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{{Game|KH1|FM1|COM|REC|KH2|FM2|BBS|FMB|358|KHC|RCO|DDD|DHD|KHX|UCX|KH3}}
{{Game|KH1|FM1|COM|REC|KH2|FM2|BBS|FMB|358|KHC|RCO|DDD|DHD|KHX|UCX|KH3|3RM|MOM}}
{{cleanup|Fill in stubs; condense sections as necessary; add and fill out sections for all gauges not already listed in this article}}
{{cleanup|Fill in stubs; condense sections as necessary; add and fill out sections for all gauges not already listed in this article}}
In order to allow the player to monitor their status at a glance, the ''Kingdom Hearts'' series of games traditionally uses a set of extra-canonical '''gauges''' which display, proportionally, how much of a certain statistic that a character retains. Most of these gauges are tied to the player character, whose prowess can be improved by either extending the gauge or equipping abilities and bonuses that modify the rates at which the gauges drain or fill. Gauges are also used to depict the progress a player is making within a mission, whether they depict the completion of a mini-game, the integrity of a character or object to be protected, or the remaining strength of an enemy.
In order to allow the player to monitor their status at a glance, the ''Kingdom Hearts'' series of games traditionally uses a set of extra-canonical '''gauges''' which display, proportionally, how much of a certain statistic that a character retains. Most of these gauges are tied to the player character, whose prowess can be improved by either extending the gauge or equipping abilities and bonuses that modify the rates at which the gauges drain or fill. Gauges are also used to depict the progress a player is making within a mission, whether they depict the completion of a mini-game, the integrity of a character or object to be protected, or the remaining strength of an enemy.
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===HP Gauge===
===HP Gauge===
[[File:HP Gauge KHII.png|right|200px]]
[[File:HP Gauge KHII.png|right|200px]]
The '''HP Gauge''' represents the remaining and total amounts of a character's [[Hit Points]]. It consists of a green bar that encircles or sit below or beside a sprite of the character's profile, with the level of green indicating the current level of HP. When the character takes damage, the level of green in the gauge will drop. Additionally, depending on the game, the gauge may flash or shake, and the sprite may flinch or flash. When HP reaches a critically low level, the gauge will flash red, and an alarm will sound. The character's sprite may also change to indicate danger. In ''[[Kingdom Hearts 358/2 Days]]'', the HP gauge includes a yellow portion that indicates when a [[Limit Break]] may be used. It also flashes yellow when collecting Mission Point prizes in [[Mission Mode]].  
The '''HP Gauge''' represents the remaining and total amounts of a character's [[Hit Points]]. It consists of a green bar that encircles or sit below or beside a sprite of the character's profile, with the level of green indicating the current level of HP. When the character takes damage, the level of green in the gauge will drop, and in most games, the lost level of green will appear dark red before shrinking down to the current level of green. Additionally, depending on the game, the gauge may flash or shake, and the sprite may flinch or flash. When HP reaches a critically low level, the gauge will flash red, and an alarm will sound. The character's sprite may also change to indicate danger. In ''[[Kingdom Hearts 358/2 Days]]'', the HP gauge includes a yellow portion that indicates when a [[Limit Break]] may be used. It also flashes yellow when collecting Mission Point prizes in [[Mission Mode]].  


The player character's HP Gauge is located on the bottom-right corner of the screen, top-left in ''[[Kingdom Hearts Chain of Memories]]'', together with most of the gauges that may be present during gameplay, such as the MP Gauge, the Drive Gauge, the D-Link Gauge, and the Clock Gauge. If there are any party members, their individual HP gauges will be displayed above the player character's.
The player character's HP Gauge is located on the bottom-right corner of the screen, top-left in ''[[Kingdom Hearts Chain of Memories]]'', together with most of the gauges that may be present during gameplay, such as the MP Gauge, the Drive Gauge, the D-Link Gauge, and the Clock Gauge. If there are any party members, their individual HP gauges will be displayed above the player character's.


In every game but ''Kingdom Hearts 358/2 Days'', the player character's HP Gauge will increase in length when their maximum HP increases, whether upon gaining a level or receiving a bonus. In ''Kingdom Hearts Chain of Memories'', once the HP Gauge reaches a certain length, the green HP bar is overlaid by a second, blue bar, which will be depleted before the green bar when damage is taken.<!--Is it possible to increase HP to the point of getting a third bar?--> In ''Kingdom Hearts'', a party member's HP gauge increases in length when maximum HP increases, but in subsequent games it does not.
In every game but ''Kingdom Hearts 358/2 Days'', the player character's HP Gauge will increase in length when their maximum HP increases, whether upon gaining a level or receiving a bonus. In ''Kingdom Hearts Chain of Memories'', once the HP Gauge reaches beyond the length corresponding to 280 HP, the green HP bar is overlaid by a second, blue bar, which will be depleted before the green bar when damage is taken. In ''Kingdom Hearts'', a party member's HP gauge increases in length when maximum HP increases, but in subsequent games it does not.


