Temple of the Two-Headed Serpent

Ara and Laby players will travel with Gaia to the Temple of the Two-Headed Serpent, where they will face off against him in a one-on-one duel. This is a simple and fair battle taking place in a flat arena, with plenty of room to recover from lesser mistakes.

Basic Mechanics

The Temple of the Two-Headed Serpent can only be played alone. As such, keep in mind that there is no queue buff available to boost your stats.

In addition to the shared Master Road boss traits, Gaia is susceptible to hitstun whenever he is not attacking, even during his second phase in Hell mode.

However, to compensate for this, Gaia is given a MP bar. His MP fills whenever he gets hit, and also slowly regenerates over time. Gaia is allowed to exit hitstun to perform a specific attack whenever his MP is full. (He cannot prematurely end his own attacks with this mechanic.) Gaia also recovers from hitstun very quickly - combos that don't link to one another swiftly will usually result in Gaia getting out and attempting a counterattack.

Gaia provides one of the fairest and easiest fights in Master Road, but also seems to have slightly lower drop rates of items like Marks of Acknowledgment than later, tougher Master Road fights. Keep this fact in mind when choosing where to grind.

Attacks

Mystique - Gaia will charge up energy, then fire a slow-moving projectile forwards.

Uppercut Chain - Combo - Gaia will quickly rush forward and attempt to uppercut the player. If he connects with the hit, he will perform a three hit aerial combo afterwards, the last hit of which will put all player skills on cooldown for 5 seconds.

Uppercut Chain - Mystique - Gaia will attempt to uppercut the player. In this variant, however, if Gaia connects with his uppercut, he will follow up with a Mystique projectile.

Gaia jumps backwards

Backstep - Gaia possesses the ability to jump back a short distance in super armor. He often does this when a short distance away from the player, or when breaking out of an insecure combo. After the backstep, Gaia may choose to take no action, attempt an uppercut chain, or use Mystique.

Power Dive - Gaia will quickly jump up high into the air, knocking players away if they're nearby. An area on the ground will be marked shortly before Gaia crashes down there. His impact creates a shockwave along the ground that must be jumped over.

Gaia stands in a counter stance, guarding with his gauntlets

Counter Stance - if Gaia's MP is full and he is outside of an attack animation, Gaia will enter this counter stance with high priority and consume his MP bar. If an attack hits Gaia in the front while he's in this stance, he will teleport to the player and attempt to deliver a blow with a significant black hole effect active. Getting hit by this attack will deal high damage, force all equipped consumables onto 15 second cooldowns, and place all your skills on cooldown.

Shattered Earth - Gaia will leap backwards a massive distance, usually to the wall. Gaia will then send a massive earth wave across the entire arena. This move does not hit the area directly in front of Gaia, so players must run straight to Gaia to avoid this move.

Gaia stretches and comments to the player

Taunt - only once, Gaia may pause and comment about how the player is better than expected, or how he needs to try harder, in super armor. While this move does not involve any actual threat to the player, Gaia gains substantial defenses while performing it, which is potentially disruptive if you're using a special active at the time.

Earth Eruption - Gaia's skill cut-in will appear, and Gaia will state "This might hurt!". Afterwards, he will summon three earth mounds on each side of him, then detonate the area.

A giant green hand and boulders float over the arena

Guardian's Judgment - this is Gaia's ultimate attack, only encountered in phase 2 of Hell mode. He will perform this attack with priority over all other moves (including his counter stance). Gaia will become invulnerable and jump to the center of the arena. Gaia will then gradually summon eight rocks to 9 possible positions. A couple seconds after the eight rocks are in place, they will slam down, instantly killing you if you aren't in the position where there is no rock. Gaia will enter a fatigue state after this.

Strategies and Notes

Given Gaia's nimble nature and demanding hitstun recovery speed, you'll need to make the most of what opportunities you can find to punish Gaia's attacks. Take advantage of the times Gaia stands idle to get some free combos in, but also adapt to his moveset and find chances to fight during it. Counterattack his uppercuts when you can, get behind his Mystique shots, intercept his Power Dive landings, lure and punish his attempts to counter you, and rush down his Shattered Earth waves. The small amounts of damage will easily add up with continued, successful hits.

If you need time to recover or just feel like attacking him at a point in time isn't worth it, keep a fair distance from Gaia while keeping him on-screen. You'll want to be distant enough to where you can react to his uppercuts and Mystique shots without issue, but still be able to see Gaia whenever he leaps into the air or leaps backwards to send Shattered Earth across the entire screen. Keep too far away, and he might hit you with a move you didn't see the opening warnings for.

Gaia has standard knockdown mechanics, but his knocked-down state is rather strange. It's sometimes possible to pick him up from him laying on the ground and continue combos. It may be worth attempting to continue your attacks a bit longer than normal due to this oddity.

Gaia also can be launched and has normal weight, but I don't recommend leaving him airborne for too long. I've had a couple fights where he was in the air being comboed for several seconds, and he was suddenly allowed to backstep while still in the air. Hilarity may ensue.

A sample battle with Gaia in Hell mode can be found here.