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The abilities in Kingdom Hearts II have a somewhat similar system compared to the original game, though Roxas can learn the majority of them even during his time in the stimulated Twilight Town (though all of them is passed down to Sora once Roxas re-unites with him). It should be noted that unlike the original game, some abilities, including Magic can only be accessed after completing several storylines.

Sora's Abilities

Action

Ability AP Cost Description
Guard 2 AP By tapping square without moving the analog stick, Sora will deflect enemy attacks with a reverse motion. (some attacks can only be blocked with Reflect)
Upper Slash 4 AP Air combo starter; during the period of executing ground combos, pressing square will allow Sora to smack the targeted enemy onto the air.
Over the Horizon 2 AP During the period of executing combo, pressing square will allow more combos to connect.
Finisher Leap 5 AP At the end of a combo, instead of pressing X to do a finisher, pressing square will send Sora's Keyblade into the ground to launch enemies into the air.
Retaliating Slash 3 AP When knocked onto the air, pressing square will allow Sora to do a quick recovery and execute several air slashes surrounding him.
Slapshot 2 AP Sora swings his Keyblade wildly, damaging all nearby enemies in range.
Dodge Slash 2 AP When an attack misses Sora, Sora returns with an Evade & Counter type attack.
Sliding Dash 2 AP Sora does a quick slide, pulling himself near the enemy and damaging them.
Guard Break 3 AP Combo finisher; Sora bounce back while twirling his Keyblade and delivers a powerful lunging strike.
Explosion 3 AP Combo finisher; Sora strikes his Keyblade in a downward position, creating several magical spheres surrounding him while exploding them.
Aerial Sweep 2 AP Air combo starter; When close to an air-typed enemy, Sora spins himself in an upward motion, pulling himself near the enemy and damaging them.
Aerial Spiral 2 AP An air-based Slapshot; Sora spins himself in a tornado fashion while damaging nearby enemies in range.
Aerial Finish 3 AP Air combo finisher; Sora slashes the enemy with various air slashes, ending the combo with a large vertical air slash.
Counter Guard 4 AP An improved version of Guard where Sora retaliates right after successfully blocked an opponent's attack(s).
Auto Valor 1 AP When Sora's health hits critical, Valor Form can be auto-accessed through Reaction Command.
Auto Wisdom 1 AP When Sora's health hits critical, Wisdom Form can be auto-accessed through Reaction Command.
Auto Master 1 AP When Sora's health hits critical, Master Form can be auto-accessed through Reaction Command.
Auto Final 1 AP When Sora's health hits critical, Final Form can be auto-accessed through Reaction Command.
Auto Summon 2 AP When Sora's health hits critical, summon can be accessed through Reaction Command (summoned ally depends on the last ally summoned).

Growth

Ability Description
High Jump Allows Sora to jump higher.
Quick Run Allows Sora to execute a quick dash.
Aerial Dodge Allows Sora to execute another jump in mid-air. Becomes immune to attacks briefly while doing so, hence the dodge part.
Glide Allows Sora to glide in the air.
Final Mix exclusive Description
Dodge Roll Allows Sora to execute a quick roll.

Support

Ability AP Cost Description
Scan 2 AP allows enemy's HP bar to be viewable while locking on it.
Aerial Recovery 2 AP When Sora is knocked onto the air, pressing circle will allow Sora to do a quick recovery. Casting magic is available after air recovering.
Combo Plus 1 AP Added attacks to prolong ground combos
Air Combo Plus 1 AP Added attacks to prolong air combos
Combo Boost 3 AP Raises damage inflicted when executing combo finishers
Air Combo Boost 3 AP Raises damage inflicted when executing air combo finishers
Reaction Boost 2 AP Raises damage(s) inflicted when attacking through Reaction Command(s)
Finishing Plus 5 AP Allows two or more combo finishers to connect. eg: After executing a ground combo, Sora will execute Guard Break followed by Explosion.
Negative Combo 2 AP Reduces one hit from air and ground combos
Berserk Charge 5 AP While MP is recharging, combos continue forever, until MP is recharged fully.
Damage Drive 3 AP Recovers Drive Gauge whenever Sora receives damage from enemies.
Drive Boost 3 AP Drive Gauges recovers faster when MP is drained to zero.
Form Boost 5 AP Prolong the period when Sora accesses Forms
Summon Boost 5 AP Prolong the period of summoned allies
Combination Boost 4 AP Increase damage inflicted when attacking with Limit attacks
Experience Boost 3 AP When Sora's HP flashes red, EXPs gained are doubled; If two Experience Boost is equipped(accessible via Gullwing) EXP earned is tripled.
Leaf Bracer 1 AP Cure effect will continue even taking damage or interrupted.
Magic Lock-On 1 AP Automatically targets and fires Magic casted to the nearest enemy, even it is not locked on manually.
Draw 3 AP Automatically attracts HP, MP, Drive Orbs towards Sora
Jackpot 4 AP Raises the amount of HP orbs, MP orbs etc. dropped by slain foes
Lucky Lucky 5 AP Raises percentage of enemy dropping rare items. See also: Seven Lucky Lucky combo
Fire Boost 3 AP Increase the potential of Fire capabilities.
Blizzard Boost 4 AP Increase the potential of Blizzard capabilities.
Thunder Boost 5 AP Increase the potential of Thunder capabilities.
Item Boost 2 AP Increase the effect of healing items.
MP Rage 3 AP MP gauge recovers faster for every hit taken.
MP Haste 3 AP Hasten the reload speed when the MP gauge hits zero.
Defender 3 AP Defense increases when HP flashes red.
Second Chance 4 AP Retain 1 HP after receiving a critical blow.(provided Sora has 2 or more HP left)
Once More 4 AP Retain 1 HP after receiving a combo.

