Wasp (SF2)



Wasp is the fourth demon boss in Shadow Fight 2. She is a strong female that is not aggressive like the other demons, and only goes into combat if forced to. She doesn't have the seal when first met, but Sly does and he offers you the seal if you defeat Wasp in a fight.

Basic Information
She wields a naginata, which is a unique class of spear-type weapon. Wasp uses both magic and shurikens to beat you. Once you defeat her, Sly will give you the purple seal.

Background Information
Wasp is an admiral that commands a fleet of water craft. She has five main crew members, each owning their own ship. These five crew members serve as her bodyguards.

Boss Abilities
Like the other five demons in Shadow Fight 2, Wasp has a special boss ability as well as a perk.

Ability: Flying

Perk: Damage recoil

When she is defeated on the first occasion, she loses her fleet to Sly (formerly known as Johnny). She then states that "everything is lost".

Magic Attacks

 * Lightning Arrow
 * Dark Implosion

Guide
{{Guide|:Provided by BaconMan1234

This is a guide for defeating Wasp, the fourth demon boss in Shadow Fight 2.

Intro
Wasp is one of the most difficult bosses, if not the most difficult boss in the game. Although she can be made easier with the right equipment, she uses sophisticated techniques and attacks that can catch even the most well-armed fighter off guard. Luckily, one of the best weapons in the game is unlocked prior to the boss fight: the Kusarigama.

Background Information
Wasp wields a Naginata, a weapon you may be familiar with if you had defeated Hawk in Act II. It functions as one of the yari class weapons, though has some alterations to its moveset. She uses the Lightning Arrow and Dark Implosion spells.

Necessary Equipment
Although the following gear is not necessarily essential for defeating Wasp, it will certainly make the fight easier:
 * Kusarigama - Upgrade 3
 * Crown of Night - Upgrade 2
 * Mantle of Night - Upgrade 2
 * Needles - Upgrade 2
 * Dark Blast - Upgrade 2

Fighting Wasp
Wasp has a few techniques that can be detrimental to your success in the fight. For example, she often pretends to throw ranged weapons; she performs the action, yet does not release any weapons. This can cause you to react by rolling or jumping - making you vulnerable. To counter this, it is best to disrupt every throwing action with magic, sweeps/high kicks or ranged weapons - or, at long distance, rolling (as you are far enough to be safe from melee attacks).

The Kusarigama is a devastating weapon. It has extremely far reach, and is easy to use. There are a few moves that are appropriate for this type of battle: The techniques listed deal the most possible damage of all the attacks.
 * Kusarigama Slash (Punch)
 * Kusarigama Strong Slash (Forward + Punch)
 * Kusarigama Low Slash (Down + Punch)
 * Kusarigama Super Slash (Forward + Punch + Punch)
 * Kusarigama Double Slash (Punch + Punch)
 * Sweeps (Down + Kick + Kick)

A good way to use the Kusarigama is to wait until Wasp is vulnerable, then performing a single-hit attack (i.e. Kusarigama Strong Slash/ Kusarigama Slash) because these attacks are extremely accurate and seem to hit the head more often than any other kind of attack.

However, at medium range, the Kusarigama Super Slash is the best move of choice for when Wasp is vulnerable, because this move will often guarantee at least two successful hits.

General Tips
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 * At point-blank range, when Wasp throws/pretends to throw a ranged weapon, quadruple sweeps (performing two instances of double sweeps, one to knock the enemy down, the other to head-hit the enemy) or high kicks (up + kick) are the best choices for disrupting ranged throws. The high-kick is almost guaranteed to score a head hit.
 * Try using as many techniques as possible to charge up the "mode meter" (e.g. BRUTAL, AGGRESSIVE). The higher the mode meter, the faster your character will move.