Talk:Abilities (KHII): Difference between revisions

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Should it be "Earthshaker" or "Earth Shaker"?[[User:KrytenKoro|<small>Glorious</small>]] [[User_talk:KrytenKoro|<small>CHAOS!</small>]] 06:14, January 13, 2010 (UTC)
Should it be "Earthshaker" or "Earth Shaker"?[[User:KrytenKoro|<small>Glorious</small>]] [[User_talk:KrytenKoro|<small>CHAOS!</small>]] 06:14, January 13, 2010 (UTC)
*also, I am uncertain about "Second Chance" and "Once More".[[User:KrytenKoro|<small>Glorious</small>]] [[User_talk:KrytenKoro|<small>CHAOS!</small>]] 07:09, January 14, 2010 (UTC)


== Support abilities ==
== Support abilities ==
{|class="wikitable" width="100%"
|-bgcolor="#87ceeb"
|width="36%" style="text-align:center"|'''Ability'''
|width="2%" style="text-align:center"|'''AP'''
|width="40%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Obtained'''
|-bgcolor="#e6e6fa"
|{{nihongo|'''Synch Blade'''|シンクロブレード|Shinkuro Burēdo|<br>lit. "Synchro Blade"}}
|
|Equips a Keyblade in each hand. The ability of the left hand weapon becomes available as well.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Endless Magic'''|エンドレスマジック|Endoresu Majikku}}
|
|Unleashes magic combos endlessly.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Light & Dark'''|ライト&ダーク|Raito & Dāku}}(*)
|
|
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Scan'''|ライブラ|Raibara|<br>lit. "Libra"}}
|
|Inspects the target's current HP.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Aerial Recovery'''|エアリカバリー|Ea Rikabarī|<br>lit. "Libra"}}
|
|Quickly regains balance with {{button|c}} when knocked down.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Combo Master'''|コンボマスター|Konbo Masutā}}
|
|
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Combo Plus'''|コンボプラス|Konbo Purasu}}
|
|Increases maximum combo by 1 when on the ground. Equip more to enable more combos.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Air Combo Plus'''|エアコンボプラス|Ea Konbo Purasu}}
|
|Increases maximum combo by 1 when in midair. Equip more to enable more combos.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Combo Boost'''|コンボアップ|Konbo Appu|<br>lit. "Combo Up"}}
|
|Increases the damage of the finishing move on the ground relative to the number of hits in the combo.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Air Combo Boost'''|エアコンボアップ|Ea Konbo Appu|<br>lit. "Air Combo Up"}}
|
|Increases the damage of the finishing move in the air relative to the number of hits in the combo.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Reaction Boost'''|リアクションアップ|Riakushon Appu|<br>lit. "Reaction Up"}}
|
|Increases damage dealt by Reaction Commands.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Finishing Plus'''|フィニッシュプラス|Finishhu Purasu|<br>lit. "Finish Plus"}}
|
|Unleash successive finishing moves after combos.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Negative Combo'''|コンボマイナス|Konbo Mainasu|<br>lit. "Combo Minus"}}
|
|Decreases maximum combo on the ground and in midair by 1.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Berserk Charge'''|チャージバーサク|Chāji Bāsaku|<br>lit. "Charge Berserk"}}
|
|Increases strength during MP Charge and enables combos to continue endlessly. The combo finishing move is not available while this is active.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Damage Drive'''|ダメージドライヴ|Damēji Doraibu}}
|
|Restores the Drive Gauge every time damage is taken. The amount restored to the Drive Gauge is relative to the damage received.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Drive Boost'''|ドライヴブースト|Doraibu Būsuto}}
|
|Allows greater restoration of the Drive Gauge during MP Charge.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Form Boost'''|フォームブースト|Fōmu Būsuto}}
|
|Increases the duration of each Drive Form.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Summon Boost'''|サモンブースト|Samon Būsuto}}
|
|Increases the amount of time the Summon will stay.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Combination Boost'''|コンビブースト|Konbo Būsuto|<br>lit. "Combo Boost"}}
|
|Increases the amount of time spent for Limits.
|
|-bgcolor="#e6e6fa"
|{{nihongo|'''Experience Boost'''|EXPチャンス|EXP Chansu|<br>lit. "EXP Chance"}}
|
|Increases the amount of experience gained when defeating an enemy in a tight situation.
|
|}
*Leaf Bracer: Casting Cure on yourself will continue even when attacked.
*Magic Lock-On: Automatically locks on to a target when casting Fire, Blizzard, Thunder, or Magnet.
*Draw: Draws in and obtains nearby orbs. Equip 2 to obtain far orbs.
*Jackpot: Increases drop rate of munny, HP and MP orbs. Equip the whole Party to further increase the drop rate.
*Lucky Lucky: Will bring luck by increasing the drop rate of items. Equip the whole Party to further increase the drop rate.
*Fire Boost: Increases damage done by fire-based attacks.
*Blizzard Boost: Increases damage done by blizzard-based attacks.
*Thunder Boost: Increases damage done by thunder-based attacks.
*Item Boost: Increases effect done by healing items on the field.
*MP Rage: Restores MP relative to the amount of damage taken. Equip more to increase the effect.
*MP Haste: Increases MP restoration speed after MP is fully consumed.
*MP Hastera: Greatly increases MP restoration speed after MP is fully consumed.
*MP Hastega: Remarkably increases MP restoration speed after MP is fully consumed.
*Defender: Increases defense in a pinch.
*Damage Control (''Final Mix'': Crisis Half)
*Second Chance: Ensures 1 HP remains after taking massive damage.
*Once More: Ensures 1 HP remains after taking damage from a combo.
*EXP Zero (''Final Mix'')
*Auto Limit: Automatically sets the Reaction Command to Limit, if Limit is usable.
*Auto Limit: Automatically sets the Reaction Command to Limit, if Limit is usable.
*Auto Change: Automatically replaces fallen Party Members.
*Auto Change: Automatically replaces fallen Party Members.

