Baba Nobuhara Boss Guide (Baba Nobuharu) — the fight in one sentence

SuperManGuides1 month ago17 Views

Baba Nobuhara Boss Guide

Bait a real commit (not a mirage), Burst Break the red two-hit, punish once in Samurai, then reset to Ninja and pelt him with lightning until the next opening.

Quick checklist (do this before you pull)

  • Stack lightning. He’s weak to Electrified (and “Blustered”), so lightning application makes the whole fight easier.
  • Bring water resistance if you can. A lot of his kit is water damage.
  • Have a safe ranged option in Ninja. PC Gamer specifically calls out Ninja Ninjutsu like Uncanny Bolt for building lightning safely (and even Pinwheel Shuriken for damage).
  • Be willing to summon a distraction. Acolytes from benevolent graves (Ochoko Cups) are legit for splitting his attention.
  • Mindset: your biggest enemy here is dodging early because his mirage wants you to panic-dodge.

The win condition (what he’s testing)

This boss is a tempo trap: he wants you to react to the fake, then get hit by the real swing. Your job is to delay your defense until you confirm the real body, then take one clean punish and leave.

Step-by-step plan (works even if you’re tilted)

Phase 1: Establish control (full HP → ~60%)

  1. Start Ninja. Stay mid-range and look for vents/steam (mirage tell) and the claw/axe glow tells.
  2. Only punish “endings.” If you aren’t 100% sure you just saw the real body finish a move, you don’t swing.
  3. Apply lightning whenever he’s busy. Uncanny Bolt is your “I’m safe and you’re not” button.

Phase 2: Cash in (when you get a real opening)

Your best openings are:

  • Successful Burst Break on his red heavy (cuts his two-hit chain short).
  • Clean grab dodge (big recovery, hit his back).

When you get one:

  1. Swap to Samurai just for the punish. Do one strong combo (or your best Arts string), then leave.
  2. Swap back to Ninja and reset spacing.

Dark Realm rule (if he pops it)

Unless his Ki is already collapsing, play it boring: evade, keep distance, chip with ninjutsu, watch the water magic.

Attack watchlist (what he does, what you do)

1) Mirage fakeout (the move that farms people)

Tell: The vent on his arm starts spouting steam.
What it means: A mirage will “attack,” trying to make you dodge/parry early.
Answer: Do nothing for the fake. Wait for the mirage to finish, then defend the real hit that follows.

Punish: Only if you defended the real attack cleanly. (One punish, then out.)

2) Red heavy (Burst Break target)

Tell: He raises his arm, glows red, charges a heavy.
What it is: A two-hit heavy with range.
Answer: Burst Break it—ideally on the first hit to interrupt the chain and create your biggest punish window.

Punish: Swap Samurai → one strong combo → back to Ninja.

3) Grab

Tell: Claw arm up + yellow embers and grey smoke.
Answer: Side-dodge on the commit.
Punish: Good backstab window—hit him from behind (Ninja is great here).

4) Wave charge (axe drag → water blast)

Tell: He drags the axe on the ground while charging, then a wide water blast.
Answer: Dodge back or sideways (based on spacing).
Important: He can follow with a spin, so be ready to dodge again instead of instantly punishing.

5) Water Slice (projectiles)

Tell: Claw hand glows blue, then he fires three water blades.
Answer: Side-dodge.
Punish: Usually small—take 1–2 hits or just re-apply lightning safely.

“Under stress” decision tree

You seeYou do
Steam/vent = mirageDon’t flinch → let the fake finish → defend the real hit
Red glow heavyBurst Break (aim early in the chain) → Samurai punish → reset
Yellow embers + grey smokeSide-dodge grab → hit back → leave
Axe drag chargeDodge away/side → expect follow spin → then punish if safe
Blue claw + 3 bladesSide-dodge → small punish or lightning chip
Dark RealmKeep distance, evade, chip with ninjutsu unless his Ki is drained

Practice drills (5 minutes that saves you 30 deaths)

Drill 1: “Don’t dodge the mirage”

Go in and do zero attacks until you correctly identify 3 mirage sequences (steam → fake finishes → real hit defended). If you dodge early even once, restart.

Drill 2: “Burst Break = Samurai only”

Your rule: you may only switch to Samurai after a Burst Break. This forces you to stop forcing openings and starts making them.

Drill 3: “Lightning uptime”

Goal: keep him Electrified as much as possible (amulet/bolt/tools). Lightning is the whole cheat code here.

Common stupid deaths (and the fix)

  • You keep “dodging air.”
    You’re reacting to the mirage. Wait for the fake to finish, then defend the real swing.
  • You finally get an opening and still die.
    Your punish is too long. One combo. Reset. (He’s designed to punish extended turns—GAM3S calls this fight “recognizing when not to attack.”)
  • You get clipped by wave → spin follow-up.
    You punished after the blast instead of respecting the possible spin. Treat wave as “two-part” until proven otherwise.
  • Everything feels unfair and watery.
    That’s because it is watery. Bring water resistance + fight at mid-range and punish only endings.

Rewards + where he is (so you know you’re on the right boss)

He’s the boss of The Battle of Futamata Castle (recommended level 39) at Futamata Castle, and drops include items like Demon of Mino’s Charm and Samurai’s Locks (plus other loot).
PC Gamer also notes you’ll continue after the fight with Hattori Hanzo showing up.

If you tell me what weapon/style you’re using (pure Ninja, pure Samurai, or swapping), I’ll tailor the punish choices to your kit—but the core loop above will beat him no matter what.

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