Enemy HP gauges are displayed on-screen when the [[Scan]] ability is equipped, except in ''Kingdom Hearts Chain of Memories'', where they are displayed automatically. In ''Kingdom Hearts'', enemy HP gauges appear at the top-left of the screen; in subsequent games, they appear at the top-right. In ''Kingdom Hearts'' and ''Kingdom Hearts Chain of Memories'', enemy HP Gauges that extend beyond a single bar<!--how much HP? (300 in KH)--> have differently-colored bars<!--which colors? (green->yellow->orange->red->purple in KH; green->blue->yellow->red in KHCOM)--> layered on top of each other that must be depleted one at a time. Interestingly, if an enemy in ''Kingdom Hearts'' had more health than could be displayed in five bars, such as {{ns|Game|Sephiroth}}, it would appear as if no damage was being dealt, until the amount of remaining health fell to within range of gauge. Starting with the release of ''Kingdom Hearts II'', enemy HP gauges<!--how much HP--> that extend beyond one bar have green, rectangular blocks beneath the current HP bar, each one representing a full HP bar yet to be depleted.
====Enemy HP Gauge====
[[File:Enemy HP Gauge KH.png|right|250px]]
[[File:Enemy HP Gauge KH3D.png|right|250px]]
Enemy HP gauges are displayed on-screen either automatically or when the [[Scan]] ability is equipped. In ''Kingdom Hearts'', enemy HP gauges appear at the top-left of the screen; in subsequent games, they appear at the top-right. In ''Kingdom Hearts'' and ''Kingdom Hearts Chain of Memories'', enemy HP Gauges that extend beyond a single bar have differently-colored bars (green→yellow→orange→pink→purple in ''Kingdom Hearts'', and green→blue→yellow→red in ''Kingdom Hearts Chain of Memories'') layered on top of each other that must be depleted one at a time. Each full bar represents 300 HP for ''Kingdom Hearts'' enemies, and 560 HP in ''Kingdom Hearts Chain of Memories''. If an enemy in ''Kingdom Hearts'' had more health than could be displayed in five bars (beyond 1500 HP) such as {{ns|Game|Sephiroth}}, it would appear as if no damage was being dealt, until the amount of remaining health fell to below 1500. Starting with the release of ''Kingdom Hearts II'', enemy HP gauges that extend beyond one bar have green, rectangular blocks beneath the current HP bar, each one representing a full HP bar yet to be depleted, with each full bar representing 200 HP in most games.


During [[Ursula's Revenge]] in ''Kingdom Hearts II'', Ursula has her own unique health bar which is depleted by hitting correct notes.
During [[Ursula's Revenge]] in ''Kingdom Hearts II'', Ursula has her own unique health bar which is depleted by hitting correct notes.
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The '''MP Gauge''', which appears in ''Kingdom Hearts'', ''Kingdom Hearts II'', ''[[Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-]]'', and ''Kingdom Hearts III'', measures a character's ability to use [[magic]] and special abilities.
The '''MP Gauge''', which appears in ''Kingdom Hearts'', ''Kingdom Hearts II'', ''[[Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-]]'', and ''Kingdom Hearts III'', measures a character's ability to use [[magic]] and special abilities.


In ''Kingdom Hearts'', the MP Gauge is positioned around the outside of the HP Gauge. It is segmented, with a thin, yellow '''Charge Gauge''' running along its outside edge. When a character's maximum MP is increased, whether by leveling up or equipping certain weapons, a segment is added to the MP gauge. Striking enemies fills the yellow gauge, as does being struck while having [[MP Rage]] equipped and picking up MP orbs. When the Charge gauge is filled up through the first empty segment in the main gauge, the segment, representing 1 MP, is filled, and the Charge gauge is reset. This means it is easier to fill the first couple segments of the MP gauge than the last. The [[MP Haste]] ability increases the rate MP is recovered, while touching a [[Save Point]] fills the MP gauge but not the Charge gauge. Using an [[Ether]] or [[Mega-Ether]] fills 3 MP for one or all party members, respectively, and using an [[Elixir]] or [[Megalixir]] completely fills the MP gauge for one or all party members, respectively. Magic costs anywhere from a segment of the Charge gauge to 1 or 2 MP, depending on the type, and certain action abilities cost 1 MP, and special abilities cost 2 or 3 MP. [[Trinity Limit]] requires at least 3 bars of MP and uses up the entire MP gauge. The length of the MP gauge directly affects the strength of any magic used, as well as summon abilities. It does not effect special abilities such as Sonic Blade, they rely on Sora's Strength to deal damage. Party members' MP gauges do not have visible Charge bars, but they function in the same way.
In ''Kingdom Hearts'', the MP Gauge is positioned around the outside of the HP Gauge. It is segmented, with a thin, yellow '''Charge Gauge''' running along its outside edge. When a character's maximum MP is increased, whether by leveling up or equipping certain weapons, a segment is added to the MP gauge. Striking enemies or specific targets fills the yellow gauge, as does being struck while having [[MP Rage]] equipped and picking up MP orbs (which each specific occurrence filling up various amounts). When the Charge gauge is filled up through the first empty segment in the main gauge, the segment, representing 1 MP, is filled, and the Charge gauge is reset. This means it is easier to fill the first couple segments of the MP gauge than the last.


In ''Kingdom Hearts II'' and ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', the MP gauge is redesigned and relocated, reflecting the revamped Magic system. The main character's gauge is a rectangular bar, located to the left of the profile sprite, just under the Drive gauge. The length of the bar increases like the HP bar through Get Bonuses from certain boss fights, such as with Scar and the first fight with Xemnas. Using most magic, Limit commands, and party member abilities depletes a portion of the MP gauge, and using [[Cure]] magic or activating a [[Limit]] depletes the gauge completely. Instead of costing a set amount of MP to initiate, Magic will expend whatever is available of its set MP cost when cast—in other words, spells can still be cast even if the player's remaining MP is less than the spell's nominal cost. When the gauge is empty, '''MP Charge''' is activated, during which the MP Gauge is replaced with a pink, flashing Charge Gauge which depletes gradually over time. MP Haste abilities speed up the depletion of the gauge. Once it empties, the blue MP Gauge is restored, completely filled. While the blue MP Gauge is present, collecting MP orbs slightly fills the gauge, and using an Ether or Mega-Ether completely fills the gauge for one character or all party members, respectively. During MP Charge, collecting MP orbs slightly empties the Charge Gauge, using an Ether or Mega-Ether depletes a portion of the Charge gauge for one character or all party members, respectively, mostly by half. Using an Elixir or Megalixir completely restores MP for one character or all party members, respectively, whether or not MP Charge is active. Each party member's MP Gauge occupies the right half of the circle around their profile sprite, and although it does not visibly change appearance during MP Charge, it functions in the same way as the playable character's gauge.
The [[MP Haste]] ability increases the rate MP is recovered, while touching a [[Save Point]] fills the MP gauge but drains the Charge gauge. Using an [[Ether]] or [[Mega-Ether]] fills 3 MP for one or all party members, respectively, and using an [[Elixir]] or [[Megalixir]] completely fills the MP gauge for one or all party members, respectively. Magic costs anywhere from a segment of the Charge gauge to 1 or 2 MP, depending on the type, certain action abilities cost 1 MP, and special abilities cost 2 or 3 MP. [[Trinity Limit]] requires at least 3 bars of MP and uses up the entire MP gauge for all party members in the battle.  


