Kingdom Hearts II: Difference between revisions

→‎Combat changes compared to first game: separating Revenge Value into its own point; Additionally, any hit from magic / limits / summons will count as a "finisher" against bosses.
(→‎Combat changes compared to first game: rewording revenge value section to be less wordy and use the term)
(→‎Combat changes compared to first game: separating Revenge Value into its own point; Additionally, any hit from magic / limits / summons will count as a "finisher" against bosses.)
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* The basic combat and leveling systems have also been redesigned. In order to facilitate low-level playthroughs, bosses no longer offer experience upon defeat; rather, they reward the player with boosts to their HP, MP, or AP, or with specific abilities.
* The basic combat and leveling systems have also been redesigned. In order to facilitate low-level playthroughs, bosses no longer offer experience upon defeat; rather, they reward the player with boosts to their HP, MP, or AP, or with specific abilities.
* Bosses can no longer be defeated by mere depletion of HP, and must be finished off with a combo finisher.
* Bosses can no longer be defeated by mere depletion of HP, and must be finished off with a combo finisher.
** In fact, many bosses that can be staggered by basic hitstun animations have the ability to break out of Sora's combos if they go on too long. Each consecutive attack by Sora raises a hidden value, colloquially called "Revenge Value" by fans. Once a boss's Revenge Value is hit, they will instantly retaliate by teleporting out of a combo, performing an instant invulnerable attack, or both. If Sora's offense on a boss is dropped before hitting the Revenge Value, the Value will be reset and the boss will instead retaliate with a random attack upon recovering. This is one aspect that has made ''Kingdom Hearts II'' more challenging.
** Any hit from Magic, Limits, or Summons will also count as a finisher for this purpose, even if the hit is not at the end of a combo.
* Many bosses that can be staggered by basic hitstun animations have the ability to break out of Sora's combos if they go on too long. Each consecutive attack by Sora raises a hidden value, colloquially called "Revenge Value" by fans. Once a boss's Revenge Value is hit, they will instantly retaliate by teleporting out of a combo, performing an instant invulnerable attack, or both. If Sora's offense on a boss is dropped before hitting the Revenge Value, the Value will be reset and the boss will instead retaliate with a random attack upon recovering. This is one aspect that has made ''Kingdom Hearts II'' more challenging.
[[File:Curaga KHII.gif|thumb|The redesigned MP Gauge in action.]]
[[File:Curaga KHII.gif|thumb|The redesigned MP Gauge in action.]]
* The [[MP Gauge]] has also been retooled to ensure that the player is never left without magic. This now prevents abuse of powerful spells like [[Cure]]—instead of being a quickly refillable gauge that is difficult to refill during battle, the MP Gauge can easily be depleted by three or fewer spells, and refills automatically. Several abilities can empower Sora's offensive abilities during this period to compensate for his temporary inability to heal.
* The [[MP Gauge]] has also been retooled to ensure that the player is never left without magic. This now prevents abuse of powerful spells like [[Cure]]—instead of being a quickly refillable gauge that is difficult to refill during battle, the MP Gauge can easily be depleted by three or fewer spells, and refills automatically. Several abilities can empower Sora's offensive abilities during this period to compensate for his temporary inability to heal.
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