When ATB builds up, you can stop at the Enhanced Shock Trooper and push it to the ground.
œ 2nd Round
Zenene are easy to understand how they behave before attacking, so you can almost always avoid them once you get used to them.
The gap between attacks is long, so turn to attack as soon as you avoid them.
You can also use Chi Trap to make it impossible to act and push it around.
œ 3rd Round
Protective Boots prevent the Sledgeworm's stop effect attacks. They are recommended as they make it easier to attack.
When you enter the hole, the target is released.
Tifa is a close-range attack type. If you can't be bothered to attack up close, keep guarding your opponent.
I recommend repeating Thunder once the ATB builds up from the Steadfast BlockMateria effect.
Save your ATB only when you feel like you're about to go into a Stagger state, and hit the True Strike all at once.
œ 4th Round
If it looks like it's going to attack you, it's safe to guard or avoid it.
Enemy tend to build up a burst gauge even with our normal attacks.
However, the duration of the staggered state is short, so if you make it a burst, I recommend hitting Thundaga and then Thunder in that order.
Stops will work, but the effect time will be shorter.
It is recommended to use it when it is difficult to accumulate stagger gauge.
œ 5th Round
While the M.O.T.H. Unit's body is spinning, keep your guard up and take the attack!
I recommend attacking with Sandara as soon as the ATB builds up.
When it stops spinning, increase your stagger gauge with melee attacks and Sandara.
While it doesn't rotate, the enemy will attack mainly with lightning attacks if it's close enough. You can push it with a chance of lightning absorption (HP recovery).