Abilities (KHII): Difference between revisions

From the Kingdom Hearts Wiki, the Kingdom Hearts encyclopedia
Jump to navigationJump to search
Line 95: Line 95:
|-bgcolor="#e6e6fa"
|-bgcolor="#e6e6fa"
|'''[[Valor Form#Growth|High Jump]]'''
|'''[[Valor Form#Growth|High Jump]]'''
|Allows Sora to jump higher.
|Allow Sora to jump higher. (From Valor Form)
|-bgcolor="#e6e6fa"
|-bgcolor="#e6e6fa"
|'''[[Wisdom Form#Growth|Quick Run]]'''
|'''[[Wisdom Form#Growth|Quick Run]]'''
|Allows Sora to execute a quick dash.
|Allows Sora to execute a quick dash. (From Wisdom Form)
|-bgcolor="#e6e6fa"
|-bgcolor="#e6e6fa"
|'''[[Master Form#Growth|Aerial Dodge]]'''
|'''[[Master Form#Growth|Aerial Dodge]]'''
|Allows Sora to execute a dodge in mid-air. Becomes immune to attacks briefly while doing so.
|Allows Sora to execute a dodge in mid-air. Becomes immune to attacks briefly while doing so. (From Master Form)
|-bgcolor="#e6e6fa"
|-bgcolor="#e6e6fa"
|'''[[Final Form#Growth|Glide]]'''
|'''[[Final Form#Growth|Glide]]'''
|Allows Sora to glide in the air.
|Allows Sora to glide in the air. (From Final Form)  
|-bgcolor="#87ceeb"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Final Mix exclusive'''
|width="15%" style="text-align:center"|'''Final Mix exclusive'''
Line 112: Line 112:
|Allows Sora to execute a quick roll.
|Allows Sora to execute a quick roll.
|}
|}


====Support====
====Support====

Revision as of 10:03, 15 October 2009

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

See Sora/Abilities for when Sora learns these abilities either through leveling up or events.

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 into the air.
Horizontal Slash 2 AP During the period of executing an air combo, pressing Square will allow Sora to do a left-to-right slash.
Finishing Leap 5 AP At the end of a combo, instead of pressing the attack button, press Square to do a finisher that 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 executes a quick diagonal slash at close range.
Dodge Slash 2 AP Sora swings his Keyblade wildly, damaging all foes in range.
Sliding Dash 2 AP Sora does a quick slide, pulling himself near the enemy and damaging them.
Guard Break 3 AP Combo finisher; Sora bounces back while twirling his Keyblade and delivers a powerful lunging strike. It is similar to Zantetsuken.
Explosion 3 AP Combo finisher; Sora strikes his Keyblade in a downward position, creating several magical spheres surrounding him while exploding them. Damage is dependent on Sora's magic strength.
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 Sora flips vertically and hits a close range enemy twice.
Aerial Finish 3 AP Air combo finisher; Sora strikes the enemy with various air slashes, ending the combo with a large vertical air slash.
Counterguard 4 AP Sora retaliates right after successfully using Guard to block an opponent's attack(s).
Auto Valor 1 AP When Sora's health hits critical, Valor Form can be auto-accessed through a Reaction Command.
Auto Wisdom 1 AP When Sora's health hits critical, Wisdom Form can be auto-accessed through a Reaction Command.
Auto Master 1 AP When Sora's health hits critical, Master Form can be auto-accessed through a Reaction Command.
Auto Final 1 AP When Sora's health hits critical, Final Form can be auto-accessed through a Reaction Command.
Auto Summon 2 AP When a Party member is KO, summons can be accessed through a Reaction Command (summoned ally depends on the last ally summoned).

