Forum:Notes 53 (KHII, mechanics + backups from Pastebin) - Ultima Spark
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Forums: Index > Ansem's Computer > Notes 53 (KHII, mechanics + backups from Pastebin) - Ultima Spark
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Download to text files as originally posted.
Battle characters[edit]
**WORK IN PROGRESS**
(Currently in the middle of a major revamp.)
Ultimania links: https://archive.org/details/KHUltimania
Feel free to take and use this document for your own purposes.
I'm not fluent in Japanese, so any help (clarification, etc.) is highly appreciated. (I've been using the KanjiTomo OCR program to translate most of this)
If you spot any errors or something similar, or just want to contribute something useful to the document, contact me through GameFAQs PM/reply (Kalavinka).
CREDITS
SolitaireD (translating the damage formula: http://www.gamefaqs.com/boards/718920-kingdom-hearts-iii/69274895)
Glavewurm, Zeanoto & Thundaka (various corrections/clarifications/discussion: http://www.gamefaqs.com/boards/735143-kingdom-hearts-hd-25-remix/69863894)
Ahirun255 (revenge value data: http://khdata.web.fc2.com/index.html)
Ahirun's notes on revenge value concern the FM version. Some bosses seem to have different RVs between OG and FM, but I'm unsure of the exact values.
DAMAGE CALCULATION
1. Attacker's Str/Mag stat (whatever's relevant to the attack) − target's Def
2. Attack's power modifier/s
3. Elemental attributes** (in the case of element-resisting armour, resistance stacks exponetially)
4. Boosting abilities (Fire Boost, etc. increase damage by ×1.2 and stack additively [ie. 1 = ×1.2, 2 = ×1.4, 3 = ×1.6])
5. Game mode affects damage dealt to and by Sora and co. (Standard is the baseline which the others are adjusted around)
*Beginner: ×1.5 dealt, ×0.5 taken
*Standard: ×1 dealt, ×1 taken
*Proud: ×1 dealt, ×2 taken
*Critical: ×1.25 dealt, ×2 taken
**If the modifier is ×0 here, the entire attack is nullified.
[Glavewurm's notes on (Air) Combo Boost, clean up later: (Air) Combo Boost is (non-finisher hits+1)*10% increase on all Finishers' damage in the combo. Yes, it does give a boost to a full Negative Combo set up (10%).]
Damage calculation is rounded up to the nearest whole number at each step.
Lingering Will has unique properties as noted by ahirun below. (calculated at step 2; not entirely sure how this works)
["Continuous damage" - 0.01 times.]
[After continuous damage reaches to 100, the correction is turned off.]
The game has a damage floor (to prevent the player from dealing too little damage) and a damage cap (to prevent enemies from dealing too much) [dependent on enemy type for the party (player and allies) and battle level for enemies].
* Superbosses (Data Org., Lingering Will, possibly Sephiroth): floor is 60 for all stats; cap is 78 for Str/Mag, 76 for Def.
* Hades Paradox Cup: cap is 165 for Str/Mag, unknown for Def.
* Final boss sequence (everything after the "point of no return" door) reportedly disables stat boosts from their respective items (Power Boost/Magic Boost/Defense Boost).
[NOTE: must remove after clarification/clean-up; "Anything appearing like (×1.5)×4 indicates that the attack POTENTIALLY hits that amount of times maximum, for the listed multiplier/s; other factors may occur to reduce the amount of hits actually dealt."]
GENERAL NOTES
* "Formchange" (pp. 130–131) refers to the various Drive Forms and the act of changing into one; 13 years before KH III did it!
* Various stuff in columns (drive drain, revenge value, etc.) is per hit [unless noted otherwise], if the attack has multiple potential hits (eg. the RCs following Ragnarok).
* Movement abilities are measured in otherwise-unspecified "units"; 1 unit = 1 full-length/height standard Jump.
* 突き is variously translated as thrust/stab/lunge.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
NAME
AP: —
MP: —
Type: Physical/Fire/Blizzard/Thunder/Dark/Neutral
Stat: Strength/Magic
Power modifier: ×0.00
Form: 0s
Revenge value: —→
Maximum hit count: 0
Guard: Yes (repel)/Yes (negate)/No
Finisher: Yes/No
Description: —
28:
29:
30:
31:
32:
33:
34:
35: DRIVE VALUE / FORM VALUE: Drive valueは, 攻撃が敵に当たったときにDrive gaugeがたまる量の基本値(see p. 121). Form valueは, 攻撃が敵に当たったときにForm gaugeが減る量の基本値(see p. 131).
36:
37:
38:
NOTE: THE DIFFERENCES BETWEEN PARTS AND HITS
--------------------------------------------
PARTS: The number of actions undertaken when a technique is used.
HITS: Number of successive hits. Hit数は別の攻撃から連続で当たったときも引き継がれる
EDITOR'S NOTES
--------------
* Standard Form's equipped support abilities (Second Chance, etc.) carry over into a formchange and stack as indicated by the ability.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
SORA
ATTACKS WITH VARIOUS WEAPONS, MAGIC, ETC.
The story's main protagonist, who you control after completing Roxas's story. He wields a key-shaped sword known as a Keyblade and can use a variety of techniques; in addition, he can use six types of magic and enhance his capabilities by changing form.
INITIAL STATS
-------------
* Maximum HP: 30 (Note: 24 in Critical Mode.)
* Maximum MP: 100
* Armour slots: 1
* Accessory slots: 1
* Item slots: 3
INITIAL EQUIPMENT
-----------------
Whatever Roxas had equipped at the end of the prologue.
SUPPORT ABILITIES [OG]
----------------------
NAME AP EFFECT
Scan 2 Displays the HP gauge of a locked-on enemy
Aerial Recovery 2 When launched into the air, can regain composure and jump up by pressing Circle
Combo Plus 1 Increases maximum air combo length by 1
Air Combo Plus 1 Increases maximum ground combo length by 1
Combo Boost 3 Increases ground combo finisher damage proportionate to the maximum combo length
Air Combo Boost 3 Increases air combo finisher damage proportionate to the maximum combo length
Reaction Boost 2 Increases the damage dealt by offensive reaction commands by 1.5×
Finishing Plus 5 Adds another combo finisher
Negative Combo 2 Decreases maximum ground and air combo length by 1
Berserk Charge 5 During MP Charge, increases Strength by 1 and increases maximum combo length to infinite
Damage Drive 3 Restores the Drive gauge when damaged
Drive Boost 3 Increases Drive gauge accumulation by 1.2× (only effective during MP Charge)
Form Boost 5 Slows Form gauge drain to 0.8× normal speed
Summon Boost 5 Slows Summon gauge drain to 0.8× normal speed
Combination Boost 4 Slows Limit gauge drain to 0.8× normal speed
Experience Boost 3 Increases experience gain by 2× when HP is at 25% or less
Leaf Bracer 1 When using Cure-line magic, renders self invincible and can deflect attacks
Magic Lock-On 1 Automatically locks-on when using offensive magic
Draw 3 Pulls in prizes and expands collection range
Jackpot 4 Increases the amount of prizes dropped (except prize boxes) by 1.5×
Lucky Lucky 5 Increases prize box drop chances by 1.3×
Fire Boost 3 Increases damage dealt by Fire-type attacks by 1.2×
Blizzard Boost 4 Increases damage dealt by Blizzard-type attacks by 1.2×
Thunder Boost 5 Increases damage dealt by Thunder-type attacks by 1.2×
Item Boost 2 Increases the efficacy of healing items used outside the menu by 1.5×
MP Rage 3 Restores MP when damaged
MP Haste 3 MP Charge's speed increases by 1.25×
Defender 3 Increases Defense by 2 when HP is at 25% or less
Second Chance 4 Can survive a fatal hit with 1 HP remaining as long as previous HP total was at least 2
Once More 4 Can survive a fatal combo attack with 1 HP remaining as long as previous HP total was at least 2
* You can obtain two copies of Combo Plus, Air Combo Plus, Form Boost and MP Rage.
NEW SUPPORT ABILITIES [FM]
--------------------------
ALTERED SUPPORT ABILITIES [FM]
------------------------------
NAME AP EFFECT
Combo Boost 5 Increases ground combo finisher damage proportionate to the maximum combo length
Air Combo Boost 4 Increases air combo finisher damage proportionate to the maximum combo length
Berserk Charge 5 During MP Charge, increases Strength by 2 and increases maximum combo length to infinite
Experience Boost 4 Increases experience gain by 2× when HP is at 50% or less
Magic Lock-On 2 Automatically locks-on when using offensive magic
Lucky Lucky 5 Increases prize box drop chances by 1.5×
MP Rage 3 Restores MP when damaged
MP Hastega 5 MP Charge's speed increases by 1.75×
Defender 4 Increases Defense by 3 when HP is at 25% or less
(Note: See "Support Abilities" section at the bottom of this document for accurate formulae.)
(Note: All abilities can be stacked to enhance their effects.)
LEVEL GROWTH [OG/FM]
--------------------
LEVEL EXPERIENCE STRENGTH MAGIC DEFENSE AP
1 0 2/2 6/6 2/2 2/2
2 40 2/2 6/6 4/3 2/2
3 100 3/4 6/6 4/3 2/4
4 184 3/4 6/6 6/4 2/4
5 296 4/4 6/6 6/5 4/6
6 440 4/6 7/6 8/6 4/6
7 620 5/6 7/6 8/7 4/6
8 840 5/6 8/8 8/7 6/8
9 1128 6/6 8/8 8/8 6/8
10 1492 6/8 9/8 10/8 6/8
11 1940 7/8 9/8 10/9 8/10
12 2480 7/8 10/10 10/9 8/10
13 3120 8/8 10/10 10/10 10/12
14 3902 8/10 11/10 12/10 10/12
15 4838 9/10 11/10 12/11 10/12
16 5940 9/10 12/12 12/11 12/14
17 7260 10/10 12/12 12/12 12/14
18 8814 10/12 13/14 14/12 12/14
19 10618 11/12 13/14 14/13 14/16
20 12688 11/12 14/16 14/13 14/16
21 15088 12/12 14/16 14/14 16/18
22 17838 12/14 15/16 16/14 16/18
23 20949 13/14 15/16 16/15 16/18
24 24433 13/14 16/18 16/15 18/20
25 28302 14/14 16/18 16/16 18/20
26 32622 14/16 17/18 18/16 18/20
27 37407 15/16 18/18 18/17 18/20
28 42671 15/16 19/20 18/17 18/20
29 48485 16/16 19/20 18/18 20/22
30 54865 16/18 20/20 20/18 20/22
31 61886 17/18 20/20 20/19 20/22
32 69566 18/18 21/22 20/19 20/22
33 77984 19/18 21/22 20/20 20/22
34 87160 19/20 22/22 22/20 20/22
35 97177 20/20 22/22 22/21 22/24
36 108057 20/20 23/24 22/21 22/24
37 119887 21/20 23/24 22/22 24/26
38 132691 21/22 24/24 24/22 24/26
39 146560 22/22 24/24 24/23 24/26
40 161520 22/22 25/26 24/23 26/28
41 177666 23/22 25/26 24/24 26/28
42 195026 23/24 26/26 26/24 26/28
43 213699 24/24 27/26 26/25 26/28
44 233715 24/24 28/28 26/25 26/28
45 255177 25/24 28/28 26/26 28/30
46 278117 25/26 29/28 28/26 28/30
47 302642 26/26 29/28 28/27 28/30
48 328786 27/26 30/30 28/27 28/30
49 356660 28/26 30/30 28/28 28/30
50 386378 28/28 31/30 30/28 28/30
51 417978 29/28 31/30 30/29 30/32
52 450378 29/28 32/32 30/29 30/32
53 483578 30/28 32/32 30/30 30/32
54 517578 30/30 33/32 32/30 30/32
55 552378 31/30 33/32 32/31 32/34
56 587978 31/30 34/34 32/31 32/34
57 624378 32/30 34/34 32/32 34/36
58 661578 32/32 35/34 34/32 34/36
59 699578 33/32 35/34 34/33 34/36
60 738378 33/32 36/36 34/33 34/36
61 777978 34/32 36/36 34/34 36/38
62 818378 34/34 37/36 36/34 36/38
63 859578 35/34 37/36 36/35 38/40
64 901578 35/34 38/38 36/35 38/40
65 944378 36/34 38/38 36/36 38/40
66 987978 36/36 39/38 38/36 38/40
67 1032378 37/36 39/38 38/37 40/42
68 1077578 37/36 40/40 38/37 40/42
69 1123578 38/36 40/40 38/38 42/44
70 1170378 38/38 41/40 40/38 42/44
71 1217978 39/38 41/40 40/39 44/46
72 1266378 39/38 42/42 40/39 44/46
73 1315578 40/38 42/42 40/40 44/46
74 1365578 40/40 43/42 42/40 44/46
75 1416378 41/40 43/42 42/41 46/48
76 1467978 41/40 44/44 42/41 46/48
77 1520378 42/40 44/44 42/42 48/50
78 1573578 42/42 45/44 44/42 48/50
79 1627578 43/42 45/44 44/43 50/52
80 1682378 43/42 46/46 44/43 50/52
81 1737978 44/42 46/46 44/44 52/54
82 1794378 44/44 47/46 46/44 52/54
83 1851578 45/44 47/46 46/45 54/56
84 1909578 45/44 48/48 46/45 54/56
85 1968378 46/44 48/48 46/46 54/56
86 2027978 46/46 49/48 48/46 54/56
87 2088378 47/46 49/48 48/47 56/58
88 2149578 47/46 50/50 48/47 56/58
89 2211578 48/46 50/50 48/48 58/60
90 2274378 48/48 51/50 50/48 58/60
91 2337978 49/48 51/50 50/49 60/62
92 2402378 49/48 52/52 50/49 60/62
93 2467578 50/48 52/52 50/50 62/64
94 2533578 50/50 53/52 52/50 62/64
95 2600378 51/50 53/52 52/51 64/66
96 2667978 51/50 54/54 52/51 64/66
97 2736378 52/50 54/54 52/52 66/68
98 2805578 52/52 55/54 54/52 66/68
99 2875578 53/52 55/54 54/53 66/68
(Notes: Critical Mode starts you off with 50 AP Boosts already applied; the Struggle weapons at the start of the prologue each count as one Strength, Magic or Defense Boost, depending on the chosen weapon.)
