Article: During white's opening move, they'll usually move a pawn to e4 to take control of the center of the board. Take the pawn that's in front of the bishop on the queen's side and move it forward 1 space to c5. You can capture pieces on either b4 or d4, which prevents your opponent from moving another piece to the center. The white player will usually move the knight on their king's side to f3 to defend the d4 and e5. After white's second play, move the pawn in front of your queen 1 space forward so it's on d6. That way, you're protecting the first pawn you moved as well as defending the e5 square in the center of the board so your opponent can't move there without getting captured. White's next move is usually moving their queen's pawn to d4 so they control 2 squares in the center. Move the pawn on c5 diagonally toward your opponent's pawn on d4 and remove it from the board. While your pawn's now at risk for an attack, you and your opponent now have even control over the center of the board. Your opponent will typically capture the pawn you just moved with their knight so they have control over the center again. Take the knight on g8, on the king's side of the board, and move it to f6. With your knight there, you now have pressure on your opponent's pawn at e4 and the empty square at d5. The white player will want to defend the pawn so you can't capture it, so they'll move their queen's knight to c3. That way, if you capture their pawn, they can capture your knight. Move your knight from b8 to c6 so it can access the center of the board. From this position, your opponent may capture the knight, but they will put themselves at risk of being captured by a pawn. You may also move the pawn at a7 to a6 to help defend your king if you'd like. You could also move your pawn at g7 to g6 so you can move the king's bishop out of the back row. That way, you can castle on the king's side.
Question: What is a summary of what this article is about?
Move your pawn to c5 to assert control over the d4 space. Put the queen's pawn on d6 to protect the center squares. Capture the pawn at d4 with your pawn from c5. Move the king's knight to f6 to put pressure on the center. Develop your queen's knight to c6 to force your opponent to attack.
Article: During the beginning of the battle, Marluxia will cast Death on Sora. A counter will appear above Sora's head, and every time Sora gets hit by Marluxia's scythe the counter will decrease by 1. The spell is unavoidable, but if you avoid getting hit by Marluxia's scythe attacks, the counter will not decrease. If the counter hits 0, Sora will die.2. This is Marluxia's most basic attack; he'll slash at Sora a few times. Block (press ) this attack or use Reflega. Blocking this attack will cause you to lose the opportunity to increase Sora's death counter, but it will let you damage Marluxia. If you avoid this attack, you'll have a small window of opportunity to attack him with a reaction command that can either stun Marluxia or give Sora some numbers back if your death count is low. Marluxia will warp near you and attack you with the scythe, causing Sora to be pushed away or thrown into the air (aerial Warping Slash), then Marluxia will re-warp and attack Sora a few more times. Don't try to block this attack; just glide away until Marluxia uses a different attack. This attack is troublesome. Marluxia will warp to the center of the arena and plunge his scythe to the ground, causing three large holes to appear around the area. To avoid it, glide (while in the air, analog + ) around the arena and land on a safe spot. Marluxia will still attack you during this time, so use Reflega. This attack is strong enough to send Sora's HP to critical upon stepping on the affected area. Marluxia will summon rose thorns to encase your whole party, which deals a lot of damage. To avoid this, jump and glide around the arena until the spheres explode. Marluxia will spin on the ground and follow Sora around, causing damage to Sora and decreasing Sora's counter. Run around avoiding Marluxia as much as possible until he's done spinning. Marluxia will possess Sora and float above him; he will then summon small upgraded versions of his Death Hole, which will shoot up from the ground. Eventually he will continue with Warp Slash and a devastating finishing blow. When he starts floating behind Sora, quickly dodge roll around the arena until he starts moving again. Use Reflega to block his scythe attacks and keep casting the Reflega until he uses the finishing move If timed correctly, it will reflect back all the damage and leave Marluxia open for a combo attack.
Question: What is a summary of what this article is about?
Avoid his attacks after he casts Death. Block his Scythe Slash. Avoid his Warping Slash. Avoid the Death Hole. Avoid his Thorn Spheres. Avoid his Scythe Wheel. Counter Reaper's Possession.