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The length of the MP gauge directly affects the strength of any magic used, as well as summon abilities. It does not affect special abilities such as Sonic Blade, as they rely on Sora's Strength stat to calculate their damage. Party members' MP gauges do not have visible Charge bars, but they function in the same way.
 
In ''Kingdom Hearts II'', ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', and ''Kingdom Hearts III'', the MP gauge is redesigned and relocated, reflecting the revamped Magic system introduced in ''Kingdom Hearts II''. The main character's gauge is a rectangular bar, located to the left of the profile sprite, just under the Drive gauge and overlapping the HP gauge in ''Kingdom Hearts II'', or directly above the HP gauge in other games. The length of the bar increases like the HP bar through Bonus Levels from certain boss fights, such as with Scar and the first fight with [[Xemnas]].
 
Using most magic, Limit commands, and party member abilities depletes a portion of the MP gauge, and using [[Cure]] magic or activating a [[Limit]] (except in certain battles) depletes the gauge completely. Magic will only expend whatever is available of its set MP cost when cast, so spells can still be cast even if the remaining MP is less than the spell's MP cost. This can be disabled by the player for spells that do not use all MP to activate, making the spells not be able to be cast if the character would end up below zero MP, preventing accidentally running out of MP needed for a Cure magic or other similar casting. This can't be activated for spells that use all MP, as otherwise those spells could not be cast. Spells that cost more MP than remaining appear with orange text in the command menu.
 
When a spell is cast that uses more MP than the character has left, displayed by the command text written in yellow, '''MP Charge''' is activated, during which the MP Gauge is replaced with a pink, flashing Charge Gauge which depletes gradually over time. Spells can't be cast during MP Charge. MP Haste abilities speed up the depletion of the gauge. Once it empties, the blue MP Gauge is restored, completely filled. While the blue MP Gauge is present, collecting MP orbs slightly fills the gauge, and using an Ether or Mega-Ether completely fills the gauge for one character or all party members, respectively. In ''Kingdom Hearts III'', a [[Hi-Ether]] or Mega-Ether is required to fully restore MP - regular Ethers only restore 100 MP at most. During MP Charge, collecting MP orbs slightly empties the Charge Gauge, using an Ether or Mega-Ether depletes a portion of the Charge gauge for one character or all party members, respectively, mostly by half. Using a Hi-Ether or Elixir completely restores MP for one character, or all party members for a Megalixir, whether or not MP Charge is active.
 
Each party member's MP Gauge occupies the right half of the circle around their profile sprite, and although the gauge does not turn pink during MP Charge, it functions in the same way as the playable character's gauge.


===Gummi Ship gauges===
===Gummi Ship gauges===
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In ''Kingdom Hearts II'', the damage gauge appears in the following instances:
In ''Kingdom Hearts II'', the damage gauge appears in the following instances:
*Defending [[Megara]] from [[Pete]] and the Heartless, during the first visit to [[Olympus Coliseum]].
*Defending [[Megara]] from [[Pete]] and the Heartless, during the first visit to [[Olympus Coliseum]].
*Escorting [[Queen Minnie]] through the [[Colonnade]] and [[Audience Chamber]] to the [[Cornerstone of Light]] in [[Disney Castle]].
*Escorting [[Queen Minnie]] through the [[Colonnade]] and {{c|Audience Chamber|dc}} to the [[Cornerstone of Light]] in [[Disney Castle]].
*Defending [[Timon and Pumbaa]] from [[Scar]], [[Shenzi, Banzai, and Ed]], during the first visit to the [[Prideland]].
*Defending [[Timon and Pumbaa]] from [[Scar]], [[Shenzi, Banzai, and Ed]], during the first visit to the [[Prideland]].


In ''Kingdom Hearts Birth by Sleep'', the damage gauge appears in the following instances:
In ''Kingdom Hearts Birth by Sleep'', the damage gauge appears in the following instances:
*Terra escorting [[Cinderella]] through the [[Corridor]] and [[Foyer]] in the [[Castle of Dreams]].
*Terra escorting [[Cinderella]] through the {{h|Corridor|Castle of Dreams}} and [[Foyer]] in the [[Castle of Dreams]].
*Ventus escorting [[Snow White]] through the [[Deep Woods]] in the [[Dwarf Woodlands]].
*Ventus escorting [[Snow White]] through the [[Deep Woods]] in the [[Dwarf Woodlands]].
*Aqua escorting [[Jaq]] through the [[Wardrobe Room]] in the [[Castle of Dreams]].
*Aqua escorting [[Jaq]] through the [[Wardrobe Room]] in the [[Castle of Dreams]].
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In ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', the Focus Gauge is repositioned and redesigned to resemble the D-Link Gauge from the preceding game. The Focus Gauge is filled by collecting Focus Orb prizes dropped by enemies or props, or using [[Elixir]]s or [[Megalixir]]s. The Focus Gauge is otherwise identical in function to its ''Birth by Sleep'' counterpart, depleting at a steady rate when locking onto targets with Prism Rain, and only permanently depleting after Prism Rain is activated.
In ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', the Focus Gauge is repositioned and redesigned to resemble the D-Link Gauge from the preceding game. The Focus Gauge is filled by collecting Focus Orb prizes dropped by enemies or props, or using [[Elixir]]s or [[Megalixir]]s. The Focus Gauge is otherwise identical in function to its ''Birth by Sleep'' counterpart, depleting at a steady rate when locking onto targets with Prism Rain, and only permanently depleting after Prism Rain is activated.


