Flowmotion: Difference between revisions

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{{Game|DDD}}
{{Game|DDD}}
{{Expand|create=create redirects for original terms, add images}}
{{Expand|create=create redirects for original terms, add images}}
[[File:Kick Dive KH3D.gif|frame|Sora using a series of Wall Kicks followed by a Kick Dive.]]
[[File:Kick Dive KH3D.gif|frame]]
{{nihongo|'''Flowmotion'''|フリーフローアクション|Furīfurō Akushon|lit. "Freeflow Action"}} is a gameplay mechanic that appears in ''[[Kingdom Hearts 3D: Dream Drop Distance]]''. It allows [[Sora]] and [[Riku]] to traverse their surrounding environments with great ease when they interact with certain environmental elements. Using Flowmotion, Sora and Riku can jump off of walls, grind rails, leap great heights, and dynamically attack opponents.
{{nihongo|'''Flowmotion'''|フリーフローアクション|Furīfurō Akushon|lit. "Freeflow Action"}} is a gameplay mechanic that appears in ''[[Kingdom Hearts 3D: Dream Drop Distance]]''. It allows [[Sora]] and [[Riku]] to traverse their surrounding environments with great ease when they interact with certain environmental elements. Using Flowmotion, Sora and Riku can jump off of walls, grind rails, leap great heights, and dynamically attack opponents.


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The full set of Flowmotion commands are automatically equipped to Sora and Riku's command decks after Sora meets [[Neku]] in [[Traverse Town]].
The full set of Flowmotion commands are automatically equipped to Sora and Riku's command decks after Sora meets [[Neku]] in [[Traverse Town]].
==Story==
==Story==
===''Kingdom Hearts 3D: Dream Drop Distance''===
===''Kingdom Hearts 3D: Dream Drop Distance''===
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When Sora confronts the Spellican in [[Symphony of Sorcery]], it leads him on a chase through a starry sky, as he Rail Slides along a sparkling trail.
When Sora confronts the Spellican in [[Symphony of Sorcery]], it leads him on a chase through a starry sky, as he Rail Slides along a sparkling trail.
==Mechanics==
==Mechanics==
[[File:Blow-off KH3D.gif|thumb|200px|Riku using a Blow-off Flowmotion Attack.]]
[[File:Blow-off KH3D.gif|thumb|200px|Blow-off.]]
Flowmotion is activated by pressing {{button|DSY}} to [[Dodge Roll]] or [[Air Slide]] into a wall or other interactive object, or by landing on certain environmental features, such as rails or fountains. Sora or Riku will perform a context-sensitive action, such as briefly sticking to and jumping off of a wall or spinning around a pole after Air Sliding into it.
Flowmotion is activated by pressing {{button|DSY}} to [[Dodge Roll]] or [[Air Slide]] into a wall or other interactive object, or by landing on certain environmental features, such as rails or fountains. Sora or Riku will perform a context-sensitive action, such as briefly sticking to and jumping off of a wall or spinning around a pole after Air Sliding into it.


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Any form of Flowmotion also prevents the user from being knocked out of it, allowing for easy interceptions in the style of Super Armor in terms of being immune to flinching; but due to this rule, they still take the usual amount of damage or status effects during Flowmotion regardless, which can lead to untimely deaths during it.
Any form of Flowmotion also prevents the user from being knocked out of it, allowing for easy interceptions in the style of Super Armor in terms of being immune to flinching; but due to this rule, they still take the usual amount of damage or status effects during Flowmotion regardless, which can lead to untimely deaths during it.
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==List of Flowmotion commands==
==List of Flowmotion commands==
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