://birocratic.bandcamp.com/
Textures/chars files: http://www.mediafire.com/download/t6rqsjru3t5wuo1/SD+card+root+ToSR.rar
So many hacks its ridiculous =01. Even with practically halving cast time for all non-Marta spells, and staying under the bosss level, it aint got anything on Lloyd.
2 more days til Zesty =03
changes implemented
-normals are easier to link; speed slightly increased; 2-hit normal pulls in on first hit; Up-normal animation+hit detection changed
-slight increase in recovery time between attacks(i.e. the time after your last attack before you can attack again)(all normals/artes); prevents DDfng infinite
-can use normals after artes(using artes count as +1 in normal combo count)
-some artes usable in air(TB, TR, Tempest, BT, RF, RP)(appropriate skills necessary)
-SR:Alp last hit vertical knockback increased; cancellable before last hit; can link aerial artes after last hit if in air
-Tempest/BT first hit vertical knockback increased(can carry some enemies with you)
-Adjusted cancellable arte time for all attacks
-R.Beast first it pulls in on first 2 hits
-All lv 2 artes(orig Symphonia) downgraded to base artes(TR, SR:A, DDF, Beast) Tales of Symphonia 2 ~ Dawn of the New World : Windmaster Prime - Lloyd solo](https://i.ytimg.com/vi/AZmYqV6UIFo/mqdefault.jpg)