In ''Kingdom Hearts III'', the Focus gauge retains the exact same functions and position as in ''0.2.'' Rather than equipping individual Shotlocks, most Keyblades have two unique Shotlocks: A standard Shotlock, and one for maximum locks. <!--[[Shooting Star]] and [[Hunny Spout]] each have two-max-lock Shotlocks (one for when max-locked onto one target and another for when locked onto multiple targets), while the [[Ultima Weapon]] has one Shotlock.--> When the gauge is completely depleted, it enters a "Charge" state.  In order to use Shotlocks again, the player must completely refill the gauge while in Charge mode. With the [[Focus Syphon]] ability equipped, the player can use an additional Shotlock that absorbs Focus from locked-on targets to fill the gauge faster.
In ''Kingdom Hearts III'', the Focus gauge retains the exact same functions and position as in ''0.2'', with the addition of the fact that the gauge can be refilled with [[Refocuser]]s and [[Hi-Refocuser]]s. Unlike in ''Kingdom Hearts Birth by Sleep'', Shotlocks are tied to Keyblades. Most Keyblades have two unique Shotlocks, one basic and the other max-lock, with six exceptions: [[Shooting Star]] and [[Hunny Spout]] each have two max-lock Shotlocks (one for when max-locked onto one target and another for when locked onto multiple targets), the [[Ultima Weapon]] and [[Destiny's Embrace]] each have one Shotlock, and the [[Master's Defender]] and [[Braveheart]]'s Shotlocks are identical whether max-lock or basic with additional properties when activated under max-lock. When the gauge is completely depleted, it enters a "Charge" state.  In order to use Shotlocks again, the player must completely refill the gauge while in Charge mode. With the [[Focus Syphon]] ability equipped, the player can use an additional Shotlock that absorbs Focus from locked-on targets to fill the gauge faster.


==''Kingdom Hearts''==
==''Kingdom Hearts''==
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[[Simba]] and Bambi also have a "Charge (CHG) gauge" that affects their special ability. Simba's gauge is filled by selecting the "Charge" <!--In KHHD, it's "Charge Up". Is that a Final Mix thing or a change in KHHD?-->command, and letting it fill powers up his [[Proud Roar]] attack. Bambi's gauge fills as Sora defeats enemies, and it affects the items Bambi drops with his [[Paradise]] skill.
[[Simba]] and Bambi also have a "Charge (CHG) gauge" that affects their special ability. Simba's gauge is filled by selecting the "Charge" <!--In KHHD, it's "Charge Up". Is that a Final Mix thing or a change in KHHD?-->command, and letting it fill powers up his [[Proud Roar]] attack. Bambi's gauge fills as Sora defeats enemies, and it affects the items Bambi drops with his [[Paradise]] skill.
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==''Kingdom Hearts Chain of Memories''==
==''Kingdom Hearts Chain of Memories''==
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While Riku is in his standard form, the DP Gauge is blue, as is the DP counter to its left. During Dark Mode, the gauge and the counter turn white. The gauge is also accompanied by a [[Symbols in the Kingdom Hearts series#Heartless|Heartless symbol]], which becomes a white letter "D" during Dark Mode.
While Riku is in his standard form, the DP Gauge is blue, as is the DP counter to its left. During Dark Mode, the gauge and the counter turn white. The gauge is also accompanied by a [[Symbols in the Kingdom Hearts series#Heartless|Heartless symbol]], which becomes a white letter "D" during Dark Mode.
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==''Kingdom Hearts Re:Chain of Memories''==
===Honey Gauge <!--Unofficial name?-->===
[[File:Honey Gauge KHRECOM.png|right]]
The Honey Gauge <!--double check name--> appears while playing the mini-game, [[Bumble-Rumble]]. The gauge reflects how much "health," or honey Pooh has. The gauge starts completely full and is depleted upon each bee attack. However, the gauge can be refilled using a honey pot card.


===Monstro's Belly Brawl gauge===
===Monstro's Belly Brawl gauge===
[[File:Monstro's Belly Brawl Gauge KHRECOM.png|right]]
[[File:Monstro's Belly Brawl Gauge KHRECOM.png|right]]
[[File:Monstro's Belly Brawl Gauge KHCOM.png|right]]
While playing the [[Monstro's Belly Brawl]] mini-game, a gauge appears on the right of the screen. It increases with every Heartless defeated and decreases with every second the player doesn't defeat a Heartless. The mini-game is complete when the gauge is filled and all remaining Heartless are destroyed. If the gauge becomes empty, Sora leaves the Key to Truth room and must return to try again. In ''[[Kingdom Hearts Re:Chain of Memories]]'', a time limit to fill up the gauge is set to two minutes.
While playing the [[Monstro's Belly Brawl]] mini-game, a gauge appears on the right of the screen. It increases with every Heartless defeated and decreases with every second the player doesn't defeat a Heartless. The mini-game is complete when the gauge is filled and all remaining Heartless are destroyed. If the gauge becomes empty, Sora leaves the Key to Truth room and must return to try again. In ''[[Kingdom Hearts Re:Chain of Memories]]'', a time limit to fill up the gauge is set to two minutes.
<!--Needs proper name.-->
<!--Needs proper name.-->
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===Honey Gauge===
[[File:Honey Gauge KHCOM.png|right]]
{{sec-stub}}
===Balloon Glider Gauge===
[[File:Balloon Glider Gauge KHRECOM.png|right|40px]]
In ''[[Kingdom Hearts Re:Chain of Memories]]'', the Balloon Glider Gauge <!--check name--> appears while playing the [[Balloon Glider]] mini-game. It shows how high Sora and Pooh have scaled the tree. The gauge starts at zero and slowly increases as the duo progresses up the tree. The gauge is not affected by attacks from bees or bumping into tree branches.
{{-}}
===Honey Gauge <!--Unofficial name?-->===
[[File:Honey Gauge KHRECOM.png|right]]
In ''Kingdom Hearts Re:Chain of Memories'', the Honey Gauge <!--double check name--> appears while playing the [[Bumble-Rumble]] mini-game. The gauge reflects how much "health," or honey Pooh has. The gauge starts completely full and is depleted upon each bee attack. However, the gauge can be refilled using a honey pot card.
{{-}}