Keyblade Abilities

Unlike the original game, Keyblades hold different passive ability(ies) whenever Sora equips them, below are the list of abilities granted by the Keyblades respectively.

Keyblade AP Ability Description
Kingdom Key Defender Raises defense when HP reaches critical.
Oathkeeper Form Boost Prolong the period during using forms.
Oblivion Drive Boost Drive Gauge recovers faster when the MP gauge is reloading.
Star Seeker Air Combo Plus Adds 1 hit to an air combo.
Hidden Dragon MP Rage MP recovers faster when receiving damage.
Hero's Crest Air Combo Boost Increases damages inflicted when delivering an air combo finisher.
Monochrome Item Boost Items used on the field have greater effect.
Follow the Wind Draw Attracts prize orbs towards Sora.
Circle of Life MP Haste MP recovers faster.
Photon Debugger Thunder Boost Increase the potential of Thunder capabilities.
Gullwing Experience Boost When in critical health, EXP gained is doubled.
Rumbling Rose Finishing Plus Two combo finisher are allowed to execute simultaneously after finishing a combo.
Guardian Soul Reaction Boost Damage from Reaction Commands is increased.
Wishing Lamp Jackpot Chance of getting HP, MP, Munnie, and Drive Ball prizes is increased.
Sweet Memories Lucky Lucky Chance of receiving prize boxes is increased. See also Seven Lucky Lucky combo.
Mysterious Abyss Blizzard Boost Increase the capabilities of Blizzard abilities.
Decisive Pumpkin Combo Boost Increases damage inflicted when using combo attacks.
Sleeping Lion Combo Plus Adds 1 hit to a ground combo.
Bond of Flame Fire Boost Increase the potential of Fire capabilities.
Fatal Crest Berserk Charge Allows combos to continue infinitely when the MP gauge recharges.
Fenrir Negative Combo Subtract 1 hit from the combo counter.
Ultima Weapon MP Hastega MP charges at 1.25 times faster than its original speed.
Final Mix exclusive AP Ability Description
Two Across Light and Dark Increases chances of Driving into Final or Anti Form.
Winner's Proof EXP Zero Completely nullifies Experience Points acquired.

Lion Sora's Abilities

When Sora becomes a lion cub in Pride Lands, his action abilities are automatically changed and equipped. Customization to the abilities, Form changing are also disabled, though all the support abilities Sora equipped is carried over in this form.

Ability Description
Combo Upper Sora knocks enemy into the air in the middle of a combo by pressing square.
Aerial Impulse Pressing square when executing air combos will add on a few extra attacks.
Finishing Blast Combo finisher; The equivalent of Explosion, Sora roars and creates a pillar of energy bursting upwards.
Retaliating Smash When knocked onto the air, pressing square will allow Sora to execute a few retaliating slashes.
Running Tackle When Dashing, pressing X will allow Sora to hover in a circular fashion while swinging his Keyblade.
Shared Ability Description
Dash When running, rapidly press the square button to allow Sora to ram wildly. The equivalent of Quick Run.

Ally Abilities

Ally abilities, like the original game, relies fully on A.I controls, however, ally abilities now takes an innovative development where it can the be determined how often the ally would use the attack.