Revision as of 07:09, 14 January 2010


must...resist urge to move....characters limits to here...must resist...So should character's limit command be moved here?--N/A

Aerial Recovery is an action ability, not a support. 66.17.80.42 21:46, 11 December 2008 (UTC)


this might be useful http://www.gamefaqs.com/console/ps2/file/935702/48143 Should probably note the fact that the names are rough translations Reflect Guard versus Guard etc. Most of the Sora attack details seem a bit unnecessary but it's likely to be the best we'll get for the new stuff. In short read every ability summarize it where you can and use good judgement

Mistake?

It states 'Under the name "Ping", Mulan has these abilities accessible; Draw, Hyper Healing and Item Boost' but in the table it says she gains Hyper Healing atfer chaing back from Ping. Is that a mistake?.

Help

I'm going to try to revamp this sometime this week:

  • Organize by ability type
  • List "Name" ("Nihongo"), "AP", "Description", "Who/what has it".

This should shorten the page drastically by condensing its information. I think I can find the nihongo on my own, though I will need someone to check that I've gotten the right ones and translated it correctly, since there's such a huge difference in ability names. Also, for "Level learnt", that should be part of "who has it" (ex: "Sora (Lv 57)"), with refs for the different growth paths. For abilities gained at a certain point, just say "Sora", with a ref explaining the situation.

Notes for the lead:

  • Abilities were affected by storyline in KH1 (Cheer, etc.)
  • Rewrite the bit about "Any ability that Roxas learns will be passed to Sora once the first chapter ends" or something like that.
  • Add note about equipment having abilities now, allowing you to use an Item Slot instead of AP.Glorious CHAOS! 16:18, November 16, 2009 (UTC)
Okay, I got Sora's Actions done (here). We need to replace the ability descriptions with the official ones, though.Glorious CHAOS! 18:20, November 16, 2009 (UTC)
Okay, I have all of Sora and his Forms done, with official descriptions where I had them.Glorious CHAOS! 08:33, November 21, 2009 (UTC)
  • Todo: Supporting character's action abilities, add Anti Sora abilities, check Lion Form descriptions.

Equipment

Which Armor and Accessories provide abilities? Also, are there any other changes to Equipment Abilities with Final Mix?Glorious CHAOS! 19:58, December 3, 2009 (UTC)

