Abilities (KH)

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Yes, the untapped power that lies within you. Now, child, it's time you awakened that power and realized your full potential.
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Abilities are special skills that can be learned through the use of AP. They teach Sora and his allies various Spells, special attacks, and other useful strengths. They also appear in Kingdom Hearts II. Sleights are similar in nature, and appear in Kingdom Hearts: Chain of Memories.

Sora's Abilities

See Sora/Abilities for when Sora learns these abilities either through leveling up or events.

Combat

Ability Description
Aerial Sweep When near an enemy within height of a jump, Sora leaps into the air and swings his Keyblade in a circular rising motion, damaging enemies and pulling near to them.(air combo starter)
Blitz A combo finisher more powerful than the standard sweep. Sora leaps and delivers a downward slam.
Counterattack When Sora's ground attack is deflected, pressing X again will make him instantly slash forward to start another combo. A successful Counterattack will increase MP Charge.
Guard Sora raises his Keyblade and guard against attacks (tap Square for guard; Square plus analog direction for Dodge Roll, only if both are equipped simultaneously)
Vortex When close to a locked on enemy, Sora spins forward to slash the opponent.
Final Mix exclusive Description
Sliding Dash
(スライドダッシュ)
Sora does a quick slide, pulling himself near the enemy and damaging them.
Stun Impact
(スタンインパクト)
Sora strikes his Keyblade downwards, creating a small explosive sphere protecting him and stunning nearby enemies. (combo finisher)
Hurricane Period
(ハリケーンピリオド)
Sora flips vertically, striking enemies near him. (air combo finisher)
Slap Shot
(スラップショット)
When facing more than one enemy, Sora swings his Keyblade with a large arc and finish it with a upward thrust.
Ripple Drive
(リップルドライブ)
When several enemies surround Sora, this ability knocks them back. (combo finisher)
Gravity Break
(グラビティブレーク)
Sora's keyblade casts a miniature gravity spell. (combo finisher)
Zantetsuken
(ザンテツケン)
30%(?)Chance of defeating Heartless instantly.

(combo finisher)

Encounter Up
(エンカウントアップ)
Increase the rate of spawning and encountering Heartless.
Tech Plus
(テックアップ)
Increase the amount of Tech Points acquired.


Support

Ability Description
Air Combo Plus Added attacks to prolong air combos.
Berserk Increase Sora's attack power when his HP is critical (flashes red).
Combo Plus Added attacks to prolong ground combos.
Critical Plus Increase percentage of dealing critical hits.
MP Haste Allows faster MP recovering.
MP Rage Regains MP relative to damage taken. Effect can be stacked.
Scan Allows enemy's HP to be viewable by locking on it.
Second Chance Retain 1 HP even after receiving a critical hit (provided that Sora has 2 or more HP left.)
Cheer Raises summoned ally's time
Final Mix exclusive Description
Leaf Veil
(リーフベール)
Becomes invincible while casting Cure.


Drop-Related

Ability Description
Treasure Magnet Attract nearby orbs and treasures dropped by defeated enemies. Effect can be stacked to attract drops from further away.
Jackpot Raises the amount of HP orbs, MP orbs, etc. dropped by defeated enemies.
Lucky Strike Raises percentage of enemy dropping rare items.


Special Abilities

Special abilities, as the name suggests, are special abilities not learnt by conventional means, but through storyline bosses and special conditions. Unlike normal abilities, special abilities require MP to execute, and all of them are capable of connecting into a series of combos. Later, in Kingdom Hearts II: Final Mix, Sora can execute these abilities again through Limit Form

Below are the list of special abilities present in Kingdom Hearts:

Ally Abilities

Ally abilities, unlike Sora's, act on A.I controls and therefore may result slight uncontrollable gameplay. Aside from that, there are also some ability exclusives to allies, meaning only certain ally from different worlds have access to this ability.

Donald

Support

Ability AP Cost Description Learned
Berserk 2 AP Increases attack power when his HP is critical (flashes red). Lv. 10
MP Haste 3 AP Allows faster MP recovering. Lv. 15
MP Rage 3 AP Regains MP relative to damage taken. Effect can be stacked. Lv. 20
MP Rage 3 AP Regains MP relative to damage taken. Effect can be stacked. Lv. 40
Cheer 2 AP Raises summoned ally's time Defeat Maleficent in Hollow Bastion


Drop-Related

Ability AP Cost Description Learned
Treasure Magnet 2 AP Attract nearby orbs and treasures dropped by defeated enemies. Effect can be stacked to attract drops from further away. Lv. 30
Treasure Magnet 2 AP Attract nearby orbs and treasures dropped by defeated enemies. Effect can be stacked to attract drops from further away. Lv. 45


Goofy

Combat

Ability AP Cost Description Learned
Rocket 3 AP Goofy's exclusive attack where he perform a powerful air blast. Lv. 9
Charge 3 AP A strong forward lunge that recoils opposing enemies. Lv. 15
Tornado 3 AP Goofy's crowd control attack where he spirals in a circular fashion, damaging nearby enemies Lv. 21