Growth

Ability Description
High Jump Allow Sora to jump higher. (From Valor Form)
Quick Run Allows Sora to execute a quick dash. (From Wisdom Form)
Aerial Dodge Allows Sora to execute a dodge in mid-air. Becomes immune to attacks briefly while doing so. (From Master Form)
Glide Allows Sora to glide in the air. (From Final Form)  
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 Adds 1 hit to max ground combo.
Air Combo Plus 1 AP Adds 1 hit to max air combo.
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 endless, until MP is recharged fully. The combo Finisher move is not available while this is active.
Damage Drive 3 AP Recovers Drive Gauge whenever Sora receives damage from enemies.
Drive Boost 3 AP Drive Gauge recovers faster when MP is recharging.
Form Boost 5 AP Prolongs the period when Sora accesses Forms.
Summon Boost 5 AP Prolongs the period of summoned allies.
Combination Boost 4 AP Increases the amount of time spent for Limits.
Experience Boost 3 AP When Sora's HP flashes red, EXPs gained are doubled; if two Experience Boosts are equipped (accessible via Gullwing) EXP earned is tripled.
Leaf Bracer 1 AP Allows Sora to cast Cure without being 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, Munny, and 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 Sora's MP gauge recovers when he is hit by an enemy. This, however, does not work during MP charge.
MP Haste 3 AP Hasten the recharge 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 *combine with Once More ability*).
Once More 4 AP Retain 1 HP after receiving a combo.
Final Mix exclusive AP Cost Description
Combo Master 4 AP Enables Sora to execute a combo even if he doesn't hit an enemy.


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 and locked in, 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.
Dash When running, rapidly press Square to allow Sora to ram wildly. The equivalent of Quick Run.


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 Prolongs 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 damage 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 1.25 times faster during MP charge.
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 finishers are allowed to execute simultaneously after finishing a combo.
Guardian Soul Reaction Boost Damage from Reaction Commands is increased.
Wishing Lamp Jackpot Chances of getting HP, MP, Munny, and Drive Ball prizes are increased.
Sweet Memories Lucky Lucky Chances of receiving prize boxes are 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 Decreases max air and ground combo by 1.
Ultima Weapon MP Hastega MP charges at 1.75 times faster than its original speed.
Final Mix exclusive AP Ability Description
Two Become One Light and Dark Increases chances of Driving into Final or Anti Form.
Winner's Proof EXP Zero Completely nullifies Experience Points acquired.

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 Learned
Donald Fire 2 AP Allows Donald to cast a fire elemental spell; Cost 10MP. Beat the Possessor
Donald Blizzard 2 AP Allows Donald to cast a blizzard elemental spell; Cost 10MP. Clear Stone Guardian trap
Donald Thunder 2 AP Allows Donald to cast Thunder elemental spell; Cost 10MP. Available from start
Donald Cure 3 AP Allows Donald to cast Cure element at expense of all MP. Available from start
Fantasia 3 AP Enables the "Comet" Limit Command. Free the Cornerstone
Flare Force 3 AP Enables the "Duck Flare" Limit Command. Beat the Grim Reaper at the Harbor


Support

Ability AP Cost Description Learned
Draw 3 AP Attracts Prize balls towards Donald. Save the medallion
Jackpot 4 AP Chance of receiving prize balls is increased. Beat the Experiment
Lucky Lucky 5 AP Chance of receiving prize boxes is increased. Beat the Heartless at the Old Mansion
Fire Boost 3 AP Increase the potential of fire based capabilities. Beat Scar
Blizzard Boost 4 AP Increase the potential of blizzard based capabilities. Beat Demyx in Hollow Bastion
Thunder Boost 5 AP Increase the potential of thunder based capabilities. Freeze the computers in Space Paranoids
MP Rage 3 AP Restores MP for each hit taken from enemies. Beat Demyx in Olympus Coliseum
MP Hastera 4 AP MP recovers at a very fast rate. Defend the Solar Sailor
Auto Limit 1 AP Allows Sora and Donald to use appropriate Limit move by pressing Triangle. Free the Cornerstone
Hyper Healing 3 AP When knocked out, Donald recovers at a faster rate and more HP is restored. Beat Prison Keeper
Auto Healing 3 AP When Donald is switched for a member, his HP is automatically recovered. Beat Xaldin