==''Kingdom Hearts II''==
==''Kingdom Hearts II''==
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[[File:Limit Gauge KHII.png|right|200px]]
[[File:Limit Gauge KHII.png|right|200px]]
When using a [[Limit]] in ''Kingdom Hearts II'', either with a party member or a summon, the '''Limit gauge''' appears in the top right corner of the screen. It depletes at a steady rate, pausing only while Limit attacks are executed. If the gauge empties completely, the Limit will end. Alternately, if the user activates the Limit's finishing attack, the gauge is emptied, and the Limit ends.
When using a [[Limit]] in ''Kingdom Hearts II'', either with a party member or a summon, the '''Limit gauge''' appears in the top right corner of the screen. It depletes at a steady rate, pausing only while Limit attacks are executed. If the gauge empties completely, the Limit will end. Alternately, if the user activates the Limit's finishing attack, the gauge is emptied, and the Limit ends.
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===Slash Gauge===
[[File:Gummi Slash Gauge KHII.png|150px|right]]
By flying a Gummi ship outfitted with a [[Slash Gummi]] in ''Kingdom Hearts II'', the Slash Gauge appears on the combat HUD. Dealing damage via regular attacks makes the green Slash gauge fill up quickly depending on the damage dealt. Filling the gauge resets it and adds a point displayed on the right. By pressing {{button|t}}, a point is used and a powerful close-range slashing attack is performed. Rapidly pressing {{button|t}} chains together a combo, provided there are enough points.


===Stamina Gauge===
===Stamina Gauge===
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When Roxas investigates the [[Seven Wonders|animated bag]], a '''Stamina gauge''' appears in the top left of the screen. The gauge depletes gradually whenever Roxas is riding on top of the bag, and jumping over trashcans depletes it more. Once the gauge is empty, the bag stops moving and the gameplay event ends.
When Roxas investigates the [[Seven Wonders|animated bag]], a '''Stamina gauge''' appears in the top left of the screen. The gauge depletes gradually whenever Roxas is riding on top of the bag, and jumping over trashcans depletes it more. Once the gauge is empty, the bag stops moving and the gameplay event ends.
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===Gates Gauge===
[[File:Gates Gauge KHII.png|right|200px|The Gates Gauge as it appears during the defense of the Burroughs gates with Leon in Hollow Bastion.]]
[[File:Palace Doors Gates Gauge KHII.png|right|200px|The Gates Gauge as it appears during the battle against Shan-Yu.]]
The '''Gates Gauge''' appears when Sora fights the Nobodies alongside [[Leon]] at the [[Bailey]], and during the battle with [[Shan-Yu]] at the [[Palace Gate]]. The gauge appears in the top left of the screen, and depletes whenever an enemy attacks the gate. If the gauge is fully depleted, it counts as a [[Game Over]].


===Morale Gauge===
===Morale Gauge===
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===Grip Gauge===
===Grip Gauge===
[[File:Grip Gauge KHII.png|right|200px]]
[[File:Grip Gauge KHII.png|right|200px]]
In [[Beast's Castle]], when lighting the lanterns in the [[Secret Passage]], [[Cogsworth]] must hold down a lever to keep the lanterns lowered from the ceiling. The '''Grip gauge''' in the top left of the screen represents Cogsworth's energy. The gauge depletes gradually over time. When the gauge has fully depleted, Cogsworth releases the lever and collapses in exhaustion, which raises the lanterns out of reach so they cannot be lit. When Sora and [[Mrs. Potts]] are near Cogsworth, the [[Restore]] reaction command may be used to fully restore the gauge.
In [[Beast's Castle]], when lighting the lanterns in the [[Secret Passage]], [[Cogsworth]] must hold down a lever to keep the lanterns lowered from the ceiling. The '''Grip gauge''' in the top left of the screen represents Cogsworth's energy, which depletes over time. When the gauge has fully depleted, Cogsworth collapses in exhaustion and releases the lever, which raises the lanterns out of reach so they cannot be lit. When Sora and [[Mrs. Potts]] are near Cogsworth, the [[Restore]] reaction command may be used to fully restore the gauge.
 
===Gates Gauge===
[[File:Gates Gauge KHII.png|right|200px]]
When Sora and Leon defend the gates from Nobodies during the first visit to [[Hollow Bastion]], a '''Gates gauge''' appears in the top left of the screen. The gauge depletes whenever a Nobody attacks the gates. If the gates gauge is fully depleted, the player is brought to the game over screen and the mission is failed.


===Mayhem Gauge===
===Mayhem Gauge===
[[File:Mayhem Gauge KHII.png|right|200px]]
[[File:Mayhem Gauge KHII.png|right|200px]]
In [[Timeless River]], Sora and company must complete four missions, each of which involves clearing the Heartless out of a specific area: '''Building Site''', '''Lilliput''', '''Scene of the Fire''' and '''Mickey's House'''. During each of these missions, a '''Mayhem Gauge''' appears in the top left of the screen and gradually fills over time, which speeds up as the Heartless do more damage to the area. If the Mayhem Gauge is completely filled, the player is brought to the game over screen and the mission is failed.
In [[Timeless River]], Sora and company must complete four missions, each of which involves clearing the Heartless out of a specific area: '''Building Site''', '''Lilliput''', '''Scene of the Fire''' and '''Mickey's House'''. During each of these missions, a '''Mayhem Gauge''' appears in the top left of the screen and gradually fills over time, which speeds up as the Heartless do more damage to the area. If the Mayhem Gauge is completely filled, the player is brought to the game over screen and the mission is failed.
===Energy Gauges===
[[File:Energy Gauge KHII.png|right|200px]]
<!--NOT THE SAME THING AS THE CLUSTER GAUGE, from Xemnas II-->
The '''Energy Gauge''' appears during the Gummi Ship-esque boss fight against Xemnas's mechanical dragon at the end of ''[[Kingdom Hearts II]]'', located in the top left of the screen. By pressing O, Riku erects a barrier that absorbs enemy fire, which will cause this gauge to fill. When it is full, the Megalaser Reaction Command becomes available, which will fire two massive lasers that spread out sideways, dealing heavy damage to the boss and obliterating onscreen enemies. Using the Megalaser causes the Energy Gauge deplete to empty once again.
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===Clusters Gauge===
===Clusters Gauge===
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In the Japanese releases of ''Kingdom Hearts II'', the gauge is named the Energy gauge.
In the Japanese releases of ''Kingdom Hearts II'', the gauge is named the Energy gauge.
 