TECHNIQUES
----------
BASIC TECHNIQUES
GROUND VERTICAL SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 4%
Revenge value: 1
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Groundで敵が近くにいると出るtechnique. Moves slightly forward and swings weapon downward from overhead.
GROUND HORIZONTAL SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Drive: 3%
Revenge value: 1
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Groundで複数の敵が近くにいると出るtechnique. Swings weapon widely from left to right, striking multiple surrounding enemies.
GROUND THRUST
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier:
- Thrust:
- Sora: ×0.65
- Roxas: ×1
- Sweep: ×0.33
Drive:
- Thrust: 3%
- Sweep: 1%
Revenge value:
- Thrust: 1
- Sweep: 0
Maximum hit count:
- Thrust: 1
- Sweep: 1
Guard: Yes (repel)
Finisher: No
Description: Groundで敵が少し遠くにいると出るtechnique. Thrusts with weapon while approaching an enemy, then sweeps sideways (*1).
*1: Roxas can only use the thrust.
GROUND VERTICAL SPIN SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×2
Drive: 4%
Revenge value: 3
Maximum hit count: 1
Guard: Yes (repel)
Finisher: Yes
Description: Ground combo finisher. Jumps lightly and swings weapon downward in one movement.
Note: Prevents forced counteractions.
GROUND HORIZONTAL SPIN SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1.5
Drive: 3%
Revenge value: 3
Maximum hit count: 1
Guard: Yes (repel)
Finisher: Yes
Description: 複数の敵敵が近くにいると出る, ground combo finisher. 身をひねりながら武器を払う
AIR UPWARD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 4%
Revenge value: 1.5
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Groundで敵が頭上にいるときか, air combo中に出るtechnique. Swings weapon upward from below.
AIR DOWNWARD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 4%
Revenge value: 1.5
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Airにいると出るtechnique. Attacks by swinging weapon diagonally downward one-handed.
AIR VERTICAL SPIN SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×2
Drive: 4%
Revenge value: 3.5
Maximum hit count: 1
Guard: Yes (repel)
Finisher: Yes
Description: Air combo finisher. Swings weapon straight downward while somersaulting forward.
Note: Prevents forced counteractions.
AIR HORIZONTAL SPIN SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1.5
Drive: 3%
Revenge value: 3.5
Maximum hit count: 1
Guard: Yes (repel)
Finisher: Yes
Description: 複数の敵が近くにいると出る, air combo finisher. Attacks by swinging weapon wide.
ABILITY TECHNIQUES
GUARD
AP: 2
MP: —
Type: —
Stat: —
Power modifier: —
Drive: —
Revenge value: —
Guard: —
Finisher: —
Description: Technique used when you press the Square button while on the ground (*2). Assumes a defensive pose with weapon and blocks (and deflects some) frontal attacks.
FM change: Its effective range is expanded.
*2: If growth ability Quick Run is equipped, Guard activates when the Square button is pressed without touching the left stick.
UPPER SLASH
AP: 4
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 3%
Revenge value: 3
Maximum hit count: 1
Guard: Yes (negate)
Finisher: Yes
Description: Ground combo中にSquare buttonを押すと出るtechnique. Swings weapon upward and launches enemies.
HORIZONTAL SLASH
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier [OG]:
- Parts 1 and 2: ×0.25
- Part 3: ×1
Power modifier [FM]:
- Parts 1 and 2: ×0.5
- Part 3: ×1
Drive:
- Parts 1 and 2: 1%
- Part 3: 3%
Revenge value:
- Parts 1 and 2: 0
- Part 3: 1.5
Maximum hit count: [check later]
- Part 1: 2
- Part 2: 1
- Part 3: 1
Guard: Yes (negate)
Finisher:
- Parts 1 and 2: No
- Part 3: Yes
Description: Air combo中にSquare buttonを押すと出るtechnique. Attacks by swinging weapon left-and-right three times.
FM change: Comboがつながりやすくなった
FINISHING LEAP
AP: 5
MP: —
Type: Neutral
Stat: Strength
Power modifier:
- OG: ×2
- FM: ×2.5
Drive: 3%
Revenge value: 3
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Ground combo finishが出せるときにSquare buttonを押すと出るtechnique. Lunges at the ground, launching surrounding enemies on impact.
FM change: Has a wider attack range.
RETALIATING SLASH
AP: 3
MP: —
Type: Physical
Stat: Strength
Power modifier:
- Part 1:
- Hit 1: ×1
- Hits 2+: ×0.25
- Part 2: ×0.65
Drive:
- Part 1:
- Hit 1: 3%
- Hits 2+: 1%
- Part 2: 3%
Revenge value:
- Part 1:
- Hit 1: 1.5
- Hits 2+: 0
- Part 2: 0
Maximum hit count: 3 [?]
Guard:
- Part 1: Yes (negate)
- Part 2: Yes (repel)
Finisher: No
Description: 吹き飛び中にSquare buttonを押すと出るtechnique. Regains composure in the air and attacks by swinging weapon wide, then vertically.
SLAPSHOT
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier:
- OG: ×1.5
- FM: ×1.25
Drive: 4%
Revenge value: 1
Maximum hit count: 1
Guard: Yes (negate)
Finisher: No
Description: Ground敵が至近距離にいると出るtechnique. Quickly swings weapon upward.
FM change: Comboがつながりやすくなった
DODGE SLASH
AP: 2
MP: —
Type: Physical
Stat: Strength1
Power modifier [OG]:
- Hit 1: ×1
- Hits 2+: ×0.25
Power modifier [FM]:
- All except final: ×0.25
- Final: ×1
Drive [OG]:
- Hit 1: 3%
- Hits 2+: 1%
Drive [FM]:
- All except final: 1%
- Final: 3%
Revenge value:
- All except final: 0
- Final: 1
Maximum hit count: 3 [?]
Guard [OG]: Yes (negate)
Guard [FM]:
- All except final: Yes (negate)
- Final: Yes (repel)
Finisher: No
Description: Groundで敵が近くにいると出るtechnique. Swings weapon three times while approaching an enemy.
SECRET NO. 10: DODGE SLASHで一方的に攻撃する方法
---------------------------------------------
Dodge Slashは, 敵を攻撃してからSoraが動けるようになるまでの時間がとても短い. そのため, Slapshot → Dodge Slashと攻撃したあと, combo finishが出ないように少し待ち, もう一度同じことをくり返せば, 一方的に攻撃をくり返せる. ただし, 一部のboss敵など, 攻撃を受けつづけるとひるまない状態になる相手には通用しない.
FLASH STEP [FM-EX]
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier:
- Part 1: ×0.5
- Part 2: ×1
Drive:
- Part 1: 1%
- Part 2: 3%
Revenge value:
- Part 1: 0
- Part 2: 1
Maximum hit count: [check later]
- Part 1: 1
- Part 2: 1
Guard:
- Part 1: Yes (negate)
- Part 2: No
Finisher: No
Description: Groundで敵が少し遠くにいると出るtechnique. Rushes while swinging weapon backhand.
SLIDE DASH
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier:
- Hit 1: ×1
- Hits 2+: ×0.25
Drive:
- Hit 1: 3%
- Hits 2+: 1%
Revenge value:
- Hit 1: 1
- Hits 2+: 0
Maximum hit count: ?
Guard:
- Part 1: Yes (negate)
- Part 2: Yes (repel)
Finisher: No
Description: Groundで敵が少し遠くにいると出るtechnique. 前に踏みこみながら武器で突き, さらに横へ払う
FM change: Part 1が弾き返されると動作が中断されるようになった
VICINITY BREAK [FM-EX]
AP: 2
MP: —
Type: Neutral
Stat: Strength
Power modifier: ×1.25
Drive: 3%
Revenge value: 1
Maximum hit count: 1
Guard: No
Finisher: No
Description: Groundで敵が近くにいると出るtechnique. Turnしながら武器を振り, 自分の周囲にshock waveを放つ
GUARD BREAK
AP: 3
MP: —
Type: Physical
Stat: Strength
Power modifier: ×2.5
Drive: 4%
Revenge value: 3
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Ground combo finisher (*3). Retreats slightly, then lunges forward with weapon. Can deflect enemy attacks during retreat.
*3: If Explosion is equipped and multiple enemies are nearby, Explosion is used instead.
EXPLOSION
AP: 3
MP: —
Type: Neutral
Stat: Magic
Power modifier:
- Explosion: ×0.25
- Knockback: ×1.5
Drive:
- Explosion: 1%
- Knockback: 3%
Revenge value:
- Explosion: 0
- Knockback: 3
Maximum hit count:
- Explosion: 4
- Knockback: 2
Guard: No
Finisher: Yes
Description: Ground combo finisher. Light orbs spin around Sora, deal damage four times, and launch enemies.
AERIAL SWEEP
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier:
- Hit 1: ×0.65
- Hits 2+: ×0.25
Drive:
- Hit 1: 3%
- Hits 2+: 1%
Revenge value:
- Hit 1: 2.5
- Hits 2+: 0
Maximum hit count: 3
Guard: Yes (negate)
Finisher: No
Description: Groundで敵が頭上にいると出るtechnique. 真上に跳び, きりもみ回転しながら武器を振りまわす
AERIAL DIVE
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier:
- Hit 1: ×1
- Hits 2+: ×0.25
Drive:
- Hit 1: 3
- Hits 2+: 1
Revenge value:
- Hit 1: 1.5
- Hits 2+: 0
Maximum hit count: 4
Guard: Yes (negate)
Finisher: No
Description: Soraがgroundに, 敵が少し遠くのairにいると出る技. 敵に近づきながら4回宙返りして武器を振りまわす
AERIAL SPIRAL
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier:
- Hit 1: ×1
- Hits 2+: ×0.25
Drive:
- Hit 1: 3%
- Hits 2+: 1%
Revenge value:
- Hit 1: 1.5
- Hits 2+: 0
Maximum hit count: 3
Guard:
- OG: Yes (negate)
- FM: Yes (repel)
Finisher: No
Description: Airにいると出るtechnique. 敵に近づきながら何度も宙返りして武器を振りまわす
AERIAL FINISH
AP: 3
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.5× → 0.25 → ×0.25 → ×0.25 → ×2
Drive: 3% → 1% → 1% → 1% → 3%
Revenge value: 0 → 0 → 0 → 0 → 3.5
Maximum hit count: 5
Guard: Yes (negate)
Finisher: Yes
Description: Air combo finisher. Swings weapon five times and launches enemies. Not used when multiple enemies are nearby.
MAGNET BURST
AP: —
MP: 3
Type: Neutral
Stat: Magic
Power modifier:
- Part 1: ×0.25
- Part 2: ×1.5
Drive:
- Part 1: 1%
- Part 2: 3%
Revenge value:
- Part 1: 0
- Part 2: 3.5
Maximum hit count: [check later]
- Part 1: 1
- Part 2: 1
Guard: No
Finisher: Yes
Description: Air combo finisher. 自分の周囲に磁場を発生させ, 敵を引き寄せたあと吹き飛ばす
COUNTERGUARD
AP: 4
MP: —
Type: Neutral
Stat: Strength
Power modifier: ×1
Drive: 3%
Revenge value: 1
Maximum hit count: 1
Guard: No
Finisher: No
Description: 弾き返しで防御姿勢をとっているときに{Attack}commandで出るtechnique. 軽く前進して周囲にshock waveを放つ
OTHER TECHNIQUES
FORMCHANGE ATTACK
AP: —
MP: —
Type: Neutral
Stat: Magic
Power modifier: ×2
Drive: 0%
Revenge value: 0
Maximum hit count: 1
Guard: No
Finisher: No
Description: Releases a shock wave while changing form. Invincible during use; can also deflect enemy attacks.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LIMIT: TRINITY LIMIT
The trio's power eradicates all enemies.
Obtained: Olympus Coliseum episode 1; defeat Pete (second)
Invocation: Trinity
AP: 5
MP: All remaining
Limit gauge: 3 seconds
The trio version is used when Sora, Donald and Goofy are fighting together; otherwise the solo version is used. The trio version allows you to select any of three commands once; an already-selected command changes to Begin Combo. Begin Combo draws in enemies and deals high amounts of damage, so is most effective against a group of enemies. The maximum hit count increases with each use.
On the other hand, the solo version launches a concentrated attack on a single enemy and deals great damage to it. Normally Break can be used up to twice, but equipping the support ability Combination Boost allows it to be used up to three times.
[Caption: Sora, Donald and Goofy attack the Volcanic Lord and a Soldier with Begin Combo] Begin Combo: A finisher in which the trio raise their weapons and engulf their enemies with light, dealing damage many times over.
ATTACK SEQUENCE
---------------
TRIO
1. Ground/air: Trinity
2. THE FOLLOWING TECHNIQUES CAN BE USED ONE AT A TIME
- Triangle: Major Drive
- Square: Ultima
- X: Break
3. PRESS A BUTTON THAT WAS ALREADY USED
- Begin Combo
SOLO
1. Ground/air: Trinity
-AUTOMATICALLY USES BREAK WHEN ACTIVATED-
2. THE FOLLOWING TECHNIQUE CAN BE USED FREELY
- Triangle: Break
TECHNIQUES
----------
BREAK (TRIO)
Type: Physical
Stat: —
Power modifier: ×0
Revenge value: 0
Maximum hit count: Unlimited
Finisher: No
Description: The party attacks repeatedly with their weapons.