Goofy

Action

Ability AP Cost Description Learned
Goofy Tornado 2 AP Goofy spins himself in a tornado fashion, damaging nearby enemies; cost 10MP. Beat Pete in Timeless River
Goofy Bash 2 AP Goofy tosses his shield at a targeted enemy, damaging and recoiling them; cost 10MP. Available from start
Goofy Turbo 2 AP Goofy makes a powerful blow with his shield; cost 10MP. Beat Shan-Yu
Tornado Fusion 3 AP Enables the "Whirli-Goof" Limit Command. Beat Storm Rider
Teamwork 3 AP Enables the "Knocksmash" Limit Command. Beat Captain Barbossa


Support

Ability AP Cost Description Learned
Draw 3 AP Attracts prize orbs towards Goofy Beat Grim Reaper on the Black Pearl
Jackpot 4 AP Raises chance of receiving more MP, HP, or Drive orbs. Beat Hostile Program
Lucky Lucky 5 AP Raises percentage of obtaining rare items from slain enemies. Beat the Hyenas in King's Den
Item Boost 2 AP Items used on the field have greater effect. Available from start
MP Rage 3 AP MP recovers faster when taking damage. Beat the Hyenas in the Graveyard
Defender 3 AP Raises defense when HP hits critical. Beat Beast
Second Chance 4 AP Retain 1 HP after suffering from a critical blow. Clear the explosives from the Black Pearl
Once More 4 AP Keeps Goofy at 1 HP after a combo that would normally kill Goofy. Beat Oogie Boogie
Auto Limit 1 AP Sora and Goofy can use the appropriate Limit move by pressing Triangle. Beat Captain Barbossa
Auto Change 5 AP Goofy automatically changes with another party member when at critical HP. Capture Lock, Shock and Barrel
Hyper Healing 3 AP When knocked out, Goofy recovers at a faster rate and more HP is restored. Beat Pete in Olympus Coliseum
Auto Healing 3 AP When Goofy is switched for a member, his HP is automatically recovered. Clear the Heartless in the Treasure Room


Beast

Action

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


Support

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


Mulan

  • Under the name "Ping", Mulan has these abilities accessible; Draw, Hyper Healing and Item Boost.

Action

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


Support

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


Auron

Action

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


Support

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


Jack Sparrow

Action

Ability AP Cost Description Learned
No Mercy 2 AP Punishing sword attack. Available from start
Rain Storm 2 AP Throw multiple knives at enemies. Available from start
Bone Smash 2 AP Throw bombs at enemies. Available from start
Treasure Isle 3 AP Sora and Jack can use the Limit Command "Bluff." Available from start


Support

Ability AP Cost Description Learned
Draw 3 AP Attract nearby orbs. Available from start
Draw 3 AP Attract nearby orbs. Available from start
Draw 3 AP Attract nearby orbs. Available from start
Lucky Lucky 5 AP Raises percentage of obtaining rare items from slain enemies. Available from start
Item Boost 2 AP Items used on the field have greater effect. Available from start
Defender 3 AP Raises defense when HP hits critical. Available from start
Auto Limit 1 AP Limit Command is accessible via Reaction Command. Available from start
Auto Healing 3 AP When Jack is switched for a member, his HP is automatically recovered. Available from start


Aladdin

Action

Ability AP Cost Description Learned
Slash Frenzy 2 AP Stun enemies with repeated attacks. Available from start
Quickplay 2 AP Force enemies to drop Orbs. Available from start
Trick Fantasy 3 AP Sora and Aladdin can use the limit command "Trickster." Available from start


Support

Ability AP Cost Description Learned
Jackpot 4 AP Raises chance of receiving more MP, HP, or Drive orbs. Available from start
Item Boost 2 AP Items used on the field have greater effect. Available from start
MP Haste 3 AP Hasten the reload speed of MP gauge. Available from start
Once More 4 AP Retain 1 HP after taking a critical combo. Available from start
Auto Limit 1 AP Limit Command is accessible via Reaction Command. Available from start
Auto Change 5 AP Aladdin automatically changes with another party member when at critical HP. Available from start