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===Weight Gauge===
===Weight Gauge===
[[File:Weight Gauge KHII.png|right|200px]]
[[File:Weight Gauge KHII.png|right|200px]]
The ''Weight gauge'' appears when riding the Solar Sailor in [[Space Paranoids]]. This gauge slowly fills as Heartless invade the Solar Sailor, and fills faster when large Heartless board. If the gauge reaches maximum before the Solar Sailor arrives at its destination, the party is defeated and the loss is treated as a Game Over.
The ''Weight gauge'' appears when riding the Solar Sailor in [[Space Paranoids]]. This gauge slowly fills as Heartless invade the Solar Sailor, and fills faster when large Heartless board. If the gauge reaches maximum before the Solar Sailor arrives at its destination, the party is defeated and the loss is treated as a Game Over.
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===Bravery Gauge===
[[File:Courage Gauge KHII.png|right|200px]]
The '''Bravery Gauge''' appears while playing the mini-game, [[The Expotition]]. It depicts the group's courage and when it decreases to zero, the group breaks apart and each member runs around madly before a [[Reaction Command]] becomes available which prompts the group to rejoin, completely restoring the Bravery Gauge. The gauge is depleted when bees sting or rocks fall on a member of the group.
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===Power Gauge===
[[File:Power Gauge KHII.png|right|200px]]
The Power Gauge appears while playing the mini-game, [[The Hunny Pot]].
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===Time Gauge===
===Time Gauge===
[[File:Time Gauge KHII.png|220px|right|200px]]
[[File:Time Gauge KHII.png|220px|right|200px]]
During the battle against [[Luxord]], both he and Sora will have a '''Time Gauge''' appearing the top of the screen. For Luxord, this acts as his health gauge, and it must be emptied to defeat him; however, Sora will be defeated if either his HP or Time gauges run out. Dealing damage against Luxord and winning his games depletes his gauge, while taking damage and losing games depletes Sora's gauge.
During the battle against [[Luxord]], both he and Sora will have a '''Time Gauge''' appearing the top of the screen. For Luxord, this acts as his health gauge, and it must be emptied to defeat him; however, Sora will be defeated if either his HP or Time gauges run out. Dealing damage against Luxord and winning his games depletes his gauge, while taking damage and losing games depletes Sora's gauge.
 
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===Berserk Gauge===
===Berserk Gauge===
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During the battle against [[Saïx]] in ''Kingdom Hearts II'', the '''Berserk gauge''' appears at the top left of the screen. It starts out full at the beginning of the battle, and thereafter it increases at a continuous rate, speeding up when Saïx stands motionless with his arms raised. When full, Saïx will enter his berserk state at the first opportunity, becoming stronger, more aggressive, and more resistant to damage. In order to empty the gauge and revert Saïx to his normal state, Sora must use his Claymores against him with the Berserk, Eclipse, and Magna Storm Reaction Commands.
During the battle against [[Saïx]] in ''Kingdom Hearts II'', the '''Berserk gauge''' appears at the top left of the screen. It starts out full at the beginning of the battle, and thereafter it increases at a continuous rate, speeding up when Saïx stands motionless with his arms raised. When full, Saïx will enter his berserk state at the first opportunity, becoming stronger, more aggressive, and more resistant to damage. In order to empty the gauge and revert Saïx to his normal state, Sora must use his Claymores against him with the Berserk, Eclipse, and Magna Storm Reaction Commands.


===Slash Gauge===
===Charge Gauge===
[[File:Gummi Slash Gauge KHII.png|150px|right]]
[[File:Charge Gauge KHII.png|right|150px]]
By flying a Gummi ship outfitted with a [[Slash Gummi]] in ''Kingdom Hearts II'', the Slash Gauge be seen on the combat HUD.  As you deal damage via regular attacks, the green Slash gauge fills up quickly. Once it is maxed out, you gain a point displayed to the right of the gauge - dealing more damage fills the gauge up accumulating more points.  By pressing {{button|t}}, a point is deduced and a powerful close-range slashing attack is performed.  Rapidly pressing {{button|t}} chains together a combo, provided there are enough points.
During the assault of the {{ns|Game|Xemnas|Energy Core}} during the final battle against Xemnas in ''Kingdom Hearts II'', the '''Charge Gauge''' appears at the top center of the screen. It increases at a continuous rate, and when filled to 80%, Sora must use the Stunt Dodge Reaction Command to escape to the opposite cylinder with Riku before the cylinder they are actively in front of discharges a "Wave Cannon" attack.