ULTIMA
Type: Physical
Stat: —
Power modifier: ×0
Revenge value: 0
Maximum hit count: Unlimited
Finisher: No
Description: Unleashes a shower of sparks around the party.
MAJOR DRIVE
Type: Physical
Stat: —
Power modifier: ×0
Revenge value: 0
Maximum hit count: Unlimited
Finisher: No
Description: Scatters yellow orbs in a roughly forward (and changeable) direction.
BEGIN COMBO
Type: Physical
Stat: Strength
Power modifier:
- All except final: ×0.01
- Final: ×10
Revenge value: 0
Maximum hit count: Unlimited
Finisher:
- All except final: No
- Final: Yes
Description: Draws in enemies and deals damage to them.
BREAK (SOLO)
Type: Physical
Stat: Strength
Power modifier [OG]:
- All except charge: ×0.01
- Charge: ×5
Power modifier [FM]:
- Hits 1–8: ×0.25
- Hit 9: ×0.5
- Charge: ×3
Revenge value: 0
Maximum hit count:
- All except charge: 9 [?]
- Charge: 1
Finisher:
- All except charge: No
- Charge: Yes
Description: Sora charges the enemy with his weapon nine times.
(Ultimania says nine; this seems to exclude the final charge, but I'm not completely sure. Check later.)
SECRET NO. 8: TRINITY LIMIT'S GRADUAL POWER INCREASE
----------------------------------------------------
When using Trinity Limit (trio), the finisher Begin Combo's hit count is determined as follows. 最低でも[previous maximum hit count + 1]回の攻撃をくり出すため, 連携の途中で敵を全滅させないかぎりはmaximum hit countが更新され, 使うたびに強くなっていくのだ.
TRINITY LIMIT STRUCTURE
1. Use Trinity
2a. Use any of Break, Ultima or Major Drive, and Begin Combo appears in its place
2b. 直前に使った[Break][Ultima][Major Drive]のhit数の合計(画面には表示されない)と, {Trinity Limit}の過去のmaximum hit countのうち, 多いほうが[Break][Begin Combo]の[攻撃回数]になる
* BEGIN COMBO (Steps 3 & 4)
3. 威力補正が[×0.01]の攻撃を[攻撃回数]分くり返す. 攻撃が当たる相手は, 攻撃1回ごとにランダムで決まる
4. 威力補正が[×10.0]の攻撃を, 敵全員に1回ずつくり出す
EXAMPLE
1. 3体の敵に, 過去のmaximum hit countが100になっている{Trinity Limit}を使う
2a. [Break](30 hit)と[Ultima](25 hit)を使ったあと, [Begin Combo]を出す
* Hit countはあくまで一例
2b. [Break]と[Ultima]のhit数の合計(55)よりも, {Trinity Limit}の過去のmaximum hit count(100)のほうが多いので, [Begin Combo]の[攻撃回数]は100になる
* BEGIN COMBO (Steps 3 & 4)
3. 威力補正が[×0.01]の攻撃を100回くり出し, hit数が100になる
4. 威力補正が[×10.0]の攻撃を敵全員にくり出す. 敵が3体残っていればhit数が103になり, maximum hit countが更新される
FINAL MIX CHANGES
-----------------
* Previous maximum hit counts no longer affect the hit count of Begin Combo.
(Note: This change was made for international OG and carried over into FM.)
****************************************************************************************************
MAGIC
NOTES
* "Any form" and variations mean "any form that can use magic"; this excludes Valor and Limit Forms.
(Check later: weapon attacks for Master and Final Forms.)
FIRE-LINE (FIRE, FIRA, FIRAGA)
MP consumed:
- OG: 10
- FM: 12
Type: Fire
Stat: Magic
Guard: No
Finisher: Yes
Power-up: Fire Element
Obtained:
1. Hollow Bastion (episode 1): Defeat enemies in the Bailey.
2. Pride Lands (episode 1): Clear episode 1.
3. Agrabah (episode 2): Defeat Jafar.
Flames revolve around Sora, damaging enemies many times. As the spell is upgraded, both power and hit counts increase, increasing the amount of damage dealt to enemies. Can be incorporated into a ground combo in any form, and into an air combo in Master and Final Forms.
DIAGRAM
1. Flames appear and revolve around Sora (in the centre).
2. The flames vanish after a few revolutions.
FIRE-LINE MAGIC UTILITY
-----------------------
It has a small hitbox; you can either use it when enemies gather together (thus dealing damage to many of them simultaneously), or you can begin a standard Attack combo and use Fire-line magic as a finisher. It's also useful for mobility in a formchange; Final Form is of note as its weapon attacks can deal great amounts of damage to any enemy.
[Caption: Sora casts Fire on a group of Undead Pirates] Chicken Little's finger whistle, which draws in enemies, provides another opportunity to use Fire-line magic.
DISTINCT EFFECTS IN EACH FORM
-----------------------------
NORMAL: Movement is impossible while the flames revolve around you. Each power-up increases attack range and maximum hit count.
FIRE
Power modifier [OG]:
- Standard: ×0.5 → ×0.5 → ×1
- Finish: ×0.5 → ×0.5 → ×2
Power modifier [FM]:
- Standard: ×0.5 → ×0.5 → ×1.5
- Finish: ×0.5 → ×0.5 → ×2.75
Drive: 4% → 4% → 4%
Revenge value: ?
Maximum hit count: 3
FIRA
Power modifier [OG]:
- Standard: ×0.5 → ×0.5 → ×0.5 → ×1
- Finish: ×0.5 → ×0.5 → ×0.5 → ×2
Power modifier [FM]:
- Standard: ×0.5 → ×0.5 → ×0.5 → ×1.5
- Finish: ×0.5 → ×0.5 → ×0.5 → ×3
Drive: 4% → 3% → 1% → 4%
Revenge value: ?
Maximum hit count: 4
FIRAGA
Power modifier [OG]:
- Standard: ×0.5 → ×0.5 → ×0.5 → ×0.5 → ×1
- Finish: ×0.5 → ×0.5 → ×0.5 → ×0.5 → ×2
Power modifier [FM]:
- Standard: ×0.5 → ×0.5 → ×0.5 → ×0.5 → ×1.75
- Finish: ×0.5 → ×0.5 → ×0.5 → ×0.5 → ×3.5
Drive: 3% → 1% → 3% → 1% → 4%
Revenge value: 3 → 1 → 3 → 1 → 4
- Standard: 0 → 0 → 0 → 0 → 1
- Finish: 0 → 0 → 0 → 0 → 3
Maximum hit count: 5
WISDOM: Automatically moves forward (or in the direction of a locked-on enemy) as the flames spin. Somewhat stronger.
FIRE
Power modifier [OG]:
- Standard: ×1 → ×1
- Finish: ×1 → ×2
Power modifier [FM]:
- Standard: ×1 → ×1.5
- Finish: ×1.5 → ×2.25
Form [OG]:
- Standard: 0.66 seconds → 0.66 seconds
- Finish: 0.66 seconds → 1.32 seconds
Form [FM]:
- Standard: 0.5 seconds → 0.75 seconds
- Finish: 0.75 seconds → 1.25 seconds
Revenge value: ?
Maximum hit count: 2
FIRA
Power modifier [OG]:
- Standard: ×1 → ×0.5 → ×1
- Finish: ×1.5 → ×0.65 → ×1.5
Power modifier [FM]:
- Standard: ×1 → ×0.5 → ×1.5
- Finish: ×1.5 → ×0.75 → ×2.25
Form [OG]:
- Standard: 0.66 seconds → 0.32 seconds → 0.66 seconds
- Finish: 1 second → 0.42 seconds → 1 second
Form [FM]:
- Standard: 0.5 seconds → 0.25 seconds → 0.25 seconds
- Finish: 0.75 seconds → 0.5 seconds → 1.25 seconds
Revenge value: ?
Maximum hit count: 3
FIRAGA
Power modifier [OG]:
- Standard: ×1 → ×0.5 → ×0.5 → ×1
- Finish: ×1.5 → ×0.65 → ×0.65 → ×1.5
Power modifier [FM]:
- Standard: ×1 → ×0.5 → ×0.75 → ×1.5
- Finish: ×1.5 → ×0.75 → ×1 → ×2.25
Form [OG]:
- Standard: 0.66 seconds → 0.42 seconds → 0.42 seconds → 0.66 seconds
- Finish: 1 second → 0.42 seconds → 0.42 seconds → 1 second
Form [FM]:
- Standard: 0.5 seconds → 0.25 seconds → 0.25 seconds → 0.75 seconds
- Finish: 0.75 seconds → 0.25 seconds → 0.5 seconds → 1.25 seconds
Revenge value:
- Standard: 0 → 0 → 0 → 2
- Finish: 0 → 0 → 0 → 3
Maximum hit count: 4
Note: Standard version prevents forced counteractions.
MASTER: Sora quickly moves forward (in the direction of the lock-on reticule), and deals damage in sequence: weapon → fire → weapon.
FIRE
Power modifier:
- Fire: ×2
- Weapon: ×0.33 → ×0.5
Form [OG]:
- Fire: 1.32 seconds
- Weapon: 0.38 seconds → 0.6 seconds
Form [FM]:
- Fire: 2 seconds
- Weapon: 0.38 seconds → 0.6 seconds
Revenge value: ?
Maximum hit count:
- Fire: 1 [check later]
- Weapon: 2
FIRA
Power modifier:
- Fire: ×2.4
- Weapon: ×0.33 → ×0.5
Form [OG]:
- Fire: 1.6 seconds
- Weapon: 0.38 seconds → 0.6 seconds
Form [FM]:
- Fire: 2.25 seconds
- Weapon: 0.38 seconds → 0.6 seconds
Revenge value: ?
Maximum hit count:
- Fire: 1 [check later]
- Weapon: 2
FIRAGA
Power modifier:
- Fire: ×3
- Weapon: ×0.33 → ×0.5
Form [OG]:
- Fire: 2 seconds
- Weapon: 0.38 seconds → 0.6 seconds
Form [FM]:
- Fire: 3 seconds
- Weapon: 0.38 seconds → 0.6 seconds
Revenge value:
- Fire: 2.5
- Weapon: 0
Maximum hit count:
- Fire: 1 [check later]
- Weapon: 2
FINAL: The weapons behind Sora attack his surroundings simultaneously.
FIRA
Power modifier:
- Fire:
- Standard: ×1 → ×0.5 → ×1
- Finish: ×1.5 → ×0.65 → ×1.5
- Weapon: (×0.2 → ×2) × 3
Form [OG]:
- Fire:
- Standard: 0.66 seconds → 0.32 seconds → 0.66 seconds
- Finish: 1 second → 0.42 seconds → 1 second
- Weapon: (0.24 seconds → 2.4 seconds) × 3
Form [FM]:
- Fire:
- Standard: 1 second → 0.5 seconds → 1 second
- Finish: 1.5 seconds → 0.5 seconds → 1.5 seconds
- Weapon: (0.24 seconds → 2.4 seconds) × 3
Revenge value: ?
Maximum hit count:
- Fire: 3
- Weapon: 6
FIRAGA
Power modifier:
- Fire:
- Standard: ×1 → ×0.5 → ×0.5 → ×1
- Finish: ×1.5 → ×0.65 → ×0.65 → ×1.5
- Weapon: (×0.2 → ×2) × 3
Form [OG]:
- Fire:
- Standard: 0.66 seconds → 0.32 seconds → 0.32 seconds → 0.66 seconds
- Finish: 1 second → 0.42 seconds → 0.42 seconds → 1 second
- Weapon: (0.24 seconds → 2.4 seconds) × 3
Form [FM]:
- Fire:
- Standard: 1 second → 0.5 seconds → 0.5 seconds → 1 second
- Finish: 1.5 seconds → 0.5 seconds → 0.5 seconds → 1.5 seconds
- Weapon: (0.24 seconds → 2.4 seconds) × 3
Revenge value:
- Fire:
- Standard: 0 → 0 → 0 → 2.5
- Finish: 0 → 0 → 0 → 3.5
- Weapon: 0
Maximum hit count:
- Fire: 4
- Weapon: 6
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BLIZZARD-LINE (BLIZZARD, BLIZZARA, BLIZZAGA)
MP consumed:
- OG: 12
- FM: 15
Type: Blizzard
Stat: Magic
Guard: No
Finisher: Yes
Power-up: Blizzard Element
Obtained:
1. Hollow Bastion (episode 1): Visit Merlin's House.
2. Hollow Bastion (episode 2): Defeat Demyx.
3. Atlantica (episode 5): Clear episode 5.
Shoots ice crystals directly forward (in the direction of a locked-on enemy or object, if possible). The ice pierces through enemies, and the spell's power increases when upgraded. Can be incorporated into a ground combo in any form (and into an air combo in Master and Final Forms); the exact nature of the combo finisher differs between forms.
DIAGRAM
1. Shoots ice forward with the Keyblade.
2. The ice vanishes after travelling a certain distance or if it hits an obstacle.
BLIZZARD-LINE MAGIC UTILITY
---------------------------
Can be used to safely attack enemies from afar; in this capacity, you should fire it rapidly. Wisdom Form combo finishers and Master Form attacks fire multiple ice projectiles simultaneously, but each projectile has low power and rarely do all of them strike the same enemy; use another attack when there aren't many enemies around.
[Caption: Sora casts Blizzard at an Assault Rider] Remember to equip Magic Lock-On if attacking an enemy from afar.