Donald

Action

Ability AP Cost Description
Donald Fire 2 AP Allows Donald to cast a fire elemental spell; Cost 10MP
Donald Blizzard 2 AP Allows Donald to cast a blizzard elemental spell; Cost 10MP
Donald Thunder 2 AP Allows Donald to cast Thunder element at 10MP cost.
Donald Cure 3 AP Allows Donald to cast Cure element at expense of all MP.
Fantasia 3 AP Enables the "Comet" Limit Command
Flare Force 3 AP Enables the "Duck Flare" Limit Command

Support

Ability AP Cost Description
Draw 3 AP Attracts Prize balls towards Donald.
Jackpot 4 AP Chance of receiving prize balls is increased.
Lucky Lucky 5 AP Chance of receiving prize boxes is increased.
Fire Boost 3 AP Increase the potential of fire based capabilities.
Blizzard Boost 4 AP Increase the potential of blizzard based capabilities.
Thunder Boost 5 AP Increase the potential of thunder based capabilities.
MP Rage 3 AP Restores MP for each hit taken from enemies.
MP Hastera 4 AP MP recovers at a very fast rate.
Auto Limit 1 AP Allows Sora and Donald to use appropriate Limit move by pressing Triangle.
Hyper Healing 3 AP When knocked out, Donald recovers at a faster rate and more HP is restored.
Auto Healing 3 AP When Donald is switched for a member, his HP is automatically recovered.

Goofy

Action

Ability AP Cost Description
Goofy Tornado 2 AP Goofy spins himself in a tornado fashion, damaging nearby enemies; cost 10MP
Goofy Bash 2 AP Goofy tosses his shield at a targeted enemy, damaging and recoiling them; cost 10MP
Goofy Turbo 2 AP Goofy makes a powerful blow with his shield; cost 10MP
Tornado Fusion 3 AP Enables the "Whirli-Goof" Limit Command
Teamwork 3 AP Enables the "Knocksmash" Limit Command

Support

Ability AP Cost Description
Draw 3 AP Attracts prize orbs towards Goofy
Jackpot 4 AP Raises chance of receiving more MP, HP, or Drive orbs.
Lucky Lucky 5 AP Raises percentage of obtaining rare items from slain enemies.
Item Boost 2 AP Items used on the field have greater effect.
MP Rage 3 AP MP recovers faster when taking damage.
Defender 3 AP Raises defense when HP hits critical.
Second Chance 4 AP Retain 1 HP after suffering from a critical blow.
Once More 4 AP Keeps Goofy at 1 HP after a combo that would normally kill Goofy.
Auto Limit 1 AP Sora and Goofy can use the appropriate Limit move by pressing Triangle.
Auto Charge 5 AP Goofy automatically changes with another party member when at critical HP.
Hyper Healing 3 AP When knocked out, Goofy recovers at a faster rate and more HP is restored.
Auto Healing 3 AP When Goofy is switched for a member, his HP is automatically recovered.

Beast

Action

Ability AP Cost Description
Furious Shout 2 AP Beast bellows a ferocious roar, creating a shockwave that damages nearby enemies; 10MP cost.
Ferocious Rush 2 AP Beast makes a powerful lunge, attacking the enemies targeted with his claws. 10MP cost.
Howling Moon 3 AP Sora and Beast can use the Limit Command "Twin Howl"

Support

Ability AP Cost Description
Item Boost 2 AP Items used on the field have greater effect.
Defender 3 AP Raises defense when HP hits critical.
Second Chance 4 AP Retain 1 HP after suffering from a critical blow(provided that Beast has 2 or more HP left)
Auto Limit 1 AP Limit command is accessible via Reaction Command.
Hyper Healing 3 AP When knocked out, Beast recovers at a faster rate and more HP is restored.

Mulan

  • Under the name "Ping", Mulan has only one ability accessible, Draw.

Action

Ability AP Cost Description
Mushu Fire 2 AP Mulan summons Mushu, blasting nearby enemies with fireballs; 10 MP Cost
Flametongue 2 AP Mulan summons Mushu, firing a stream of fire burning in front of her; 10MP Cost
Dragonblaze 3 AP Soran and Mulan can use the Limit Command "Red Rocket"

Support

Ability AP Cost Description
Draw 3 AP Attract nearby orbs.
Fire Boost 3 AP Increase the potential of Fire-based capabilities.
Item Boost 2 AP Items used on the field have greater effect.
Auto Limit 1 AP Limit Command is accessible via Reaction Command.
Hyper Healing 3 AP When knocked out, Mulan recovers at a faster rate and more HP is restored.

Auron

Action

Ability AP Cost Description
Divider 2 AP Auron leaps onto a targeted enemy and delivers a flurry of sword slashes.
Healing Water 3 AP Fully recovers allies HP; Cost at 99MP
Overdrive 3 AP Sora and Auron can use the limit command "Bushido"

Support

Ability AP Cost Description
MP Rage 3 AP Recovers MP for every hit taken from enemies.
MP Haste 3 AP Hasten the reload speed of MP gauge.
Once More 4 AP Retain 1 HP after taking a critical combo.
Auto Limit 1 AP Limit Command is accessible via Reaction Command.

See Also