===Bravery Gauge===
===Cylinder Cauge===
[[File:Courage Gauge KHII.png|right|200px]]
[[File:Right Cylinder Gauge KHII.png|right|150px]]
The '''Bravery Gauge''' appears while playing the mini-game, [[The Expotition]]. It depicts the group's courage and when it decreases to zero, the group breaks apart and each member runs around madly before a [[Reaction Command]] becomes available which prompts the group to rejoin, completely restoring the Bravery Gauge. The gauge is depleted when bees sting or rocks fall on a member of the group.
[[File:Left Cylinder Gauge KHII.png|right|150px]]
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During the assault of the {{ns|Game|Xemnas|Energy Core}} during the final battle against Xemnas in ''Kingdom Hearts II'', the '''Right Cylinder Gauge''' and '''Left Cylinder Gauge''' appear at the top right and top left of the screen respectively. They start out full at the beginning, and deplete when [[Bomb Bell B]] Nobodies are defeated and knocked into the cylinders. When either gauge is fully depleted, Sora must use the Stunt Dodge Reaction Command to escape the resultant explosion alongside Riku.
 
===Balloon Glider Gauge===
[[File:Balloon Glider Gauge KHRECOM.png|right|40px]]
The Balloon Glider Gauge <!--check name--> appears while playing the mini-game, [[Balloon Glider]]. It shows how high Sora and Pooh have scaled the tree. The gauge starts at zero and slowly increases as the duo progresses up the tree. The gauge is not affected by attacks from bees or bumping into tree branches.
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===Power Gauge===
===Energy Gauges===
[[File:Power Gauge KHII.png|right|200px]]
[[File:Energy Gauge KHII.png|right|200px]]
The Power Gauge appears while playing the mini-game, [[The Hunny Pot]].
<!--NOT THE SAME THING AS THE CLUSTER GAUGE, from Xemnas II-->
The '''Energy Gauge''' appears during the Gummi Ship-esque boss fight against Xemnas's mechanical dragon at the end of ''[[Kingdom Hearts II]]'', located in the top left of the screen. By pressing O, Riku erects a barrier that absorbs enemy fire, which will cause this gauge to fill. When it is full, the Megalaser Reaction Command becomes available, which will fire two massive lasers that spread out sideways, dealing heavy damage to the boss and obliterating onscreen enemies. Using the Megalaser causes the Energy Gauge deplete to empty once again.
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==''Kingdom Hearts 358/2 Days''==
==''Kingdom Hearts 358/2 Days''==
===Mission Gauge===
===Mission Gauge===
[[File:Mission Gauge KHD.png|right]]
[[File:Mission Gauge KHD.png|right]]
The '''Mission Gauge''' is a gameplay element exclusive to ''[[Kingdom Hearts 358/2 Days]]''. It is a single orange bar along the bottom of the Nintendo DS touch screen, with a bar marking the end of the mission. On certain missions, [[Roxas]] can earn extra prizes by completing the extra requirements of the mission, such as finding all of the target Heartless or collecting all [[Organization emblem]]s. Once the Mission Gauge is filled either to the bar or completely, the player can then RTC.
The '''Mission Gauge''' is a gameplay element exclusive to ''[[Kingdom Hearts 358/2 Days]]''. It is a single orange bar along the bottom of the Nintendo DS touch screen, with a bar marking the end of the mission. On certain missions, [[Roxas]] can earn extra prizes by completing the extra requirements of the mission, such as finding all of the target Heartless or collecting all [[Organization Emblem]]s. Once the Mission Gauge is filled either to the bar or completely, the player can then RTC.


===Bonus Gauge===
===Bonus Gauge===
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===Illusion Gauge===
===Illusion Gauge===
[[File:Illusion Gauge KHBBSFM.png|right|200px]]
[[File:Illusion Gauge KHBBSFM.png|right|200px]]
The '''Illusion Gauge''' appears in ''Kingdom Hearts Birth by Sleep Final Mix''. It replaces the D-Link Gauge while an [[Illusion]] command is being used, which transforms the player into a particular [[Unversed]]. It slowly depletes over time and while the Illusion Gauge is active, taking damage removes a portion of the Illusion Gauge instead of the HP gauge. The Illusion Gauge cannot be refilled, although the [[Aromatherapy]] command available while using [[Illusion-V]] restores portions of the Illusion Gauge lost by damage that was recently taken. When the Illusion Gauge is empty, the Illusion command ends and the player transforms back to their original form.
The '''Illusion Gauge''' appears in ''Kingdom Hearts Birth by Sleep Final Mix''. It replaces the D-Link Gauge while an [[Illusion (disambiguation)|Illusion]] command is being used, which transforms the player into a particular [[Unversed]]. It slowly depletes over time and while the Illusion Gauge is active, taking damage removes a portion of the Illusion Gauge instead of the HP gauge. The Illusion Gauge cannot be refilled, although the [[Aromatherapy]] command available while using [[Illusion-V]] restores portions of the Illusion Gauge lost by damage that was recently taken. When the Illusion Gauge is empty, the Illusion command ends and the player transforms back to their original form.


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===Command Gauge===
===Command Gauge===
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The Command Gauge changes to a unique appearance to reflect an active Command Style or D-Link.
The Command Gauge changes to a unique appearance to reflect an active Command Style or D-Link.
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===Belly Balloon gauge===
===Gas Gauge===
<!--Final Mix-->
[[File:Belly Balloon Gas Gauge KHBBS.png|right|200px]]
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The '''Gas Gauge''' appears during the [[Belly Balloon]] [[Unversed Mission]] in ''Kingdom Hearts Birth by Sleep Final Mix''. Striking the Belly Balloon's valve will deplete the gauge, while doing the same to its stomach will fill the gauge. As the Gas Gauge reaches specified notches, the Belly Balloon will decrease or increase in size, and when the gauge is fully depleted, the mission is cleared. Allowing the Gas Gauge to fill completely will prompt the Unversed to explode, failing the Unversed Mission with a zero star ranking.


