Nano Arms
Nano Arms (ナノアームズ Nano Āmuzu) is a Formchange in Kingdom Hearts III. It allows the user to transform the Keyblade into a variety of nano weapons.
Design[edit]
Nano Arms transforms the Keyblade into a nano-bladed broadsword with twin blades sticking out from the sides. The normal Keyblade Cinematic briefly has it take the shape of a Keyblade Glider. It can then transform further into a variety of black-shaded nano weapons, which resemble the Clock Drill, Blizzard Claws, Hyper Hammer, Storm Flag, and Twin Yo-Yos Formchanges as well as a Rocket Fist.
Mechanics[edit]
In Kingdom Hearts III, Nano Arms is the Formchange of the Nano Gear Keyblade, associated with Blitz Form. It has a base duration of 30 seconds and a maximum combo length of 6. Its basic attacks are identical to Sora's basic attacks, but its Nano Transform ability allows it to copy various other Formchanges for its ground and air combo finishers, gap closer, ground-to-air, and air-to-ground attacks. Its third and final combo finisher has Sora form a fist out of nano and firing it forwards.
The Finish command has Sora leap into a portal before generating several other portals around himself and firing streams of nano out of them.
Abilities[edit]
Alongside the abilities from Blitz Form, Nano Arms also has access to Nano Transform.
| Form Actions | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Attack | Attribute | Power Multiplier |
Form Value |
Reaction Value |
Revenge Value |
Guard? | Repel LV | Status Effect | |
| Keyblade Transformation Attack (キーブレード変形演出中の攻撃 Kīburēdo Henkei Enshutsu-chū no Kōgeki) |
(shockwave) | 0.5 | 0 | 1 | 0 | O | — | —
| |
| (hoverboard) | 1.0 | 0 | 1 | 0 | O | — | — | ||
| Sora Formchanges the Keyblade into a Keyblade Glider and rides on it briefly before Formchanging it into a nano broadsword. | |||||||||
| Ground Downswing (地上振り下ろし Chijō Furioroshi) |
0.6 | 6 | 0 | 1 | X | 1 |
— | ||
| First ground combo. | |||||||||
| Ground Thrust (地上突き Chijō Tsuki) |
0.8 | 7 | 0 | 1 | X | 1 |
— | ||
| Second ground combo. | |||||||||
| Ground Rightward Swing (地上右振り Chijō Migi Furi) |
0.8 | 7 | 0 | 1 | X | 1 |
— | ||
| Third ground combo. | |||||||||
| Air Downward Swing (空中振り下ろし Kūchū Furi Oroshi) |
0.6 | 6 | 0 | 1 | X | 1 |
— | ||
| First aerial combo. May be used to reach a target up high if Yo-Yo Forward Throw or Flag Rising Left Spin Swing did not reach it prior. | |||||||||
| Air Upward Swing (空中振り上げ Kūchū Furiage) |
0.8 | 7 | 0 | 1 | X | 1 |
— | ||
| Second aerial combo. | |||||||||
| Air Rightward Swing (空中右振り Kūchū Migi Furi) |
0.8 | 7 | 0 | 1 | X | 1 |
— | ||
| Third aerial combo. | |||||||||
| Claw Drill Rush (クローきりもみ突進 Kurō Kirimomi Tosshin) |
0.75(x4) | 6(x4) | 1(x4) | 0.25(x4) | O | — | — | ||
| First ground combo finisher. Resembles Blizzard Claws' Winding Strike. | |||||||||
| Hammer Downswing (ハンマー振り下ろし Hanmā Furioroshi) |
2.0 | 8 | 1 | 0.25 | O | — | — | ||
| Second ground combo finisher. Resembles Hyper Hammer's Ground Wallop. | |||||||||
| Rocket Fist | 0.5+1.0 | 4+8 | 1+1 | 0.2+0.25 | O | — | — | ||
| Morph the Nano Arms into a giant fist and send foes reeling. (Combo finisher) | |||||||||
| Yo-Yo Forward Throw (ヨーヨー前方投げ Yōyō Zenpō Nage) |
0.5[+1.0] | 4[+8] | 1[+1] | 0.4[+0.5] | O | — | — | ||
| Used when the target is at mid-to-long range. Resembles Twin Yo-Yos' Anchor Shot. | |||||||||
| Flag Rising Left Spin Swing (フラッグ上昇左回転振り Furaggu Jōshō Hidari Kaiten Furi) |
1.0(x2) | 8(x2) | 1(x2) | 0.5(x2) | O | — | — | ||
| Used when the target is directly above. Resembles Storm Flag's Ascending Left Swing. | |||||||||
| Drill Drill Rush (ドリルきりもみ突進 Doriru Kirimomi Tosshin) |
0.2(x6)+0.4 | 1(x6)+3 | 1(x7) | 0.05(x6)+0.15 | O | — | — | ||
| First air combo finisher. Resembles Clock Drill's Dire Drill. | |||||||||