DISTINCT EFFECTS IN EACH FORM
-----------------------------
NORMAL: Shoots a single ice crystal forward. The combo finisher is more powerful, but takes longer to fire. When used in the air, it takes significantly longer to fire, and can't be used in a combo (and aborts active combos).
BLIZZARD
Power modifier [OG]:
- Standard: ×2
- Finish: ×3
Power modifier [FM]:
- Standard: ×2.5
- Finish: ×3.75
Drive: 6%
Revenge value: ?
Maximum hit count: 1
BLIZZARA
Power modifier [OG]:
- Standard: ×2.4
- Finish: ×3.6
Power modifier [FM]:
- Standard: ×3
- Finish: ×4.5
Drive: 6%
Revenge value: ?
Maximum hit count: 1
BLIZZAGA
Power modifier [OG]:
- Standard: ×3
- Finish: ×4.5
Power modifier [FM]:
- Standard: ×3.75
- Finish: ×5.5
Drive: 6%
Revenge value:
- Standard: 2
- Finish: 4
Maximum hit count: 1
Note: Finisher prevents forced counteractions. (Note: Apparently this doesn't work in the PS4 version.)
WISDOM: You can move quickly and attack simultaneously. The standard version only fires one ice crystal; the combo finisher fires five ice crystals to both sides, ensnaring surrounding enemies.
BLIZZARD
Power modifier [OG]:
- Standard: ×2
- Finish: ×0.65
Power modifier [FM]:
- Standard: ×2.5
- Finish: ×1
Form [OG]:
- Standard: 1.32 seconds
- Finish: 0.42 seconds
Form [FM]:
- Standard: 1.5 seconds
- Finish: 0.5 seconds
Revenge value: ?
Maximum hit count:
- Standard: 1
- Finish: 5
BLIZZARA
Power modifier [OG]:
- Standard: ×2.4
- Finish: ×0.8
Power modifier [FM]:
- Standard: ×3
- Finish: ×1.2
Form [OG]:
- Standard: 1.6 seconds
- Finish: 0.52 seconds
Form [FM]:
- Standard: 1.75 seconds
- Finish: 0.75 seconds
Revenge value: ?
Maximum hit count:
- Standard: 1
- Finish: 5
BLIZZAGA
Power modifier [OG]:
- Standard: ×3
- Finish: ×1
Power modifier [FM]:
- Standard: ×3.75
- Finish: ×1.5
Form [OG]:
- Standard: 2 seconds
- Finish: 0.66 seconds
Form [FM]:
- Standard: 2.25 seconds
- Finish: 0.75 seconds
Revenge value:
- Standard: 2.5
- Finish: 1
Maximum hit count:
- Standard: 1
- Finish: 5
MASTER: Attacks twice with weapon while moving forward (or in the direction of the locked-on target) and fires seven ice crystals in multiple directions. It is wide-ranging, but each projectile has low power.
BLIZZARD
Power modifier:
- Weapon: ×0.33 → ×0.5
- Ice: ×0.65
Form [OG]:
- Weapon: 0.38 seconds → 0.6 seconds
- Ice: 0.42 seconds
Form [FM]:
- Weapon: 0.38 seconds → 0.6 seconds
- Ice: 0.5 seconds
Revenge value: ?
Maximum hit count:
- Weapon: 2
- Ice: 7
BLIZZARA
Power modifier:
- Weapon: ×0.33 → ×0.5
- Ice: ×0.8
Form [OG]:
- Weapon: 0.38 seconds → 0.6 seconds
- Ice: 0.52 seconds
Form [FM]:
- Weapon: 0.38 seconds → 0.6 seconds
- Ice: 0.75 seconds
Revenge value: ?
Maximum hit count:
- Weapon: 2
- Ice: 7
BLIZZAGA
Power modifier:
- Weapon: ×0.33 → ×0.5
- Ice: ×1
Form [OG]:
- Weapon: 0.38 seconds → 0.6 seconds
- Ice: 0.66 seconds
Form [FM]:
- Weapon: 0.38 seconds → 0.6 seconds
- Ice: 1 second
Revenge value:
- Weapon: 0
- Ice: 0.5
Maximum hit count:
- Weapon: 2
- Ice: 7
FINAL: Can be used while moving in any direction. The standard version fires one projectile from each shoulder weapon simultaneously, while the combo finisher fires a total of six projectiles in the following order: right → left → right → left → left and right simultaneously.
BLIZZARA
Power modifier: ×1.2
Form:
- OG: 0.8 seconds
- FM: 1 second
Revenge value: ?
Maximum hit count:
- Standard: 2
- Finish: 6
BLIZZAGA
Power modifier: ×1.5
Form [OG]: 1 second
Form [FM]: 1.5 seconds
Revenge value: 1.25
Maximum hit count:
* Standard: 2
* Finish: 6
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THUNDER-LINE (THUNDER, THUNDARA, THUNDAGA)
MP consumed:
- OG: 15
- FM: 18
Type: Thunder
Stat: Magic
Guard: No
Finisher: Yes
Power-up: Thunder Element
Obtained:
1. Olympus Coliseum (episode 1): Defeat the Hydra.
2. The Land of Dragons (episode 2): Defeat the Storm Rider.
3. Pride Lands (episode 2): Defeat the Groundshaker.
Lightning strikes enemies, and the subsequent discharge hits non-targets in range. The spell's power and range increases when upgraded, 基本的に1体の敵には落雷と放電のどちらかしか当たらない. Can be incorporated into a ground combo in any form, and into an air combo in Master and Final Forms.
DIAGRAM
1. Lightning strikes in front of Sora (or on the location of the lock-on reticule).
2. The discharge spreads from the point of impact, ensnaring surrounding enemies.
THUNDER-LINE MAGIC UTILITY
--------------------------
Can be used to safely attack enemies from afar. It consumes more MP than Fire-line and Blizzard-line magic, but you won't have to worry about the location of locked-on enemies when using it, and it can also catch other enemies within range. Use Master Form when focusing on a single target, or Wisdom and Final Forms for extended range.
[Caption: Sora casts Thunder on an enemy in Disney Castle's Courtyard] ほかの敵や障害物に攻撃をさえぎられず, 確実に命中させることができる.
DISTINCT EFFECTS IN EACH FORM
-----------------------------
NORMAL: Raises weapon and calls down a single bolt of lightning. The combo finisher is 1.5× more powerful than the standard version, but takes slightly longer to execute than usual, and its range remains the same.
THUNDER
Power modifier [OG]:
- Standard: ×2
- Finish: ×3
Power modifier [FM]:
- Standard: ×2.5
- Finish: ×3.75
Drive: 5%
Revenge value: ?
Maximum hit count: 1
THUNDARA
Power modifier [OG]:
- Standard: ×2.4
- Finish: ×3.6
Power modifier [FM]:
- Standard: ×3
- Finish: ×4.5
Drive: 5%
Revenge value: ?
Maximum hit count: 1
THUNDAGA
Power modifier [OG]:
- Standard: ×3
- Finish: ×4.5
Power modifier [FM]:
- Standard: ×3.75
- Finish: ×5.5
Drive: 5%
Revenge value: 4
Maximum hit count: 1
WISDOM: The attack's power is the same as in Standard Form, but you can move quickly and attack simultaneously. The other major difference is that the combo finisher calls down four lightning bolts.
THUNDER
Power modifier [OG]:
- Standard: ×2
- Finish: ×1.5
Power modifier [FM]:
- Standard: ×2.5
- Finish: ×2
Form [OG]:
- Standard: 1.32 seconds
- Finish: 1 second
Form [FM]:
- Standard: 1.5 seconds
- Finish: 1.25 seconds
Revenge value: ?
Maximum hit count:
- Standard: 1
- Finish: 4
THUNDARA
Power modifier [OG]:
- Standard: ×2.4
- Finish: ×1.8
Power modifier [FM]:
- Standard: ×3
- Finish: ×2.4
Form [OG]:
- Standard: 1.6 seconds
- Finish: 1.2 seconds
Form [FM]:
- Standard: 1.75 seconds
- Finish: 1.5 seconds
Revenge value: ?
Maximum hit count:
- Standard: 1
- Finish: 4
THUNDAGA
Power modifier [OG]:
- Standard: ×3
- Finish: ×2.25
Power modifier [FM]:
- Standard: ×3.75
- Finish: ×3
Form [OG]:
- Standard: 2 seconds
- Finish: 1.5 seconds
Form [FM]:
- Standard: 2.25 seconds
- Finish: 1.75 seconds
Revenge value: 4.5
Maximum hit count:
- Standard: 1
- Finish: 4
MASTER: Moves to the left (or around a locked-on target) and unleashes a simultaneous lightning and weapon attack four times in succession. Enemies can deflect weapon attacks.
THUNDER
Power modifier:
- Lightning: ×1
- Weapon: ×0.25
Form [OG]:
- Lightning: 0.66 seconds
- Weapon: 0.3 seconds
Form [FM]:
- Lightning: 1 second
- Weapon: 0.3 seconds
Revenge value: ?
Maximum hit count: [check later]
- Lightning: 2 or 4
- Weapon: 2 or 4
THUNDARA
Power modifier:
- Lightning: ×1.2
- Weapon: ×0.25
Form [OG]:
- Lightning: 0.8 seconds
- Weapon: 0.3 seconds
Form [FM]:
- Lightning: 1 second
- Weapon: 0.3 seconds
Revenge value: ?
Maximum hit count: [check later]
- Lightning: 2 or 4
- Weapon: 2 or 4
THUNDAGA
Power modifier:
- Lightning: ×1.5
- Weapon: ×0.25
Form [OG]:
- Lightning: 1 second
- Weapon: 0.3 seconds
Form [FM]:
- Lightning: 1.5 seconds
- Weapon: 0.3 seconds
Revenge value:
- Lightning: 0.875
- Weapon: 0
Maximum hit count: [check later]
- Lightning: 2 or 4
- Weapon: 2 or 4
FINAL: Rains down lightning not only in front of Sora (or a locked-on target), but also around him. The standard version calls down three lightning bolts, and the combo finisher calls down eight; the attack has extensive range.
THUNDARA
Power modifier: ×2.4
Form:
- OG: 1.6 seconds
- FM: 2.25 seconds
Revenge value: ?
Maximum hit count:
- Standard: 3
- Finish: 8
THUNDAGA
Power modifier: ×3
Form:
- OG: 2 seconds
- FM: 3 seconds
Revenge value: 1.25
Maximum hit count:
- Standard: 3
- Finish: 8
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CURE-LINE (CURE, CURA, CURAGA)
MP consumed: All remaining
Type: —
Stat: Magic
Guard: —
Finisher: —
Power-up: Cure Element
Obtained:
1. Beast's Castle (episode 1): Clear episode 1.
2. Hollow Bastion (episode 2): Reunite with Mickey, Donald and Goofy in the Crystal Fissure.
3. 100 Acre Wood (episode 5): Clear episode 5.
Restores the HP of the selected ally (always Sora when used via shortcut) and other allies in range. Provides invincibility during certain points, and increases in power and range when upgraded.
DIAGRAM
1. Raises the Keyblade. If Leaf Bracer is equipped, all incoming attacks are negated (and deflected, if possible).
2. Restores the HP of the target and nearby allies. All incoming attacks are negated during this action, regardless of whether Leaf Bracer was equipped.
CURE-LINE MAGIC UTILITY
-----------------------
It restores a high amount of HP and consumes all remaining MP, and thus should be utilised differently from recovery items (eg. Potions); in particular, you should use this magic when your allies' health (along with Sora's) is low. In particular, you should use this magic when your allies' health (along with Sora's) is low. Be sure to equip Leaf Bracer so you aren't interrupted during use.
[Caption: Sora retreats from Cerberus's Dark Breath] Assign Cure-line magic to a shortcut so you can use it quickly when in trouble.
DISTINCT EFFECTS IN EACH FORM
-----------------------------
NORMAL: Allies recover less HP than the target, and may not recover fully. It takes a while to execute, so be sure to equip Leaf Bracer.
CURE
HP recovered:
- Target: Magic × 4
- Others: Magic × 2
Drive: 0%
Revenge value: —
CURA
HP recovered:
- Target: Magic × 5
- Others: Magic × 2.5
Drive: 0%
Revenge value: —
CURAGA
HP recovered:
- Target: Magic × 6
- Others: Magic × 3
Drive: 0%
Revenge value: —
WISDOM: Recovers twice the amount of HP as Standard Form; you can move in any direction while in use. Its casting time remains the same, so move away from enemies when in use.
CURE
HP recovered:
- Target: Magic × 8
- Others: Magic × 4
Form: 0 seconds
Revenge value: —
CURA
HP recovered:
- Target: Magic × 10
- Others: Magic × 5
Form: 0 seconds
Revenge value: —
CURAGA
HP recovered:
- Target: Magic × 12
- Others: Magic × 6
Form: 0 seconds
Revenge value: —
MASTER: Recovers much more HP and executes faster than Standard Form, and strikes with a weak weapon attack.
CURE
HP recovered: Magic × 30
Power modifier (weapon): ×0.25
Form:
- Recovery: 0 seconds
- Weapon: 0.3 seconds
Revenge value: 0
CURA
HP recovered: Magic × 30
Power modifier (weapon): ×0.25
Form:
- Recovery: 0 seconds
- Weapon: 0.3 seconds
Revenge value: 0
CURAGA
HP recovered: Magic × 30
Power modifier (weapon): ×0.25
Form:
- Recovery: 0 seconds
- Weapon: 0.3 seconds
Revenge value: 0
FINAL: Recovers a lot of HP and executes quickly, and can move around while in use; in addition, the ability Auto Assault enables multiple automatic weapon attacks than can deal great damage.