==''Kingdom Hearts coded''==
==''Kingdom Hearts coded''==
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[[File:Clock Gauge KHREC.png|right]]
[[File:Clock Gauge KHREC.png|right]]
The '''Clock Gauge''' appears in ''Kingdom Hearts Re:coded'', positioned to the left of Sora's portrait sprite, in the bottom-right corner of the screen, during normal gameplay. The gauge is filled by attacking enemies or [[Bug Blox]], healing with magic commands, or using [[Ether]]s, [[Hi-Ether]]s, or [[Megalixir]]s, and it will start to empty if several seconds pass without the player using one of these methods. Each time the gauge is filled, Sora's clock level increases, activating an ability on the Clock Ability Tree and advancing to the next tier. After advancing to an endpoint on the tree, filling the gauge one more time changes the [[Attack]] command to activate the {{c|Finish command|RCO}}. The strength of the Finish Command will be higher when it is used at a higher clock level. For example, [[Blade Rush]] at Clock MAX will be more powerful than at Clock Level 3. The gauge will reset to level 1 when the Finish Command is used, or when the gauge empties twice.
The '''Clock Gauge''' appears in ''Kingdom Hearts Re:coded'', positioned to the left of Sora's portrait sprite, in the bottom-right corner of the screen, during normal gameplay. The gauge is filled by attacking enemies or [[Bug Blox]], healing with magic commands, or using [[Ether]]s, [[Hi-Ether]]s, or [[Megalixir]]s, and it will start to empty if several seconds pass without the player using one of these methods. Each time the gauge is filled, Sora's clock level increases, activating an ability on the Clock Ability Tree and advancing to the next tier. After advancing to an endpoint on the tree, filling the gauge one more time changes the [[Attack]] command to activate the {{c|Finish command|RCO}}. The strength of the Finish Command will be higher when it is used at a higher clock level. For example, [[Blade Rush]] at Clock MAX will be more powerful than at Clock Level 3. The gauge will reset to level 1 when the Finish Command is used, or when the gauge empties twice.
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===Challenge Gauge===
===Challenge Gauge===
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===Link Gauge===
===Link Gauge===
[[File:link Gauge KH3D.png|right|100px]]
[[File:link Gauge KH3D.png|right|100px]]
The '''Link Gauge''' appears in ''[[Kingdom Hearts 3D: Dream Drop Distance]]''. Each Spirit has a Link Gauge you can fill up to [[Link System|Link]] with them and perform special attacks. Its shape is just like an ally's MP gauge, and it is located below its respective [[Spirit]]'s portrait on the right corner of the screen. It is colored pink, and is filled partially each time a Spirit lands an attack on an foe. If the player lands a hit at the same time as the Spirit, the gauge will be filled slightly more. Once it is full, it will display the word "Link" on it, meaning the player can touch that Spirit's icon to perform a [[Link Attack]] (with Sora) or activate a [[Link Style]] (with Riku). If both Spirit's Link Gauges are full, a Spirit symbol will be shown between their icons. By touching it, the player can link with both Spirits at once, or [[Dual Link]].
The '''Link Gauge''' appears in ''[[Kingdom Hearts 3D: Dream Drop Distance]]''. Every [[Spirit]] has their own Link Gauge, and when filled, allows Sora or Riku to use the [[Link System]]. It is colored pink and shaped like an ally's MP gauge, and it is located below a [[Spirit]]'s portrait on the right corner of the screen. The Link Gauge is filled partially each time a Spirit lands an attack on an foe, uses supporting abilities, or takes damage, and the [[Link Critical]] ability makes it so that if Sora or Riku lands a hit at the same time as the Spirit, the gauge will be filled slightly more. It can also be partially filled with [[Dream Candy]], or fully filled up with Elixirs and Megalixirs. Once it is full, it will display the word "Link" on it, allowing Sora to activate a [[Link Attack]] or Riku to activate a [[Link Style]]. If both Spirits' Link Gauges are full, the protagonist can activate a [[Dual Link]].
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==''Kingdom Hearts Union χ''==
==''Kingdom Hearts Union χ''==
===Special/Ability Gauge===
===Special Gauge===
[[File:Ability Gauge KHUX.png|200px|right]]
[[File:Special Gauge KHUX.png|200px|right]]
The combat '''Special''' system (known as '''Ability''' in Japanese versions) first appears in ''[[Kingdom Hearts Union χ]]'' as one of the unique features of the port. Every [[Medal]] equipped represents a single attack in a combo that the player can perform during battle. By attacking and dealing damage to enemies, the player's Special gauge increases and once maxed out they gain a Special point.  By flicking one of the Medals to the center of the screen, the player is able to unleash the selected Medal's special ability. The cost of any given Special Attack differs between each medal.
The combat '''Special''' system (known as '''Ability''' in Japanese versions) first appears in ''[[Kingdom Hearts Union χ]]'' as one of the unique features of the port. Every [[Medal]] equipped represents a single attack in a combo that the player can perform during battle. By attacking and dealing damage to enemies, the player's Special gauge increases and once maxed out they gain a Special point.  By flicking one of the Medals to the center of the screen, the player is able to unleash the selected Medal's special ability. The cost of any given Special Attack differs between each medal.
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==''Kingdom Hearts III''==
==''Kingdom Hearts III''==
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==''Kingdom Hearts Melody of Memory''==
===Trick Gauge===
[[File:Trick Gauge KHMOM.png|right|200px]]
The '''Trick Gauge''' only appears in [[VS Battle]]s. Each combatant has their own Trick Gauge, which can be filled by hitting notes. When the gauge is full, a {{c|Trick|mom}} will be activated, or two Tricks if the [[Music Stage]] is at least halfway over.
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===VS Gauge===
[[File:VS Gauge KHMOM.png|right|150px]]
During a VS Battle, the '''VS Gauge''' displays which player is currently in the lead, determined by their score. The Tricks activated by each player and their duration will change depending on who is leading and by how much.
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===Kairi Gauge===
[[File:Kairi Gauge KHMOM.png|right|200px]]
The '''Kairi Gauge''' appears in [[Melody of Memory's End]] in [[World Tour]] during the "{{ns|Game|Kairi III}}" section. [[Kairi]] must collect fragments of her heart within her memories, represented by crystalized flower petals. Each fragment collected is added to the gauge.
{{Mechanics}}
{{Mechanics}}
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