Added note: What exactly is the name of the abilities that equipment give you?Glorious CHAOS! 19:59, December 3, 2009 (UTC)
Keyblade AP Ability Description
Kingdom Key Defender Raises defense when HP reaches critical.
Oathkeeper Form Boost Prolongs the period during using forms.
Oblivion Drive Boost Drive Gauge recovers faster when the MP gauge is reloading.
Star Seeker Air Combo Plus Adds 1 hit to an air combo.
Hidden Dragon MP Rage MP recovers faster when receiving damage.
Hero's Crest Air Combo Boost Increases damage inflicted when delivering an air combo finisher.
Monochrome Item Boost Items used on the field have greater effect.
Follow the Wind Draw Attracts prize orbs towards Sora.
Circle of Life MP Haste MP recovers 1.25 times faster during MP charge.
Photon Debugger Thunder Boost Increase the potential of Thunder capabilities.
Gull Wing Experience Boost When in critical health, EXP gained is doubled.
Rumbling Rose Finishing Plus Two combo finishers are allowed to execute simultaneously after finishing a combo.
Guardian Soul Reaction Boost Damage from Reaction Commands is increased.
Wishing Lamp Jackpot Chances of getting HP, MP, Munny, and Drive Ball prizes are increased.
Sweet Memories Lucky Lucky Chances of receiving prize boxes are increased. See also Seven Lucky Lucky combo.
Mysterious Abyss Blizzard Boost Increase the capabilities of Blizzard abilities.
Decisive Pumpkin Combo Boost Increases damage inflicted when using combo attacks.
Sleeping Lion Combo Plus Adds 1 hit to a ground combo.
Bond of Flame Fire Boost Increase the potential of Fire capabilities.
Fatal Crest Berserk Charge Allows combos to continue infinitely when the MP gauge recharges.
Fenrir Negative Combo Decreases max air and ground combo by 1.
Ultima Weapon MP Hastega MP charges at 1.75 times faster than its original speed.
Final Mix exclusive AP Ability Description
Two Become One Light and Dark Increases chances of Driving into Final or Anti Form.
Winner's Proof EXP Zero Completely nullifies Experience Points acquired.

Sora

Ability/Level Learnt AP Cost Description
Scan 2 AP The HP gauge of the targeted enemy is displayed on screen.
Aerial Recovery 2 AP When Sora is knocked back by hit, you can make a recovery with Circle . Casting magic is available after air recovering.
Combo Plus 1 AP The maximum number of attacks with ground-based combos increases by 1. The ability can be acquired twice
Air Combo Plus 1 AP The maximum number of attacks with aerial combos increases by 1. The ability can be acquired twice.
Combo Boost 3 AP The damage inflicted by the finishing attack increases relative to the number of hits in the combo on the ground.
Air Combo Boost 3 AP The damage inflicted ny the finishing attack increases relative to the number of hits in the combo in the air
Reaction Boost 2 AP The damage inflicted by Reaction Commands increased by 50%.
Finishing Plus 5 AP Combo finish technique with Attack or Magic can be carried out twice in a row.
Negative Combo 2 AP The maximum number of combos on the ground and in the air is reduced by 1.
Berserk Charge 5 AP During MP Charge, the strength value increases by 1 point and the maximum number of combos in unlimited. (There is no combo finish.)
Damage Drive 3 AP The Drive gauge is replenished when HP is lost
Drive Boost 3 AP The Drive gauge fills up 20% faster during MP Charge.
Form Boost 5 AP The Form gauge depletion rate is 20% slower. The ability can be acquired twice.
Summon Boost 5 AP The Summon gauge depletion rate is 20% slower.
Combination Boost 4 AP The Limit gauge depletion rate is 20% lower.
Experience Boost 3 AP When Sora's HP flashes red, EXPs gained are doubled; if two Experience Boosts are equipped (accessible via Gull Wing) EXP earned is tripled.
Leaf Bracer 1 AP Allows Sora to cast Cure without being interrupted.
Magic Lock-On 1 AP Automatically targets and fires Magic cast to the nearest enemy, even it is not locked on manually.
Draw 3 AP Automatically attracts HP, MP, Munny, and Drive Orbs towards Sora.
Jackpot 4 AP Raises the amount of HP orbs, MP orbs etc. dropped by slain foes.
Lucky Lucky 5 AP Raises percentage of enemy dropping rare items. See also: Seven Lucky Lucky combo
Fire Boost 3 AP Increase the potential of Fire capabilities.
Blizzard Boost 4 AP Increase the potential of Blizzard capabilities.
Thunder Boost 5 AP Increase the potential of Thunder capabilities.
Item Boost 2 AP Increase the effect of healing items.
MP Rage 3 AP Sora's MP gauge recovers when he is hit by an enemy. This, however, does not work during MP charge.
MP Haste 3 AP Hasten the recharge speed when the MP gauge hits zero.
Defender 3 AP Defense increases when HP flashes red.
Second Chance 4 AP Retain 1 HP after receiving a critical blow (provided Sora has 2 or more HP left *combine with Once More ability*).
Once More 4 AP Retain 1 HP after receiving a combo.
Final Mix exclusive AP Cost Description
Combo Master 4 AP Enables Sora to execute a combo even if he doesn't hit an enemy.