CURA
HP recovered: Magic × 30
Power modifier (weapon): (×0.2 → ×2) × 3
Form:
- Recovery: 0 seconds
- Weapon: (0.24 seconds → 2.4 seconds) × 3
Revenge value: 0
CURAGA
HP recovered: Magic × 30
Power modifier (weapon): (×0.2 → ×2) × 3
Form:
- Recovery: 0 seconds
- Weapon: (0.24 seconds → 2.4 seconds) × 3
Revenge value: 0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MAGNET-LINE (MAGNET, MAGNERA, MAGNEGA)
MP consumed: 30
Type: Neutral
Stat: Magic
Guard: No
Finisher: Yes
Power-up: Magnet Element
Obtained:
1. Halloween Town (episode 1): Clear episode 1.
2. Port Royal (episode 2): Defeat the Grim Reaper (second).
3. The World That Never Was: Defeat Xigbar [OG] / Luxord [FM].
Generates a magnetic field in the air, which pulls in and deals damage to nearby enemies (some enemies are immune, whether inherently or due to being in a certain state). Cannot be incorporated into a combo. The spell's duration, range and power increases as it powers up.
DIAGRAM
1. Generates a magnetic field above Sora's head (or a locked-on enemy).
2. Pulls in nearby enemies and stops moving until the magnetic field disappears.
3. Deals continuous damage at a steady pace (depending on Sora's current form) to enemies in contact with the field.
MAGNET-LINE MAGIC UTILITY
-------------------------
Use this when facing a multitude of and/or rushing enemies to stop them and attack while they're bound. For maximum damage, use it in Final Form; however, using it in Master Form deals more damage to immune enemies.
[Caption: Sora's Magnet spell ensnares a group of Crimson Jazzes] Magnet-line magic gives you the initiative against continuously-attacking enemies like Crimson Jazzes and Hot Rods.
DISTINCT EFFECTS IN EACH FORM
-----------------------------
NORMAL: Each stage of the spell generates a magnetic field that lasts for a certain period of time; Magnet lasts for 3 seconds, Magnera lasts for 3.4 seconds, and Magnega lasts for 3.8 seconds. Usually, damage is only dealt once (when the enemy is initially pulled in), but certain exceptions exist (see p. 686).
MAGNET
Power modifier: ×1
Drive: 5%
Revenge value: ?
Maximum hit count: 1
MAGNERA
Power modifier:
- OG: ×1.2
- FM: ×1
Drive: 5%
Revenge value: ?
Maximum hit count: 1
MAGNEGA
Power modifier:
- OG: ×1.5
- FM: ×1
Drive: 5%
Revenge value: 4.5
Maximum hit count: 1
WISDOM: The magnetic field lasts for as long as in Standard Form, but it can deal damage 3–5 times; as such, a single use can greatly reduce enemies' HP.
MAGNET
Power modifier: ×0.5
Form:
- OG: 0.32 seconds
- FM: 0.25 seconds
Revenge value: ?
Maximum hit count: 3–5
MAGNERA
Power modifier:
- OG: ×0.6
- FM: ×0.5
Form:
- OG: 0.4 seconds
- FM: 0.25 seconds
Revenge value: ?
Maximum hit count: 3–5
MAGNEGA
Power modifier:
- OG: ×0.75
- FM: ×0.5
Form:
- OG: 0.5 seconds
- FM: 0.25 seconds
Revenge value:
- Pull-in: 4.5
- Knockback: 1
Maximum hit count: 3–5
MASTER: Generates a magnetic field while attacking twice with weapons. The magnetic field lasts 1.8 times longer than in Standard Form.
MAGNET
Power modifier:
- Weapon: ×0.25
- Magnetic field:
- Pull-in: ×0.5
- Knockback: ×1
Form [OG]:
- Weapon: 0.3 seconds
- Magnetic field:
- Pull-in: 0.32 seconds
- Knockback: 0.66 seconds
Form [FM]:
- Weapon: 0.3 seconds
- Magnetic field:
- Pull-in: 0.5 seconds
- Knockback: 1 second
Revenge value: ?
Maximum hit count:
- Weapon: 2
- Magnetic field:
- Pull-in: 1
- Knockback: ?
MAGNERA
Power modifier [OG]:
- Weapon: ×0.25
- Magnetic field:
- Pull-in: ×0.6
- Knockback: ×1.2
Power modifier [FM]:
- Weapon: ×0.25
- Magnetic field:
- Pull-in: ×0.6
- Knockback: ×1
Form [OG]:
- Weapon: 0.3 seconds
- Magnetic field:
- Pull-in: 0.4 seconds
- Knockback: 0.8 seconds
Form [FM]:
- Weapon: 0.3 seconds
- Magnetic field:
- Pull-in: 0.5 seconds
- Knockback: 1 second
Revenge value: ?
Maximum hit count:
- Weapon: 2
- Magnetic field:
- Pull-in: 1
- Knockback: ?
MAGNEGA
Power modifier [OG]:
- Weapon: ×0.25
- Magnetic field:
- Pull-in: ×0.75
- Knockback: ×1.5
Power modifier [FM]:
- Weapon: ×0.25
- Magnetic field:
- Pull-in: ×0.75
- Knockback: ×1
Form [OG]:
- Weapon: 0.3 seconds
- Magnetic field:
- Pull-in: 0.5 seconds
- Knockback: 1 second
Form [FM]:
- Weapon: 0.3 seconds
- Magnetic field:
- Pull-in: 0.75 seconds
- Knockback: 1 second
Revenge value:
- Weapon: 0
- Magnetic field:
- Pull-in: 4.5
- Knockback: 1
Maximum hit count:
- Weapon: 2
- Magnetic field:
- Pull-in: 1
- Knockback: ?
FINAL: The magnetic field lasts for just over a second, but deals damage 6–7 times in succession. It also instantly pulls in newly dropped prizes (except prize boxes) to Sora.
MAGNERA
Power modifier [OG]:
- Hit 1: ×1.2
- Hits 2+: ×0.6
Power modifier [FM]:
- Hit 1: ×1
- Hits 2+: ×0.5
Form [OG]:
- Hit 1: 0.8 seconds
- Hits 2+: 0.4 seconds
Form [FM]:
- Hit 1: 1 second
- Hits 2+: 0.5 seconds
Revenge value: ?
Maximum hit count: 6–7
MAGNEGA
Power modifier [OG]:
- Hit 1: ×1.5
- Hits 2+: ×0.75
Power modifier [FM]:
- Hit 1: ×1
- Hits 2+: ×0.5
Form:
- Hit 1: 1 second
- Hits 2+: 0.5 seconds
Revenge value:
- Hit 1: 4.5
- All others except final: 0
- Final: 3
Maximum hit count: 6–7
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
REFLECT-LINE (REFLECT, REFLERA, REFLEGA)
MP consumed: 10
Type: Neutral
Stat: Magic
Guard: No
Finisher: Yes
Power-up: Reflect Element
Obtained:
1. Timeless River (episode 1); Defeat Pete (fourth).
2. Beast's Castle (episode 2); Defeat Xaldin.
3. Space Paranoids (episode 2); Defeat the MCP.
Generates a barrier that repels enemy attacks and lasts for one second. When an enemy's attack makes contact with the barrier, it explodes (whether or not it was successfully blocked [?]), dealing damage and launching enemies in range. Comboで出すとbarrierを連続で張れるが, そのときはcomboが終わる爆発が起きない.
DIAGRAM
1. A barrier forms around Sora, negating all enemy attacks for its duration.
2. The barrier repels enemies that come in contact and generates several small explosions around it.
REFLECT-LINE MAGIC UTILITY
--------------------------
Repel powerful attacks and multiple enemies with this magic. Unlike Guard, it is instantly effective and can block attacks from behind. You automatically use weapon attacks in Master and Final Forms when casting; in such cases, approach enemies beforehand.
[Caption: Sora defends himself from Dusks and Berserkers with Reflect] Can be used freely and costs a small amount of MP. Quickly use it when you sense danger.
DISTINCT EFFECTS IN EACH FORM
-----------------------------
NORMAL: Generates a barrier on the spot. The explosions have varying maximum hit counts depending on the level of the spell; the final hit deals great damage and launches enemies.
REFLECT
Power modifier [OG]:
- Explosion: ×0.5
- Knockback: ×1.5
Power modifier [FM]:
- Explosion: ×0.5
- Knockback: ×5.5
Drive:
- Hit 1: 8%
- Hits 2+: 2%
Revenge value: ?
Maximum hit count:
- OG: 3
- FM: 4
REFLERA
Power modifier [OG]:
- Explosion: ×0.5
- Knockback: ×1.6
Power modifier [FM]:
- Explosion: ×0.5
- Knockback: ×5.5
Drive:
- Hit 1: 8%
- Hits 2+: 2%
Revenge value: ?
Maximum hit count:
- OG: 4
- FM: 5
REFLEGA
Power modifier [OG]:
- Explosion: ×0.5
- Knockback: ×2
Power modifier [FM]:
- Explosion: ×0.5
- Knockback: ×5.5
Drive:
- Hit 1: 8%
- Hits 2+: 2%
Revenge value:
- Explosion: 0
- Knockback: 3
Maximum hit count:
- OG: 4
- FM: 6
WISDOM: The barrier's size and the power of its explosions are the same as in Standard Form. If used while moving, the barrier stretches in the direction of movement (if used while still, you can't move for its duration).
REFLECT
Power modifier [OG]:
- Explosion: ×0.5
- Knockback: ×1.5
Power modifier [FM]:
- Explosion: ×0.5
- Knockback: ×5.5
Form [OG]:
- Explosion: 0.32 seconds
- Knockback: 1 second
Form [FM]:
- Explosion: 0.25 seconds
- Knockback: 3.25 seconds
Revenge value: ?
Maximum hit count:
- OG: 3
- FM: 4
REFLERA
Power modifier [OG]:
- Explosion: ×0.5
- Knockback: ×1.6
Power modifier [FM]:
- Explosion: ×0.5
- Knockback: ×5.5
Form [OG]:
- Explosion: 0.32 seconds
- Knockback: 1.06 seconds
Form [FM]:
- Explosion: 0.25 seconds
- Knockback: 3.25 seconds
Revenge value: ?
Maximum hit count:
- OG: 4
- FM: 5
REFLEGA
Power modifier [OG]:
- Explosion: ×0.5
- Knockback: ×2
Power modifier [FM]:
- Explosion: ×0.5
- Knockback: ×5.5
Form [OG]:
- Explosion: 0.32 seconds
- Knockback: 1.32 seconds
Form [FM]:
- Explosion: 0.25 seconds
- Knockback: 3.25 seconds
Revenge value:
- Explosion: 0
- Knockback: 3
Maximum hit count:
- OG: 4
- FM: 6
MASTER: The barrier acts the same as in Standard Form. Weapons are swung five times in succession when the barrier is generated; this attack can be blocked by enemies.
REFLECT
Power modifier [OG]:
- Explosion: ×0.5
- Knockback: ×1.5
- Weapon: ×0.25
Power modifier [FM]:
- Explosion: ×0.5
- Knockback: ×5.5
- Weapon: ×0.25
Form [OG]:
- Explosion: 0.32 seconds
- Knockback: 1 second
- Weapon: 0.3 seconds
Form [FM]:
- Explosion: 0.5 seconds
- Knockback: 5.5 seconds
- Weapon: 0.3 seconds
Revenge value: ?
Maximum hit count:
- Explosion:
- OG: 3
- FM: 4
- Weapon: 5
REFLERA
Power modifier [OG]:
- Explosion: ×0.5
- Knockback: ×1.6
- Weapon: ×0.25
Power modifier [FM]:
- Explosion: ×0.5
- Knockback: ×5.5
- Weapon: ×0.25
Form [OG]:
- Explosion: 0.32 seconds
- Knockback: 1.06 seconds
- Weapon: 0.3 seconds
Form [FM]:
- Explosion: 0.5 seconds
- Knockback: 5.5 seconds
- Weapon: 0.3 seconds
Revenge value: ?
Maximum hit count:
- Explosion:
- OG: 4
- FM: 5
- Weapon: 5
REFLEGA
Power modifier [OG]:
- Explosion: ×0.5
- Knockback: ×2
- Weapon: ×0.25
Power modifier [FM]:
- Explosion: ×0.5
- Knockback: ×5.5
- Weapon: ×0.25
Form [OG]:
- Explosion: 0.32 seconds
- Knockback: 1.32 seconds
- Weapon: 0.3 seconds
Form [FM]:
- Explosion: 0.5 seconds
- Knockback: 5.5 seconds
- Weapon: 0.3 seconds
Revenge value:
- Explosion: 0
- Knockback: 3
- Weapon: ?
Maximum hit count:
- Explosion:
- OG: 4
- FM: 6
- Weapon: 5
FINAL: You can move in any direction while the spell is in use (unlike other forms). Furthermore, when a barrier is generated, weapons attack six times through the ability Auto Assault.
REFLERA
Power modifier [OG]:
- Explosion: ×0.5
- Knockback: ×1.6
- Weapon: (×0.2 → ×2) × 3
Power modifier [FM]:
- Explosion: ×0.5
- Knockback: ×5.5
- Weapon: (×0.2 → ×2) × 3
Form [OG]:
- Explosion: 0.32 seconds
- Knockback: 1.06 seconds
- Weapon: (0.24 seconds → 2.4 seconds) × 3
Form [FM]:
- Explosion: 0.5 seconds
- Knockback: 5.5 seconds
- Weapon: (0.24 seconds → 2.4 seconds) × 3
Revenge value: ?