Jack Skellington

Action

Ability AP Cost Description Learned
Blazing Fury 2 AP Use Fire magic while dashing at enemy. Available from start
Icy Terror 2 AP Use homing Blizzard magic against enemy. Available from start
Bolts of Sorrow 2 AP Use Thunder magic. Available from start
Applause, Applause 3 AP Sora and Jack can use the limit command "Dance Call." Available from start


Support

Ability AP Cost Description Learned
Lucky Lucky 5 AP Raises percentage of obtaining rare items from slain enemies. Available from start
Fire Boost 3 AP Increase the potential of fire based capabilities. Available from start
Blizzard Boost 4 AP Increase the potential of blizzard based capabilities. Available from start
Thunder Boost 5 AP Increase the potential of thunder based capabilities. Available from start
MP Hastera 4 AP MP recovers at a very fast rate. Available from start
Auto Limit 1 AP Limit Command is accessible via Reaction Command. Available from start
Auto Healing 3 AP When Jack is switched for a member, his HP is automatically recovered. Available from start


Simba

Action

Ability AP Cost Description Learned
Fierce Claw 2 AP Repeated attacks against a single enemy. Available from start
Groundshaker 2 AP Attack surrounding enemies with battle cry. Available from start
Healing Herb 3 AP Restore party's HP at double power. Available from start
King's Pride 3 AP Sora and Simba can use the Limit Command "Wildcat." Available from start


Support

Ability AP Cost Description Learned
MP Rage 3 AP Restores MP for each hit taken from enemies. Available from start
Defender 3 AP Raises defense when HP hits critical. Available from start
Auto Limit 1 AP Limit Command is accessible via Reaction Command. Available from start
Hyper Healing 3 AP When knocked out, Simba recovers at a faster rate and more HP is restored. Available from start
Auto Healing 3 AP When Simba is switched for a member, his HP is automatically recovered. Available from start


Tron

Action

Ability AP Cost Description Learned
Scouting Disk 2 AP Throwing disc attack homes in on enemy. Access the DTD
Pulsing Thunder 2 AP Attack nearby enemies with Thunder. Access the DTD
Complete Compilement 3 AP Sora and Tron can use the limit command "Setup." Access the DTD


Support

Ability AP Cost Description Learned
Jackpot 4 AP Raises chance of receiving more MP, HP, or Drive orbs. Available from start
Thunder Boost 5 AP Increase the potential of thunder based capabilities. Download the MCP-killer program
Item Boost 2 AP Items used on the field have greater effect. Available from start
MP Haste 3 AP Hasten the reload speed of MP gauge. Download the MCP-killer program
Auto Limit 1 AP Limit Command is accessible via Reaction Command. Access the DTD
Auto Change 5 AP Tron automatically changes with another party member when at critical HP. Available from start


Riku

Action

Ability AP Cost Description Learned
Dark Aura 2 AP Stop enemy movements/damages them, initiate by Sora command. Available from start
Dark Shield 2 AP Block enemy attacks, intitate by Sora command. Available from start
Cure Potion 3 AP Restore party's HP. Available from start
Eternal Session 3 AP Sora and Riku can use the limit command "Session." Available from start

Support

Ability AP Cost Description Learned
Item Boost 2 AP Items used on the field have greater effect. Available from start
MP Hastega 5 AP MP charges at 1.75 times faster than its original speed. Available from start
Defender 3 AP Raises defense when HP hits critical. Available from start
Second Chance 4 AP Retain 1 HP after suffering from a critical blow (provided that Riku has 2 or more HP left). Available from start
Once More 4 AP Retain 1 HP after taking a critical combo. Available from start
Auto Limit 1 AP Limit command is accessible via Reaction Command. Available from start
Hyper Healing 3 AP When knocked out, Riku recovers at a faster rate and more HP is restored. Available from start


Mickey

Support

Ability AP Cost Description Learned
Scan N/A Allows enemy's HP bar to be viewable while locking on it. Available from start
Air Combo Plus N/A Adds 1 hit to max air combo. Available from start


See Also