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Abilities (KHCOM): Difference between revisions

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(I don't know about High Jump. Fix it if wrong.)
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{{Game|COM|REC}}
{{Game|COM|REC}}
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{{cleanup|check ability descriptions; check for any other named non-sleights in both games; confirm name of Riku's dodge; get the pictures for each ability; confirm nihongo; add information on Dodge Roll ability and general ability loss being mentioned in manga}}
[[File:REC Sleight Screen.png|thumb|right|300px|The ability screen is replaced with a list of sleights in ''Kingdom Hearts: Chain of Memories'' and ''Kingdom Hearts Re:Chain of Memories''.]]
In ''[[Kingdom Hearts: Chain of Memories]]'', the ability system from ''Kingdom Hearts'' is largely replaced by the [[Sleight]] and [[enemy card]] systems. Sleights serve as the game's action abilities, and are activated by playing card combos, while enemy cards serve as the game's support abilities, and must be played to activate temporary status changes. However, the Dodge Roll ability has been kept as a free-to-use ability. In ''[[Kingdom Hearts Re:Chain of Memories]]'', three other movement abilities based on the shared abilities from ''Kingdom Hearts'' were added, and all four abilities were made available to use outside of combat.
In ''[[Kingdom Hearts: Chain of Memories]]'', the ability systems from other games in the series are replaced by the [[Sleight]] and [[enemy card]] systems. Sleights serve as the game's action abilities, and are activated by playing card combos. The enemy cards serve as the game's support abilities, and must be played to activate temporary status changes.


However, there are a number of action abilities that can be used in their own right, outside of combat. Most are only available in the remake, ''[[Kingdom Hearts Re:Chain of Memories]]''.
==Abilities==
 
{|class="wikitable" width="100%"
==Dodge Roll==<!--include Riku's equivalent-->
|- bgcolor="#87CEEB"
Dodge Roll is an ability that allows the user to roll away from harm. It is an ability that you begin with for both Sora and Riku.
|width="27%" style="text-align:center"|'''Ability'''
Sora does a roll, while Riku dives and jumps back up again. When in Dark Mode, Riku dashes forward.
|width="55%" style="text-align:center"|'''Description'''
{{sec-stub}}
|width="18%" style="text-align:center"|'''Obtained'''
 
|- bgcolor="#E6E6FA"
==High Jump==
|{{nihongo|'''[[Dodge Roll]]'''|ドッジロール|<br>Dojji Rōru}}
High Jump allows Sora to jump higher than usual. He obtains it in [[Monstro]].
|Roll away from harm. Sora performs a somersault, while Riku performs a tumble, or dashes forward in Dark Mode.
{{sec-stub}}
|Available from the beginning.
 
|-bgcolor="#E6E6FA"
==Glide==
|{{nihongo|'''[[High Jump]]'''|ハイジャンプ|<br>Hai Janpu}}
Glide allows Sora to ride the wind and soar forward. It is obtained in [[Neverland]] after you defeat [[Captain Hook]].
|Powers up your jump, allowing you to reach higher places.
{{sec-stub}}
|Clear [[Monstro]]'s [[Room of Beginnings]].
 
|-bgcolor="#E6E6FA"
==Super Glide==
|{{nihongo|'''[[Glide]]'''|グライド|<br>Guraido}}
Super Glide is an ability that can only be obtained by Sora on the 13th Floor: [[Castle Oblivion]]. It is in a chest in the level's Key to Rewards room.
|While in the air, press the {{button|s}} button to ride the air currents. Hold down the {{button|s}} button to remain aloft.
 
|Enter [[Neverland]].
Super Glide is an upgrade from Sora's original Glide ability. By pressing the {{button|c}} button, Sora can now glide at a faster pace. His form in doing so has changed as well. While using Glide, Sora's arms were stretched to his sides, with his feet straight as well. While using Super Glide, Sora's arms are close to his sides, while his legs are close as well, one of them being slightly bent at the knee.
|-bgcolor="#E6E6FA"
 
|{{nihongo|'''[[Super Glide]]'''|スーパーグライド|<br>Sūpā Guraido}}
{{stub}}
|While in the air, press the {{button|c}} button to fly at high speed. Hold down the {{button|c}} button to remain aloft.
<!--
|1<sup>st</sup> [[Castle Oblivion]] [[Room of Rewards|Reward]]
Also, Dodge Roll. (mentioned in manga specifically, add that); and Riku's equivalent.
|}
 
However, as part of the changes made in ''Kingdom Hearts Re:Chain of Memories'', High Jump, Glide, and Superglide
 
Add list based on Re:Chain of Memories - High Jump, Glide, Superglide
Castle Oblivion Super Glide[[Re:CoM]]  
 
If there are any named non-sleights in CoM, add those as well.-->


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Revision as of 13:44, 25 June 2012

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Issues: check ability descriptions; check for any other named non-sleights in both games; confirm name of Riku's dodge; get the pictures for each ability; confirm nihongo; add information on Dodge Roll ability and general ability loss being mentioned in manga

In Kingdom Hearts: Chain of Memories, the ability system from Kingdom Hearts is largely replaced by the Sleight and enemy card systems. Sleights serve as the game's action abilities, and are activated by playing card combos, while enemy cards serve as the game's support abilities, and must be played to activate temporary status changes. However, the Dodge Roll ability has been kept as a free-to-use ability. In Kingdom Hearts Re:Chain of Memories, three other movement abilities based on the shared abilities from Kingdom Hearts were added, and all four abilities were made available to use outside of combat.

Abilities

Ability Description Obtained
Dodge Roll (ドッジロール
Dojji Rōru
?)
Roll away from harm. Sora performs a somersault, while Riku performs a tumble, or dashes forward in Dark Mode. Available from the beginning.
High Jump (ハイジャンプ
Hai Janpu
?)
Powers up your jump, allowing you to reach higher places. Clear Monstro's Room of Beginnings.
Glide (グライド
Guraido
?)
While in the air, press the Square button to ride the air currents. Hold down the Square button to remain aloft. Enter Neverland.
Super Glide (スーパーグライド
Sūpā Guraido
?)
While in the air, press the Circle button to fly at high speed. Hold down the Circle button to remain aloft. 1st Castle Oblivion Reward

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