Maximum hit count:
- Explosion:
- OG: 4
- FM: 5
- Weapon: 6
REFLEGA
Power modifier [OG]:
- Explosion: ×0.5
- Knockback: ×2
- Weapon: (×0.2 → ×2) × 3
Power modifier [FM]:
- Explosion: ×0.5
- Knockback: ×5.5
- Weapon: (×0.2 → ×2) × 3
Form [OG]:
- Explosion: 0.32 seconds
- Knockback: 1.32 seconds
- Weapon: (0.24 seconds → 2.4 seconds) × 3
Form [FM]:
- Explosion: 0.5 seconds
- Knockback: 5.5 seconds
- Weapon: (0.24 seconds → 2.4 seconds) × 3
Revenge value:
- Explosion: 0
- Knockback: 3
- Weapon: 0
Maximum hit count:
- Explosion:
- OG: 4
- FM: 6
- Weapon: 6
****************************************************************************************************
FORMCHANGES
VALOR FORM
Obtained: Twilight Town episode 0 (Tower: Wardrobe); obtain new clothes from the three fairies.
Drive gauges consumed: 3
Required allies: Goofy
A form that specialises in weapon attacks and can dual-wield Keyblades; it also allows you to run faster and jump higher. You can't use magic while so transformed, so it may struggle against certain enemies.
MAIN CHANGES
------------
* Dual-wields in battle with equipped sub-weapon.
* Runs and jumps at 1.4× Standard Form's speed.
* Jump height at Level 1 is 1.3× Standard Form's (maximum 3.2× at Level MAX).
* Ground and air combo length is increased by 1.
* Cannot use magic.
GROWTH ABILITY
--------------
HIGH JUMP
AP: 2
Once Valor Form reaches Level 3, you can use High Jump in Standard Form, but its slower speed compared to Valor Form means it's only at about 70% potency when compared to the figures below.
LEVEL HEIGHT DISTANCE
Standard Jump 1 1
Level 1 1.3 1.7
Level 2 1.7 1.9
Level 3 2.1 2.1
Level MAX 3.2 2.4
* Height and distance are compared to standard Jump's length unit of 1.
SUPPORT ABILITIES
-----------------
Equipped with Standard Form support abilities in addition to the following.
NAME EFFECT
Synch Blade Equips two Keyblades and dual-wields in battle
Combo Plus Increases maximum ground combo length by 1
Air Combo Plus Increases maximum air combo length by 1
FORM LEVEL
----------
Gains experience by hitting enemies with an attack.
* Gains 1 EXP per hit.
* Includes reaction commands and skateboard attacks.
* Excludes the shock wave emitted by Formchange Attack.
LEVEL EXPERIENCE [OG/FM] REWARDS (STANDARD) REWARDS (VALOR)
1 0 — High Jump LV1
2 100/80 Auto Valor Form gauge +1
3 400/240 High Jump LV1 Form gauge +1, High Jump LV2
4 760/520 Combo Plus Form gauge +1
5 1210/968 High Jump LV2 Form gauge +1, High Jump LV3
6 1750/1528 Combo Plus Form gauge +1
7 2500/2200 High Jump LV3 Form gauge +1, High Jump MAX
NON-ATTACK ACTION ABILITIES
---------------------------
NAME EFFECT
Omega Finale Pressing the Square button during a combo unleashes a finisher; Brave Shot on the ground and Sonic Strike in the air
HOW TO FIGHT WHEN IN VALOR FORM
-------------------------------
In Standard Form, you can usually complete a full Attack combo, but some enemies are likely to retaliate midway through. Valor Form allows you to instantly execute a finisher during a combo by pressing Square; Square buttonの連打でOver the Horizon → Sonic Strikeの順に攻撃し, すばやく大damageを与えていくのがオススメだ.
[Caption 1: Sora attacks an Assault Rider] 間合いを詰めてからSquare buttonを連打するだけで, つぎつぎと敵を倒していける.
TECHNIQUES
----------
BASIC TECHNIQUES
VALOR GROUND VERTICAL SWING
Type: Physical
Stat: Strength
Power modifier: ×0.5 → ×0.65
Form: 0.6 seconds → 0.78 seconds
Revenge value: 0.5 → 0.5
Maximum hit count: 2
Guard: Yes (repel)
Finisher: No → Yes
Description: Groundで敵が近くにいると出るtechnique. 両手の武器を交互に振り下ろして攻撃する
VALOR GROUND HORIZONTAL SWING
Type: Physical
Stat: Strength
Power modifier: ×0.25
Form: 0.3 seconds
Revenge value: 0 → 0 → 0.5 → 0.5
Maximum hit count: 4
Guard: Yes (repel)
Finisher: No → No → Yes → Yes
Description: Groundで複数の敵が近くにいると出るtechnique. 両手の武器を合計4回に渡って連続で振りまわす
VALOR GROUND THRUST
Type: Physical
Stat: Strength
Power modifier: ×0.5 → ×0.25 → ×0.5
Form: 0.6 seconds → 0.3 seconds → 0.6 seconds
Revenge value: ×0.00 → ×0.00 → ×0.00
Maximum hit count: 3
Guard: Yes (negate) → Yes (repel) → Yes (repel)
Finisher: No → Yes → Yes
Description: Groundで敵が少し遠くにいると出るtechnique. 近づきながら武器で突き, さらに両手の武器を横へ払う
VALOR AIR HORIZONTAL-VERTICAL SWING
Type: Physical
Stat: Strength
Power modifier: ×0.5
Form: 0.6 seconds
Revenge value: 0 → 0.75 → 0.75
Maximum hit count: 3
Guard: Yes (repel)
Finisher: No → Yes → Yes
Description: Groundで敵が頭上にいるときか, air comboに出るtechnique. 右手の武器を振り上げたあと, 両手の武器を横へ払う
VALOR AIR UP-DOWN SWING
Type: Physical
Stat: Strength
Power modifier: ×0.65
Form: 0.78 seconds
Revenge value: 0.75
Maximum hit count: 2
Guard: Yes (repel)
Finisher: No → Yes
Description: Airにいると出るtechnique. 右手の武器を振り上げ, さらに左手の武器を振り下ろす
ABILITY TECHNIQUES
BRAVE SHOT
Type: Physical
Stat: Strength
Power modifier:
- Weapon: ×1.5
- Shock wave: ×1.5
Form:
- Weapon: 1.8 seconds
- Shock wave: 1.8 seconds
Revenge value:
- Weapon: 1.5
- Shock wave: 1.5
Maximum hit count:
- Weapon: 1
- Shock wave: 1
Guard:
- Weapon: Yes (negate)
- Shock wave: No
Finisher: Yes
Description: Ground combo finisher. 軽く跳んでから武器を振り下ろし, 衝撃波で敵を上に吹き飛ばす
BRAVE BEAT
Type: Physical
Stat: Strength
Power modifier: ×0.25 → ×0.25 → ×0.25 → ×0.25 → ×1 → ×1
Form: 0.3 seconds → 0.3 seconds → 0.3 seconds → 0.3 seconds → 1.2 seconds → 1.2 seconds
Revenge value: 0 → 0 → 0 → 0 → 3 → 3
Maximum hit count: 6
Guard: Yes (negate)
Finisher: Yes
Description: 復数の敵が近くにいると出るground combo finisher. 横に2回転しながら武器を振りまわす
SONIC STRIKE
Type: Physical
Stat: Strength
Power modifier:
- Horizontal swing: ×0.5
- Thrust: ×2.5
Form:
- Horizontal swing: 0.6 seconds
- Thrust: 3 seconds
Revenge value:
- Horizontal swing: 0
- Thrust: 3.5
Maximum hit count:
- Horizontal swing: 1
- Thrust: 1
Guard:
- Horizontal swing: Yes (negate)
- Thrust: No
Finisher: Yes
Description: 復数の敵が近くにいると出る, air combo finisher. 敵の背後まですばやく移動しながら横振り→突きの順に攻撃する
SONIC END
Type: Physical
Stat: Strength
Power modifier: ×0.25 → ×0.25 → ×0.25 → ×0.25 → ×1 → ×1
Form: 0.3 seconds → 0.3 seconds → 0.3 seconds → 0.3 seconds → 1.2 seconds → 1.2 seconds
Revenge value: 0 → 0 → 0 → 0 → 1.75 → 1.75
Maximum hit count: 6
Guard: Yes (negate)
Finisher: Yes
Description: Air combo finisher. 両手の武器を何度も斜めに振って攻撃する
OVER THE HORIZON
Type: Physical
Stat: Strength
Power modifier: ×0.65
Form: 0.78 seconds
Revenge value: 0.75
Maximum hit count: 2
Guard: Yes (repel)
Finisher: No → Yes
Description: Technique used when Square is pressed while on the ground. 前方に跳びながら右手の武器を振り上げ, さらに左手の武器を振り下ろす
RETALIATING SLASH
Type: Physical
Stat: Strength
Power modifier: ×0.5
Form: 0.6 seconds
Revenge value: 0 → 0.75 → 0.75
Maximum hit count: 3
Guard: Yes (repel)
Finisher: No → Yes → Yes
Description: 吹き飛び中にSquare buttonを押すと出るtechnique. Airで体勢を立て直し, 武器を3回振って攻撃する
[Caption 1: Sora attacks the Dark Thorn with Brave Shot] Brave Shot: 武器で攻撃しながら前方へ衝撃波を走らせ, 敵そ上に吹き飛ばす. 衝撃波を発するまでのスキがやや大きい.
[Caption 2: Sora attacks Pete with Brave Beat] Brave Beat: Groundで武器を横に振りながら1回転したあと, 前方に浮かび上がりつつ武器を大きく振りまわして広範囲に攻撃.
[Caption 3: Sora attacks the Hydra with Sonic Strike] Sonic Strike: 武器をかまえたのち, すばやい動きで突進. 敵に攻撃を弾き返きれないうえ, 対象の背後にいる敵もめる.
[Caption 4: Sora attacks Bolt Towers with Retaliating Slash] Retaliating Slash: Standard Formで使ったときとちがい, 2–3段目では武器を横に振るため, groundにいる敵には当たりにくい.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WISDOM FORM
Obtained: Clear Disney Castle episode 1.
Drive gauges consumed: 3
Required allies: Donald
A form that specialises in magic; it is much more efficient than Standard Form at using magic. A significant change comes in the form of the basic attack becoming a projectile attack; it's not as powerful (per shot), but allows you to hit distant enemies. Its growth ability Quick Run is useful for moving quickly and dodging enemy attacks.
MAIN CHANGES
------------
* Attack changes to Shoot.
* Slides along the ground.
* Can use techniques, magic and items while moving.
* Moves at 1.4× Standard Form's speed.
* Enhances magic and executes actions more quickly.
* Ground combo length is increased by 1.
* Cannot use air combos.
GROWTH ABILITY
--------------
QUICK RUN
AP: 2
Pressing Square while holding the left stick in a given direction will enact a low-altitude hovering dash in that direction (it stops when Square is released); you can't do anything else while moving, but you can use aerial moves and magic just before landing. It can also be used to avoid enemy attacks, as you're invincible at the moment you start moving (ie. when Sora's figure appears to blur).
LEVEL DISTANCE INVINCIBILITY (SECONDS)
Standard Jump 1 —
Level 1 1.5 —
Level 2 1.9 0.3
Level 3 [OG] 2.2 0.4
Level 3 [FM] 2.8 0.4
Level MAX 3.7 0.5
* Distance is compared to standard Jump's length unit of 1.
(Note: If Dodge Roll and Quick Run are equipped simultaneously, tap for Dodge Roll and hold for Quick Run.)
SUPPORT ABILITIES
-----------------
Equipped with Standard Form support abilities in addition to the following.
NAME EFFECT
Combo Plus Increases maximum ground combo length by 1
MP Hastega MP Charge's speed increases by 2×
FORM LEVEL
----------
Gains experience by defeating Heartless.
* Gains 1 EXP for each one defeated.
* Includes reaction commands and skateboard attacks.
* Excludes the shock wave emitted by Formchange Attack.
LEVEL EXPERIENCE [OG/FM] REWARDS (STANDARD) REWARDS (WISDOM)
1 0 — Quick Run LV1
2 20/12 Auto Wisdom Form gauge +1
3 80/36 Quick Run LV1 Form gauge +1, Quick Run LV2
4 152/84 MP Rage Form gauge +1
5 242/160 Quick Run LV2 Form gauge +1, Quick Run LV3
6 350/293 MP Haste Form gauge +1
7 500/450 Quick Run LV3 Form gauge +1, Quick Run MAX
NON-ATTACK ACTION ABILITIES
---------------------------
NAME EFFECT
Wisdom Shot Attack command changes to Shoot
Mobile Action Can attack and use items while moving
Magic Haste Casts magic more quickly compared to Standard Form
Magic Spice Magic combo finishers are more powerful compared to Standard Form
HOW TO FIGHT WHEN IN WISDOM FORM
--------------------------------
Take advantage of this Form's characteristics by attacking with magic as much as possible. Shotで攻撃しながら敵に近づき, combo finishでのみmagicを使うようにすれば, MPを尽きてしまったら, MP Chargeが終わるまでQuick Runで逃げつつ, 必要に応じてEther, etc.のitemで回復させること.
[Caption 1: Sora attacks enemies with Thunder-line magic] Magicは, 敵の数が少なければ1発ずつ出し, 敵の数が多ければcombo finishで出すといい.
HOW ACTION ABILITIES ENHANCE MAGIC
----------------------------------
Wisdom, Master and Final Forms come with action abilities (see below) that strengthen magic power, increase their range, etc. These altered effects can be seen in the respective magic section (pp. 46–51). Wisdom Form's Magic Spice's description claims that it "Powers up the finishing move of magic combos"; it doesn't mention that it also enhances Magnet-line and Cure-line magic (which can't be incorporated into combos).
[Caption 2: The menu screen highlights Magic Spice] These action abilities cannot be equipped in Standard Form.
