Shotlock: Difference between revisions

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==Mechanics==
==Mechanics==
===Birth by Sleep===
[[File:Treasure - Shotlock.png]]
[[File:Treasure - Shotlock.png]]
In ''Kingdom Hearts Birth by Sleep'', a Shotlock is initiated by holding down {{button|L1}} and {{button|R1}} simultaneously (or just {{button|R1}} in the ''Kingdom Hearts HD 2.5 Remix'' port). The user enters a targeting mode and locks onto enemies, and by pressing {{button|x}} ({{button|c}} in the Japanese version), the user then initiates a powerful attack that hits all targeted enemies. By locking onto the maximum amount of enemies, additional attacks can be added by following on-screen prompts. The amount of time the user has to lock onto targets depends on the [[Focus Gauge]], which empties when the attack is initiated and can be refilled by attacking enemies and using Ethers. Most of the Shotlocks in ''Birth by Sleep'' can be learned by all three Keyblade wielders, but they also get several that are unique to themselves.
In ''Kingdom Hearts Birth by Sleep'', a Shotlock is initiated by holding down {{button|L1}} and {{button|R1}} simultaneously (or just {{button|R1}} in the ''Kingdom Hearts HD 2.5 Remix'' port). The user enters a targeting mode and locks onto enemies, and by pressing {{button|x}} ({{button|c}} in the Japanese version), the user then initiates a powerful attack that hits all targeted enemies. By locking onto the maximum amount of enemies, additional attacks can be added by following on-screen prompts. The amount of time the user has to lock onto targets depends on the [[Focus Gauge]], which empties when the attack is initiated and can be refilled by attacking enemies and using Ethers. The rate at which the locking on occurs varies with each Shotlock and increases with level. Most of the Shotlocks in ''Birth by Sleep'' can be learned by all three Keyblade wielders, but they each also get a few that are unique to themselves.


Each Shotlock can be enhanced by performing a certain action to add extra attacks. There are four methods of adding extra attacks, which determine the Shotlock's class.  
Each Shotlock can be enhanced by performing a certain action to add extra attacks. There are four methods of adding extra attacks, which determine the Shotlock's class.  
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*{{nihongo|'''Class D'''|パツド回転|Paddo Kaiten|lit. "Pad Rotation"}} Shotlocks involve rotating the analog pad.
*{{nihongo|'''Class D'''|パツド回転|Paddo Kaiten|lit. "Pad Rotation"}} Shotlocks involve rotating the analog pad.


Mechanically, the Shotlocks can also be sorted into four distinct paradigms (except for Dark Link which is unique):
*The "projectile" type, covering the first five listed below, involves launching a barrage of projectiles one after the other that zero-in on targets. All of these use Class A extra attacks to add projectiles.
*The "salvo" type, covering the next five, involves charging energy into the tip of the Keyblade that subsequently bursts into projectiles. Extensions are performed under Class C, repeating the technique until a bad timing is performed or the maximum number of allowed salvos has been fired.
*The "charge" type, covering the eleventh through fourteenth, see the character charging around the battlefield to strike at targets. Lightning Ray uses Class A extensions to perform addition dashes while the others all use Class B to perform diving strikes that culminate in a powerful finisher.
*The "ultimate" type, covering the last three on the list before Dark Link, are all unique to one character and each uses unique attack styles. Ultima Cannon uses Class C to perform a single extra shot while the others use Class D to perform one final attack.
Notably, each of the first three types features exactly three Shotlocks shared by all characters.
===Kingdom Hearts 0.2===
In ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', a Shotlock is initiated by holding down {{button|R1}}. The user enters a targeting mode and locks onto enemies, and the Shotlock begins by pressing {{button|x}} ({{button|c}} in the Japanese version). Triggering a Shotlock slows down time for the duration of the Focus gauge's depletion, allowing the player to maximize the number of lock-ons while minimizing damage and interference. [[Prism Rain]] is the only Shotlock available.
In ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', a Shotlock is initiated by holding down {{button|R1}}. The user enters a targeting mode and locks onto enemies, and the Shotlock begins by pressing {{button|x}} ({{button|c}} in the Japanese version). Triggering a Shotlock slows down time for the duration of the Focus gauge's depletion, allowing the player to maximize the number of lock-ons while minimizing damage and interference. [[Prism Rain]] is the only Shotlock available.


===Kingdom Hearts III===
In ''Kingdom Hearts III'', the mechanics are similar to ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-''. Shotlocks are now tied to Keyblades, and each Keyblade has a certain amount of Shotlocks. Most Keyblades have two Shotlocks, one activated with an incomplete lock and another with a max lock. However, [[Ultima Weapon]] and [[Destiny's Embrace]] each have just one Shotlock activated with one lock, [[Shooting Star]] and [[Hunny Spout]]'s max-level Shotlocks depend on whether a max lock was used on a single target or a group of enemies, and [[Master's Defender]] and [[Braveheart]]'s Shotlocks only prompt additional attacks when used at max lock similar to previous games. Visually, all of Sora's max-level Shotlocks implement the corresponding Keyblade's [[Formchange]], with his clothes transforming into the corresponding Form for the duration of the Shotlock. As in ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', time is slowed while locking onto enemies; however, timers, such as the ones seen in minigames, as well as the Doom counter used by [[Game:Marluxia|Marluxia's Replica Data]], will still run at normal speed. The [[Airstep]] Flowmotion technique is also executed from the Shotlock menu by pressing {{button|s}}.
In ''Kingdom Hearts III'', the mechanics are similar to ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-''. Shotlocks are now tied to Keyblades, and each Keyblade has a certain amount of Shotlocks. Most Keyblades have two Shotlocks, one activated with an incomplete lock and another with a max lock. However, [[Ultima Weapon]] and [[Destiny's Embrace]] each have just one Shotlock activated with one lock, [[Shooting Star]] and [[Hunny Spout]]'s max-level Shotlocks depend on whether a max lock was used on a single target or a group of enemies, and [[Master's Defender]] and [[Braveheart]]'s Shotlocks only prompt additional attacks when used at max lock similar to previous games. Visually, all of Sora's max-level Shotlocks implement the corresponding Keyblade's [[Formchange]], with his clothes transforming into the corresponding Form for the duration of the Shotlock. As in ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', time is slowed while locking onto enemies; however, timers, such as the ones seen in minigames, as well as the Doom counter used by [[Game:Marluxia|Marluxia's Replica Data]], will still run at normal speed. The [[Airstep]] Flowmotion technique is also executed from the Shotlock menu by pressing {{button|s}}.


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