Support

Ability AP Cost Description Learned
Berserk 2 AP Increases attack power when his HP is critical (flashes red). Lv. 54
MP Haste 3 AP Allows faster MP recovering. Lv. 51
MP Rage 3 AP Regains MP relative to damage taken. Effect can be stacked. Lv. 39
MP Rage 3 AP Regains MP relative to damage taken. Effect can be stacked. Lv. 45
Cheer 2 AP Raises summoned ally's time Defeat Parasite Cage in Monstro
MP Gift 3 AP Goofy gives an ally 3 MP. Lv. 30
Second Wind 3 AP Hasten the recovery of ally after being knocked out. Lv. 33
Second Chance 2 AP Retain 1 HP even after receiving a critical hit (provided that 2 or more HP are left.) Lv. 36
Final Mix exclusive AP Cost Description Learned
Evolution 3 AP Goofy gives all allies 30 HP.


Drop-Related

Ability AP Cost Description Learned
Treasure Magnet 2 AP Attract nearby orbs and treasures dropped by defeated enemies. Effect can be stacked to attract drops from further away. Lv. 18
Treasure Magnet 2 AP Attract nearby orbs and treasures dropped by defeated enemies. Effect can be stacked to attract drops from further away. Lv. 42
Lucky Strike 2 AP Raises percentage of enemy dropping rare items. Lv. 27
Jackpot 2 AP Raises the amount of HP orbs, MP orbs, etc. dropped by defeated enemies. Lv. 12


Temporary Ally Abilities

Several other allies have fixed abilities the moment they join you, and all their EXP will be invested in status growths.

Tarzan

Combat

Ability Description
Asp Bite Jump upon the enemy and delivers a spear blow. MP cost: 1
Raging Boar Tarzan swings the spear wildly while lunging at the closest enemy in range, creating a large recoil. MP Cost: 1
Wind Armour Tarzan creates a gust of wind surrounding himself, equivalent to Aero magic. MP Cost: 2


Support

Ability Description
Healing Herb Tarzan uses a mixed herb to heal allies; equivalent to Cure magic. MP Cost: 1


Aladdin

Combat

Ability Description
Crescent Aladdin makes a leap towards an aerial-typed enemy and delivers a series of sword strikes. MP cost: 1
Sandstorm Aladdin makes a forward charge while swinging his scimitar wildly, damaging all foes in range. MP Cost: 1


Ariel

Combat

Ability Description
Spiral Wave Ariel spirals and lunge at the closest enemy in range, inflicting multiple hits. MP cost: 1
Thunder Potion Ariel throws a potion above her, releasing bolts of Thunder. (The quantity of Potions in the inventory is unaffected) MP Cost: 1
Aero Potion Ariel throws a potion on any of her allies, protecting them with a barrier of wind. (The quantity of Potions in the inventory is unaffected) MP Cost: 2


Support

Ability Description
Cure Potion Ariel throws a potion on any of her allies, healing them. (The quantity of Potions in the inventory is unaffected) MP Cost: 1


Jack Skellington

Combat

Ability Description
Applause! Jack makes a forward slide, damaging all foes in range. MP cost: 1
Bolts of Sorrow Jack summons bolts of Thunder striking down, damaging nearby enemies; equivalent to Thundara. MP Cost: 1
Blazing Fury Jack fires a fireball at a targeted enemy; equivalent to Fira. MP Cost: Zero to One
Icy Terror Jack fires shards of ice crystals on a targeted enemy; equivalent to Blizzara. MP Cost: Zero to One
Ghostly Scream Jack summons Dark spheres on a targeted enemy(ies), crushing down their HP; equivalent to Gravira. MP cost: 1


Peter Pan

Combat

Ability Description
Hummingbird Peter flies and lunge in a circular fashion while swinging his knife, damaging enemies multiple times. MP cost: 1
Time-Out Peter freezes enemies in their tracks, halting them. Equivalent to Stopra. MP Cost: 2
Storm's Eye Peter casts a cloak of wind protecting his friends; equivalent to Aero. MP cost: 2


Beast

Combat

Ability Description
Ferocious Lunge Beast makes a powerful forward thrust, dealing massive damage upon enemies opposing his path. MP cost: 1
Furious Bellow Beast makes a ferocious growl, creating shockwaves and damaging nearby enemies. MP Cost: 1


Shared Abilities

Shared abilities are supportive abilities enhancing movement related actions. Unlike normal abilities, they require no AP to equip, and once they are equipped, Sora, Donald and Goofy will have the abilities) selected equipped as well.

High Jump

Description: A higher leap where Sora performs a somersault in the air.
Learned at: Monstro, after defeating Parasite Cage (first encounter)

Mermaid Kick

Description: A fast, powerful swim that allows Sora to swim through vortex(es). (Merman Form only)
Learned at: Atlantica. after defeating Ursula (first encounter)

Glide

Description: Sora floats and glides in the air slowly.
Learned at: Neverland, after sealing the keyhole in the clocktower.

Super Glide

Description: A faster, longer enhancement of Glide.
Learned at: End of World, after defeating Chernabog.

Trivia

  • A lot of Sora's abilities are based off abilities used in the Final Fantasy series.
  • Obviously not all of the abilities are listed. Or maybe they are. I don't know.

See also