ABILITY FORM EFFECT
Magic Haste Wisdom Enables faster movement
Magic Spice Wisdom Enhances magic combo finishers
Master Magic Master Enhances magic and enables magic air combos
Crime & Punishment Final Enhances magic and enables magic air combos
TECHNIQUES
----------
BASIC TECHNIQUES
GROUND SHOT
Type: Neutral
Stat: Magic
Power modifier:
- OG: ×0.25
- FM: ×0.2 → ×0.2 → ×0.25
Form: 0.16 seconds
Revenge value: 0 → 0 → 2.5
Maximum hit count: 3
Guard: No
Finisher: No → No → Yes
Description: Groundにいると出るtechnique. 前方に光の弾を3回連続で撃つ. 弾の軌道は狙った敵の位置に応じて曲がる
GROUND FINISH SHOT
Type: Neutral
Stat: Magic
Power modifier [OG]:
- Parts 1–2: ×0.25
- Part 3: ×0.5
Power modifier [FM]:
- Parts 1–2: ×0.25
- Part 3: ×1
Form:
- Parts 1–2: 0.16 seconds
- Part 3: 0.32 seconds
Revenge value: 0 → 0 → 2.5 → 0 → 0 → 2.5 → 0 → 0 → 4.5
Maximum hit count: 9
Guard: No
Finisher: Yes
Description: Ground combo finisher. 弾の3連射を3回連続で行なう. 3回目の連射では威力が2倍になる
AIR SHOT
Type: Neutral
Stat: Magic
Power modifier:
- OG: ×0.25
- FM: ×0.2 → ×0.2 → ×0.25
Form: 0.16 seconds
Revenge value: 0 → 0 → 2.5
Maximum hit count: 3
Guard: No
Finisher: No → No → Yes
Description: Airにいると出るtechnique. 光の弾を3連射する. Groundとちがってcomboで出すことができない
ABILITY TECHNIQUES
RETALIATING SLASH
Type: Neutral
Stat: Magic
Power modifier:
- OG: ×0.25
- FM: ×0.2 → ×0.2 → ×0.25
Form: 0.16 seconds
Revenge value: 0 → 0 → 2.5
Maximum hit count: 3
Guard: No
Finisher: No → No → Yes
Description: 吹き飛び中にSquare buttonを押すと出るtechnique. Airで体勢を立て直し, 前方に光の弾を3回連続で撃つ
[Caption 3: Sora attacks Undead Pirates with Ground Shot] Ground Shot: 弾を撃っているあいだは, 向きを変えないまま前後左右の好きな方向ヘ移動することができる.
[Caption 4: Sora attacks enemies with Ground Finish Shot] Ground Finish Shot: [横になった姿勢で3発→軽くjumpして3発→降りぎわに3発]という流れで弾を撃つ.
FM CHANGES
----------
* Removes Combo Plus and adds a second MP Hastega.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LIMIT FORM [FM-EX]
Obtained: Clear Twilight Town episode 1.
Drive gauges consumed: 4
Required allies: None
A form that looks like KH I clothing; the Limit command replaces Magic, allowing you to use certain special techniques. This formchange can be used without allies in the various Underdrome cups (except when the rules explicitly forbid it).
MAIN CHANGES
------------
* Magic changes to Limit.
* Jump height and length is 1.5× Standard Form's.
GROWTH ABILITY
--------------
DODGE ROLL
AP: 3
Pressing Square while holding the left stick in a given direction causes you to roll forward in that direction. It's slightly faster than running and can be used to dodge attacks as you're invincible during the roll.
LEVEL DISTANCE INVINCIBILITY (SECONDS)
Standard Jump 1 —
Level 1 1 0.3
Level 2 1 0.5
Level 3 1 0.8
Level MAX 1 1.1
* Distance is compared to standard Jump's length unit of 1.
(Note: If Dodge Roll and Quick Run are equipped simultaneously, tap for Dodge Roll and hold for Quick Run.)
SUPPORT ABILITIES
-----------------
Equipped with Standard Form support abilities in addition to the following.
NAME EFFECT
HP Gain Restores Sora's HP when a Limit technique hits an enemy
Draw Pulls in prizes and expands collection range
Lucky Lucky Increases prize box drop chances by 1.5×
MP Rage Restores MP when damaged
MP Haste MP Charge's speed increases by 1.25×
FORM LEVEL
----------
Gains experience by using any of Blast, The End, Judgment or Giga Impact.
* Gains 1 EXP for each use.
* Doesn't necessarily have to hit an enemy.
LEVEL EXPERIENCE REWARDS (STANDARD) REWARDS (LIMIT)
1 0 — Dodge Roll LV1
2 3 Auto Limit Form gauge +1
3 9 Dodge Roll LV1 Form gauge +1, Dodge Roll LV2
4 21 Draw Form gauge +1
5 40 Dodge Roll LV2 Form gauge +1, Dodge Roll LV3
6 63 Lucky Lucky Form gauge +1
7 90 Dodge Roll LV3 Form gauge +1, Dodge Roll MAX
NON-ATTACK ACTION ABILITIES
---------------------------
NAME EFFECT
Zantetsu Counter Uses Zantetsuken by selecting Attack while in a defensive stance after blocking or deflecting an attack
Reflect Combo Can block during a combo by pressing the Square button
HOW TO FIGHT WHEN IN LIMIT FORM
-------------------------------
The Form-specific techniques (accessed through the Limit command) are powerful but MP cost-heavy; use them when in trouble to take advantage of HP Gain (thus attacking and healing yourself simultaneously). It's recommended to use Sonic Rave on grounded enemies and Strike Raid on aerial enemies, as they cost comparatively less MP, are more likely to land hits, and it's easier to react to counterattacks while using them.
[Caption: Sora attacks an enemy with Sonic Rave] The Limit command is only available in active combat. Find and challenge enemies if you want to gain Form experience.
TECHNIQUES
----------
LIMIT TECHNIQUES
SONIC RAVE
MP: 60
HP recovery: 5
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form: 1.5 seconds
Revenge value: 0
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: A Limit technique. Unleashes a charging lunge.
RAVE
MP: —
HP recovery: 5
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form: 1.5 seconds
Revenge value: 0
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Technique used by pressing the Triangle button after Sonic Rave. Unleashes a charging lunge. Can be used up to five times in succession.
BLAST
MP: —
HP recovery: 5
Type: Physical
Stat: Strength
Power modifier: ×3
Form: 3 seconds
Revenge value: 9.375
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Technique used by pressing the Triangle button after the fifth Rave. Unleashes a charging lunge.
LAST ARCANUM
MP: 75
HP recovery: 3 → 1 → 1 → 1 → 1 → 1 → 2
Type: Physical
Stat: Strength
Power modifier:
- All except final: ×1
- Final: ×1.5
Form:
- All except final: 1 second
- Final: 1.5 seconds
Revenge value: 0
Maximum hit count: 7
Guard: No
Finisher: Yes
Description: A Limit technique. Attacks with light-infused weapon seven times.
BASH
MP: —
HP recovery: 2
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form: 1.5 seconds
Revenge value: 0
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Technique used by pressing the Triangle button after Last Arcanum. Swings weapon with various motions. Can be used up to five times in succession.
THE END
MP: —
HP recovery: 2
Type: Physical
Stat: Strength
Power modifier: ×2.5
Form: 2.5 seconds
Revenge value: 9.375
Maximum hit count: 2 [?]
Guard: No
Finisher: Yes
Description: Technique used by pressing the Triangle button after the fifth Bash. Swings weapon downward twice while somersaulting.
STRIKE RAID
MP: 65
HP recovery: 8
Type: Physical
Stat: Strength
Power modifier: ×2
Form: 2 seconds
Revenge value: 0
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: A Limit technique. Throws spinning weapon.
RAID
MP: —
HP recovery: 8
Type: Physical
Stat: Strength
Power modifier: ×2
Form: 2 seconds
Revenge value: 0
Maximum hit count: 3
Guard: No
Finisher: Yes
Description: Technique used by pressing the Triangle button after Strike Raid. Throws spinning weapon. Can be used up to three times in succession.
JUDGMENT
MP: —
HP recovery: 8
Type: Physical
Stat: Strength
Power modifier: ×5
Form: 5 seconds
Revenge value: 9.375
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Technique used by pressing the Triangle button after the third Raid. Throws spinning weapon.
INFINITY
MP: 80
HP recovery: 10 → 5 → 5 → 5 → 15
Type: Neutral
Stat: Magic
Power modifier:
- All except final: ×1
- Final: ×2
Form:
- All except final: 1 second
- Final: 2 seconds
Revenge value: 0
Maximum hit count: 5
Guard: No
Finisher: Yes
Description: A Limit technique. Quickly swings weapon five times while rising. Can move in the air with the left stick for one second after attacking.
SHOOT
MP: —
HP recovery: 0
Type: Neutral
Stat: Magic
Power modifier: ×0.65
Form: 0.5 seconds
Revenge value: 0.625
Maximum hit count: 10
Guard: No
Finisher: Yes
Description: Technique used by pressing Triangle after Infinity at a specific time (*3). Simultaneously fires 10 bullets that home in on enemies.
IMPACT
MP: —
HP recovery: 0
Type: Neutral
Stat: Magic
Power modifier: ×0.65
Form: 0.5 seconds
Revenge value: 0.625
Maximum hit count: 17
Guard: No
Finisher: Yes
Description: Technique used by pressing Triangle after Infinity at a specific time (*3). Simultaneously fires 17 bullets that home in on enemies.
GIGA IMPACT
MP: —
HP recovery: 0
Type: Neutral
Stat: Magic
Power modifier: ×0.65
Form: 0.5 seconds
Revenge value: 0.625
Maximum hit count: 25
Guard: No
Finisher: Yes
Description: Technique used by pressing Triangle after Infinity at a specific time (*3). Simultaneously fires 25 bullets that home in on enemies.
ABILITY TECHNIQUES
ZANTETSUKEN
MP: —
HP recovery: —
Type: Physical
Stat: Strength
Power modifier: ×6
Form: 9 seconds
Revenge value: 3
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Ground combo finisher. Holds weapon in a reverse grip and cuts through on the charge.
RIPPLE DRIVE
MP: —
HP recovery: —
Type: Neutral
Stat: Magic
Power modifier: ×2
Form: 3 seconds
Revenge value: 3
Maximum hit count: 0
Guard: No
Finisher: Yes
Description: 復数の敵が近くにいると出る, ground combo finisher. 自分の周囲に球形の力場を発生させ, 敵を真上へ吹き飛ばす
HURRICANE PERIOD
MP: —
HP recovery: —
Type: Physical
Stat: Strength
Power modifier:
- Part 1:
- Hit 1: ×1
- Hits 2+: ×0.25
- Part 2: ×1
Form:
- Part 1:
- Hit 1: 1.5 seconds
- Hits 2+: 0.25 seconds
- Part 2: 1.5 seconds
Revenge value: 3.5
Maximum hit count: Unlimited
Guard: Yes (negate)
Finisher: Yes
Description: Air combo finisher. 2回宙返りしつつ武器を振ったあと, 下から上ヘと斬り上げる
GUARD
MP: —
HP recovery: —
Type: —
Stat: —
Power modifier: —
Form: —
Revenge value: —
Maximum hit count: —
Guard: —
Finisher: —
SLAPSHOT
MP: —
HP recovery: —
Type: Physical
Stat: Strength
HP recovery: —
Power modifier: ×1.25
Form: 1 second
Revenge value: 1
Maximum hit count: 1
Guard: Yes (negate)
Finisher: No
Description: —
SLIDE DASH
MP: —
Type: Physical
Stat: Strength
HP recovery: —
Power modifier:
- Hit 1: ×1
- Hits 2+: ×0.25
Form:
- Hit 1: 0.75 seconds
- Hits 2+: 0.25 seconds
Revenge value:
- Hit 1: 1
- Hits 2+: 0
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: —
AERIAL SWEEP
MP: —
HP recovery: —
Type: Physical
Stat: Strength
HP recovery: —
Power modifier:
- Hit 1: ×0.65
- Hits 2+: ×0.25
Form:
- Hit 1: 0.75 seconds
- Hits 2+: 0.25 seconds
Revenge value:
- Hit 1: 2.5
- Hits 2+: 0
Maximum hit count: 3
Guard: Yes (negate)
Finisher: No
Description: —
* All of Standard Form's basic techniques (except its finishers) are available.
* Recovery shows the amount of HP healed through HP Gain.
* Guard functions identically to Standard Form's version (only the visual pose differs).
* Slapshot, Slide Dash and Aerial Sweep function identically to Standard Form's versions.
* Shortcuts are as follows: Sonic Rave (Circle); Last Arcanum (Triangle); Strike Raid (Square); Infinity (X); items replace these shortcuts if assigned so.
*3: Infinity's reaction commands are displayed in the following order for a set amount of time: Shoot (0.5 seconds) → Impact (0.17 seconds) → Giga Impact (0.17 seconds) → Shoot (0.17 seconds).
(Note: Supposedly Limit Form's Guard begins and ends a few frames earlier than Standard's, but I haven't verified this.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MASTER FORM
Obtained: Hollow Bastion episode 2 (Ansem's Study); investigate the writing on the wall.
Drive gauges consumed: 4
Required allies: Both (non-specific)
A versatile form that can be used for dual-wielding and enhanced magic; furthermore, it has distinctive abilities, such as being able to double-jump and attacking with weapons when magic is used. However, this formchange consumes plenty of Drive gauges and both allies are unavailable while it's active.
MAIN CHANGES
------------
* Dual-wields in battle with equipped sub-weapon.
* Runs and jumps at 1.25× Standard Form's speed.
* Jump height is 1.25× Standard Form's.