Donald

Ability AP Cost Description Learned
Draw 3 AP Attracts Prize balls towards Donald. Save the medallion
Jackpot 4 AP Chance of receiving prize balls is increased. Beat the Experiment
Lucky Lucky 5 AP Chance of receiving prize boxes is increased. Beat the Heartless at the Old Mansion
Fire Boost 3 AP Increase the potential of fire based capabilities. Beat Scar
Blizzard Boost 4 AP Increase the potential of blizzard based capabilities. Beat Demyx in Hollow Bastion
Thunder Boost 5 AP Increase the potential of thunder based capabilities. Freeze the computers in Space Paranoids
MP Rage 3 AP Restores MP for each hit taken from enemies. Beat Demyx in Olympus Coliseum
MP Hastera 4 AP MP recovers at a very fast rate. Defend the Solar Sailor
Auto Limit 1 AP Allows Sora and Donald to use appropriate Limit move by pressing Triangle. Free the Cornerstone
Hyper Healing 3 AP When knocked out, Donald recovers at a faster rate and more HP is restored. Beat Prison Keeper
Auto Healing 3 AP When Donald is switched for a member, his HP is automatically recovered. Beat Xaldin


Goofy

Ability AP Cost Description Learned
Draw 3 AP Attracts prize orbs towards Goofy Beat Grim Reaper on the Black Pearl
Jackpot 4 AP Raises chance of receiving more MP, HP, or Drive orbs. Beat Hostile Program
Lucky Lucky 5 AP Raises percentage of obtaining rare items from slain enemies. Beat the Hyenas in King's Den
Item Boost 2 AP Items used on the field have greater effect. Available from start
MP Rage 3 AP MP recovers faster when taking damage. Beat the Hyenas in the Graveyard
Defender 3 AP Raises defense when HP hits critical. Beat Beast
Second Chance 4 AP Retain 1 HP after suffering from a critical blow. Clear the explosives from the Black Pearl
Once More 4 AP Keeps Goofy at 1 HP after a combo that would normally kill Goofy. Beat Oogie Boogie
Auto Limit 1 AP Sora and Goofy can use the appropriate Limit move by pressing Triangle. Beat Captain Barbossa
Auto Change 5 AP Goofy automatically changes with another party member when at critical HP. Capture Lock, Shock and Barrel
Hyper Healing 3 AP When knocked out, Goofy recovers at a faster rate and more HP is restored. Beat Pete in Olympus Coliseum
Auto Healing 3 AP When Goofy is switched for a member, his HP is automatically recovered. Clear the Heartless in the Treasure Room

The Beast

Ability AP Cost Description Learned
Item Boost 2 AP Items used on the field have greater effect. Available from start
Defender 3 AP Raises defense when HP hits critical. Available from start
Second Chance 4 AP Retain 1 HP after suffering from a critical blow (provided that Beast has 2 or more HP left). Available from start
Auto Limit 1 AP Limit command is accessible via Reaction Command. Available from start
Hyper Healing 3 AP When knocked out, Beast recovers at a faster rate and more HP is restored. Available from start

Mulan

Ability AP Cost Description Learned
Draw 3 AP Attract nearby orbs. Available from start
Fire Boost 3 AP Increase the potential of Fire-based capabilities. Mulan loses her disguise
Item Boost 2 AP Items used on the field have greater effect. Available from start
Auto Limit 1 AP Limit Command is accessible via Reaction Command. Mulan loses her disguise
Hyper Healing 3 AP When knocked out, Mulan recovers at a faster rate and more HP is restored. Mulan loses her disguise

Auron

Ability AP Cost Description Learned
MP Rage 3 AP Recovers MP for every hit taken from enemies. Available from start
MP Haste 3 AP Hasten the reload speed of MP gauge. Available from start
Once More 4 AP Retain 1 HP after taking a critical combo. Available from start
Auto Limit 1 AP Limit Command is accessible via Reaction Command. Available from start

Jack Sparrow

Ability AP Cost Description Learned
Draw 3 AP Attract nearby orbs. Available from start
Draw 3 AP Attract nearby orbs. Available from start
Draw 3 AP Attract nearby orbs. Available from start
Lucky Lucky 5 AP Raises percentage of obtaining rare items from slain enemies. Available from start
Item Boost 2 AP Items used on the field have greater effect. Available from start
Defender 3 AP Raises defense when HP hits critical. Available from start
Auto Limit 1 AP Limit Command is accessible via Reaction Command. Available from start
Auto Healing 3 AP When Jack is switched for a member, his HP is automatically recovered. Available from start