| Yo-Yo Vertical Spin Swing (ヨーヨー縦回転振り Yōyō Tate Kaiten Furi) |
0.3(x6)+0.4+0.4 | 2(x6)+3+3 | 1(x8) | 0.2(x6)+0.3+0.3 | O | — | — | ||
| Second air combo finisher. Resembles Twin Yo-Yos' Backspin. | |||||||||
| Hammer Swoop Swing (ハンマー急降下振り Hanmā Kyūkōka Furi) |
0.5+1.0 | 4+8 | 1+1 | 0.4+0.5 | O | — | — | ||
| Used when above the target. Resembles Hyper Hammer's Flying Clobber. | |||||||||
| Nano Counter | 1.5 | 8 | 5 | 0 | O | — | — | ||
| Press | |||||||||
| Offensive Dodge | 0.75 | 6 | 5 | 0.5 | X | — | — | ||
| Deal damage to enemies while performing evasive maneuvers. | |||||||||
| Finish (フィニッシュ Finisshu) |
0.3(x14)+1.5 | 0 | 1(x14)+5.0 | 0 | O | — | — | ||
| Hides in a dimensional gate that appears overhead and repeatedly lunges out with block pillars. | |||||||||
Strategy[edit]
Nano Arms essentially combines many attacks from various Strike Form Formchanges and semi-clones, granting it a strong variety of combo finishers and plenty of mobility to complement the reach of other Formchanges. Its Nano Shield and Nano Counter give it excellent defensive capabilities, aided by its Offensive Dodge. Its Yo-Yo Forward Throw is a great gap-closer, and can be combined with Blitz Form's Air Slides, Superslides, and Glide for movement capability. Against hordes, its Hammer Swoop Swing can easily clear crowds, and so can the usage of Zone Connector within the safety of Nano Shield.
Hammer Downswing has too much start-up lag to combo from Claw Drill Rush, and so it should either be swapped to another move, or Claw Drill Rush should be replaced with a magic spell, Proximity Style magic in particular synergizes nicely by providing a longer hitstun.
Rocket Fist has surprisingly high range and can follow a target under Lock-On, but shouldn't be used as a ranged option as its low travel and turning speed, as well as its capability to be stopped by any terrain in the way makes it surprisingly ineffective in practice, it can only properly be used in a combo if used very close to an opponent so the first hit involving an uppercut can hitstun for the second hit, such as after Lunge 'n' Launch, or if complemented with a prior use of Aero magic.
Beyond the positioning utility and decent damage of Yo-Yo Forward Throw, Flag Rising Left Spin Swing, and Hammer Swoop Swing, Nano Arms shouldn't be used outside combo finishers as its broadsword attacks remain rather weak and with limited range, with even Standard Form bringing competition for that sort of attacks unless Hidden Potential is a factor. Starting a combo with Hammer Swoop Swing does ensure a follow up to Flag Rising Left Spin Swing then yet another Hammer Swoop Swing if the opponent is sent upwards from the first hit in the combo chain, but note that if Sora is not directly above the opponent, he'll use Yo-Yo Forward Throw diagonally downwards instead.
Because of these limitations, Nano Arms's use should focus on its strong Shotlock and either focus on aerial combos, starting them with Hammer Swoop Swing, or remain relegated to providing mobility support to other Formchanges that can complement its combos, especially given its short Keyblade swap timeframe between attacks. Offensive Dodge can be used on the air if
is tilted barely so that Sora would walk if he was grounded, providing a safer way to land on the floor.
While its finish command has great range and can deal burst damage, Sora should be fairly close so it can combo into itself, as otherwise it can push opponents away, granting an opportunity to escape and enter an attacking phase. This is a common event to account for given its lack of Revenge Value like any other finish command.
Learning Nano Arms[edit]
Kingdom Hearts III[edit]
- The Nano Gear has Nano Arms as its Formchange.