* Can double-jump.
* Maximum air combo length is increased by 2.
* Magic combos last indefinitely.
GROWTH ABILITY
--------------
AERIAL DODGE
AP: 3
Pressing Circle while jumping or falling from a foothold allows you to jump again in mid-air (except after using magic or other technique). Jumpをはじめた直後は高速回転しながらKeybladeで身を守る動作をとるが, そのあいだは敵の攻撃を弾き返すことが可能. また, この動作中は移動速度が速く, 通常のjumpよりも飛距離が長くなる.
LEVEL HEIGHT DISTANCE INVINCIBILITY (SECONDS)
Standard Jump 1 1 —
Level 1 0.8 1.7 0.2
Level 2 1 1.9 0.3
Level 3 1.1 2.2 0.4
Level MAX 1.6 2.5 0.5
* Height and distance are compared to standard Jump's length unit of 1.
SUPPORT ABILITIES
-----------------
Equipped with Standard Form support abilities in addition to the following.
NAME EFFECT
Synch Blade Equips two Keyblades and dual-wields in battle
Endless Magic Magic combos last indefinitely
Air Combo Plus Increases maximum air combo length by 1
Draw Pulls in prizes and expands collection range
MP Hastera MP Charge's speed increases by 1.5×
* Equipped with two Air Combo Pluses.
FORM LEVEL
----------
Gains experience by collecting Drive prizes.
* Small = 1 EXP, large = 3 EXP.
LEVEL EXPERIENCE [OG/FM] REWARDS (STANDARD) REWARDS (MASTER)
1 0 — Aerial Dodge LV1
2 60/40 Auto Master Form gauge +1
3 240/120 Aerial Dodge LV1 Form gauge +1, Aerial Dodge LV2
4 456/260 Air Combo Plus Form gauge +1
5 726/484 Aerial Dodge LV2 Form gauge +1, Aerial Dodge LV3
6 1050/932 Air Combo Plus Form gauge +1
7 1500/1600 Aerial Dodge LV3 Form gauge +1, Aerial Dodge MAX
NON-ATTACK ACTION ABILITIES
---------------------------
NAME EFFECT
Master Magic Enhances magic, enabling simultaneous magic and weapon attacks and magic air combos
HOW TO FIGHT WHEN IN MASTER FORM
--------------------------------
Attackもmagicも強力なので, 両方をbalanceよく使おう. ただし, Attackはmaximum combo lengthが多い関係で(上記column参照), finish技が出る前に別の敵が攻めてくることが多い点には注意. Magicに関しては, Fire-line, Thunder-line, Magnet-lineのうち, 敵に無効化されないものを使っていくのがオススメだ.
[Caption 1: Sora attacks Bolt Towers with Fire-line magic] Master Formでは, Fire-line magicを使うと, 敵に接近して攻撃するため命中させやすい.
MASTER FORMにはATTACKのGROUND COMBOが存在しない
--------------------------------------------
Master Formの基本技は, いずれもairに浮かんで攻撃する. そのため, groundとairのどちらから攻撃しても, comboがair用のものになるのだ. ここで重要なのは, Master FormではふたつのAir Combo Plusが強制的に装備されること. たとえFenrir(→p. 143)とNegative Comboを装備しても, Attackのmaximum combo lengthは3までしか減らせない.
TECHNIQUES
----------
BASIC TECHNIQUES
MASTER LEFT-RIGHT SWING
Type: Physical
Stat: Strength
Power modifier: ×0.33 → ×0.65 → ×0.33
Form: 0.38 seconds → 0.78 seconds → 0.38 seconds
Revenge value: 0 → 2.5 → 0
Maximum hit count: 3
Guard: Yes (repel) → Yes (negate) → Yes (negate)
Finisher: No → Yes → Yes
Description: Groundにいるときか, air combo中に出るtechnique. 前進して右手の武器を斜め下ヘ振り, さらに両手の武器を右ヘ払う
MASTER SOMERSAULT SWING
Type: Physical
Stat: Strength
Power modifier: ×0.33 → ×0.33 → ×0.65
Form: 0.38 seconds → 0.38 seconds → 0.78 seconds
Revenge value: 0 → 0 → 2.5
Maximum hit count: 3
Guard: Yes (repel) → Yes (repel) → Yes (negate)
Finisher: No → No → Yes
Description: Airにいるか, groundで複数の敵が近くにいると出るtechnique. 宙返り1回ひねりをしながら両手の武器を振りまわす
MASTER HORIZONTAL-VERTICAL SWING
Type: Physical
Stat: Strength
Power modifier: ×0.33 → ×0.65
Form: 0.38 seconds → 0.78 seconds
Revenge value: 0 → 2.5
Maximum hit count: 2
Guard: Yes (repel) → Yes (negate)
Finisher: No → Yes
Description: Airにいるか, groundで敵が頭上にいると出るtechnique. 右手の武器を大きく振り上げたあと, 左手の武器を真横に振る
ABILITY TECHNIQUES
MASTER STRIKE
Type: Physical
Stat: Strength
Power modifier: ×0.25 → ×0.5 → ×0.25 → ×0.25 → ×0.5 → ×0.25 → ×0.5 → ×0.5 → ×0.25 → ×0.65 → ×1.5
Form: 0.3 seconds → 0.6 seconds → 0.3 seconds → 0.3 seconds → 0.6 seconds → 0.3 seconds → 0.6 seconds → 0.6 seconds → 0.3 seconds → 0.78 seconds → 1.8 seconds
Revenge value: 0 → 0 → 0 → 0 → 0 → 0 → 0 → 0 → 0 → 1.75 → 1.75
Maximum hit count: 11
Guard: Yes (negate)
Finisher: Yes
Description: Combo finisher. 両手の武器を交互に振りまわし, 最後は交差させるように振り下ろす
DISASTER
Type: Neutral
Stat: Strength
Power modifier:
- Whirlwind: ×0.1
- Knockback: ×1.5
Form:
- Whirlwind: 0.12 seconds
- Knockback: 1.8 seconds
Revenge value:
- Whirlwind: 0
- Knockback: 3.5
Maximum hit count:
- Whirlwind: 10
- Knockback: 2
Guard: No
Finisher: Yes
Description: 復数の敵が近くにいると出る, combo finisher. 横に回転しながら武器を振り, 発生させた旋風に敵を巻きこんだあと遠くヘ吹き飛ばす
MASTER MAGIC EFFECT TECHNIQUES
------------------------------
AUTO MAGIC ATTACK
Type: Physical
Stat: Strength
Power modifier: (See respective magic)
Form: (See respective magic)
Revenge value: ?
Maximum hit count: (See respective magic)
Guard: Yes (negate)
Finisher: No
Description: Magicを使うと自動的に出るtechnique. 魔法ごとに威力や攻撃回数がちがう
[Caption 1: Sora attacks Bolt Towers and Assault Riders with Master Left-Right Swing] Master Left-Right Swing: 武器を左→右の順に払うが, 右ヘ払うときは両手の武器を使うため, 攻撃が2回hitする.
[Caption 2: Sora attacks Icy Cubes with Master Somersault Swing] Master Somersault Swing: 右手の武器を縦に振りながら前に回転し, 頭が下に向いたところで両手の武器を斜めに払う.
[Caption 3: Sora attacks the Grim Reaper with Master Strike] Master Strike: 敵に大damageを与える攻撃を連続で出す. 攻撃範囲が広く, はずれることはまずない
[Caption 4: Sora attacks the Halloween Town imps with Disaster] Disaster: 巨大な旋風を発生させる攻撃. 動作中は前後左右に移動できるので, 多くの敵を巻きこもう.
FM CHANGES
----------
* Adds a second Draw.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ANTI-FORM
Obtained: None (see below)
Drive gauges consumed: All remaining (at least 3)
Required allies: Both (non-specific)
A form overtaken by the power of darkness; may activate when any of Valor, Wisdom, Limit or Master Forms are activated under certain conditions (detailed below). Though agile, its drawbacks are many, including the disabling of magic and items and the taking of more damage than usual. To return to normal, either wait for the Form gauge to completely empty, enter another room, or finish the battle and use the Revert command.
MAIN CHANGES
------------
* Can only use Attack (and Revert outside of battle).
* Cannot use Reaction Commands.
* Runs and jumps at 2× Standard Form's speed.
* Takes 1.5× more damage than usual.
* Cannot pick up HP prizes.
* Cannot gain EXP.
* Drive prizes drain the Form gauge.
* Cannot open the Menu.
GROWTH ABILITY
--------------
N/A
(Note: See Anti Glide below; cannot be leveled up or transferred to Standard Form.)
SUPPORT ABILITIES
-----------------
N/A; equipped with Standard Form support abilities.
TRIGGERING ANTI-FORM
--------------------
A hidden number called the Anti-Count changes under certain circumstances; the higher the number, the more likely you'll trigger Anti-Form (see below). Anti-Form will never activate when changing to Final Form.
TABLE 1: ANTI-FORM COUNTER FLUCTUATION
--------------------------------------
SITUATION ANTI-COUNT
Activate any of Valor, Wisdom, Limit, Master Form +1
Activate Final Form −10
Activate Anti-Form −4 [OG] / −5 [FM]
Obtain a new Form Reduced to 0
* Does not change if an ally is incapacitated while formchanging.
TABLE 2: ANTI-FORM TRANSFORMATION PROBABILITIES
-----------------------------------------------
ANTI-COUNT PROBABILITY
0–4 0%
5–9 10%
10+ 25%
* Altered for certain battles as seen in Table 3 below.
* Cannot trigger Anti-Form outside battle, while an ally is incapacitated, or when activating Final Form.
TABLE 3: BATTLES WHERE ANTI-FORM'S TRANSFORMATION PROBABILITIES VARY
--------------------------------------------------------------------
PROBABILITY CHANGE BATTLES
×2 Required battles during an episode (except the following)
×4 Organization XIII members
×10 Xemnas (Armored)
×0 Beast, Hades, Pete, Pete?, Barbossa, battles with co-operative characters, etc.
(Note: Co-operative characters are those allies without a health bar, eg. Hercules or the FF characters in Hollow Bastion.)
FINAL FORM AND ITS CONNECTION TO ANTI-FORM
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After entering The World That Never Was: Memory's Skyscraper, there is a chance that when entering Anti-Form, it will instead redirect to and unlock Final Form; this makes Final Form available in the Drive menu.
CHANCES OF ENTERING FINAL FORM INSTEAD OF ANTI-FORM
ATTEMPT PROBABILITY [OG/FM]
1st 25%/3%
2nd 50%/9%
3rd 100%/27%
4th and onward 100%/75%
* Only when the Drive gauge is at least five bars full.
* Fixed at 0% after unlocking Final Form.
HOW TO FIGHT WHEN IN ANTI-FORM
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すばやく攻撃できるが, 1発あたりの威力は小さく, HPを回復する手段もないので, 早めにもとの姿ヘもどったほうが安全. 別のmapへ移動できる状況ならそこへ逃げこめばいいが, boss敵とのbattleどではその方法が使えない. ひたすら逃げまわりつつ, スキあらば敵に攻撃を当てることでForm gaugeを減らしていこう.
[Caption: Sora attacks the Blizzard Lord] 敵に攻撃するときは, air comboで攻めこんだほうが反撃を受けにくい.
TECHNIQUES
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BASIC TECHNIQUES
ANTI GROUND SCRATCH
Type: Physical
Stat: Strength
Power modifier:
- OG: ×0.25 → ×0.25 → ×0.1 → ×0.1 → ×0.5
- FM: ×0.5 → ×0.5 → ×0.2 → ×0.2 → ×1
Form: 0.4 seconds → 0.4 seconds → 0.16 seconds → 0.16 seconds → 0.8 seconds
Revenge value: 0.5 → 0.5 → 0 → 0 → 1
Maximum hit count: 5
Guard: Yes (negate)
Finisher: No
Description: Groundにいると出るtechnique. 左右の手で交互に引っかいたのち, 前ヘ転がってから両手を同時に振り下ろす
ANTI GROUND UPWARD KICK/FLING [check later]
Type: Physical
Stat: Strength
Power modifier:
- OG: ×0.25 → ×0.25 → ×0.5
- FM: ×0.5 → ×0.5 → ×1
Form: 0.4 seconds → 0.4 seconds → 0.8 seconds
Revenge value: 1 → 0 → 3
Maximum hit count: 3
Guard: Yes (negate)
Finisher: No
Description: Groundで敵が少し遠くにいると出るtechnique. 左右の手で引っかき, さらにbackfallをしながら蹴り上げる
ANTI GROUND DANCE KICK
Type: Physical
Stat: Strength
Power modifier:
- OG: ×0.25 → ×0.1 → ×0.1 → ×0.25 → ×0.25 → ×0.5
- FM: ×0.5 → ×0.2 → ×0.2 → ×0.5 → ×0.5 → ×1
Form: 0.4 seconds → 0.16 seconds → 0.16 seconds → 0.4 seconds → 0.4 seconds → 0.8 seconds
Revenge value: 1.5 (first three hits total) → 0.5 → 0.5 → 1
Maximum hit count: 6
Guard: Yes (negate)
Finisher: No
Description: Groundで復数の敵が近くにいると出るtechnique. Breakdanceのような動きから何度もkickを放つ
ANTI GROUND HORIZONTAL SPIN
Type:
- Backfall: Physical
- Spin: Dark
Stat: Strength
Power modifier [OG]:
- Backfall: ×0.25
- Spin:
- All except final: ×0.1
- Final: ×0.5
Power modifier [FM]:
- Backfall: ×0.5
- Spin:
- All except final: ×0.2
- Final: ×1
Form:
- Backfall: 0.4 seconds
- Spin: 0.16 seconds
- All except final: 0.16 seconds |