Aladdin

Ability AP Cost Description Learned
Jackpot 4 AP Raises chance of receiving more MP, HP, or Drive orbs. Available from start
Item Boost 2 AP Items used on the field have greater effect. Available from start
MP Haste 3 AP Hasten the reload speed of MP gauge. Available from start
Once More 4 AP Retain 1 HP after taking a critical combo. Available from start
Auto Limit 1 AP Limit Command is accessible via Reaction Command. Available from start
Auto Change 5 AP Aladdin automatically changes with another party member when at critical HP. Available from start

Jack Skellington

Ability AP Cost Description Learned
Lucky Lucky 5 AP Raises percentage of obtaining rare items from slain enemies. Available from start
Fire Boost 3 AP Increase the potential of fire based capabilities. Available from start
Blizzard Boost 4 AP Increase the potential of blizzard based capabilities. Available from start
Thunder Boost 5 AP Increase the potential of thunder based capabilities. Available from start
MP Hastera 4 AP MP recovers at a very fast rate. Available from start
Auto Limit 1 AP Limit Command is accessible via Reaction Command. Available from start
Auto Healing 3 AP When Jack is switched for a member, his HP is automatically recovered. Available from start

Simba

Ability AP Cost Description Learned
MP Rage 3 AP Restores MP for each hit taken from enemies. Available from start
Defender 3 AP Raises defense when HP hits critical. Available from start
Auto Limit 1 AP Limit Command is accessible via Reaction Command. Available from start
Hyper Healing 3 AP When knocked out, Simba recovers at a faster rate and more HP is restored. Available from start
Auto Healing 3 AP When Simba is switched for a member, his HP is automatically recovered. Available from start

Tron

Ability AP Cost Description Learned
Jackpot 4 AP Raises chance of receiving more MP, HP, or Drive orbs. Available from start
Thunder Boost 5 AP Increase the potential of thunder based capabilities. Download the MCP-killer program
Item Boost 2 AP Items used on the field have greater effect. Available from start
MP Haste 3 AP Hasten the reload speed of MP gauge. Download the MCP-killer program
Auto Limit 1 AP Limit Command is accessible via Reaction Command. Access the DTD
Auto Change 5 AP Tron automatically changes with another party member when at critical HP. Available from start

Riku

Ability AP Cost Description Learned
Item Boost 2 AP Items used on the field have greater effect. Available from start
MP Hastega 5 AP MP charges at 1.75 times faster than its original speed. Available from start
Defender 3 AP Raises defense when HP hits critical. Available from start
Second Chance 4 AP Retain 1 HP after suffering from a critical blow (provided that Riku has 2 or more HP left). Available from start
Once More 4 AP Retain 1 HP after taking a critical combo. Available from start
Auto Limit 1 AP Limit command is accessible via Reaction Command. Available from start
Hyper Healing 3 AP When knocked out, Riku recovers at a faster rate and more HP is restored. Available from start

Mickey

Ability AP Cost Description Learned
Scan N/A Allows enemy's HP bar to be viewable while locking on it. Available from start
Air Combo Plus N/A Adds 1 hit to max air combo. Available from start

Final Mix Abilities

Template:LAhood

209.png
KrytenKoro - Most bears were content to live their lives, mauling and eating one, maybe two humans at most. "Mass-murder," as the bears always said, "is for the sharks." But not Barry. Barry was different. He knew that one day, he would kill ALL of the humans. This is the inspiring, tear-jerking story of one bear and the dream he dared to dream.
TALK -
I've checked multiple Japanese sites, and the only Final Mix Action Abilities I've seen listed are Flash Step, Round Break, Aerial Dive, Magnet Splash, and the Limit Form stuff. If you've seen anything else, please list it here and I'll add it to the article.

Growth Abilities

Since we're doing a list of all abilities, I'm going to separate the Growth abilities as well. However, I only have the descriptions for Level 1 and Level 2, and I'm obviously not going to play the game again for different text. Does anyone have a save in which they have the Level 1/2 Growth abilities, or know of a video that shows the description?Glorious CHAOS! 03:38, December 15, 2009 (UTC)

Questions

I don't like the translation for Simba's "Fierce Claw", but "Fiercely Crow" makes no sense, even if it is closer to the pronunciation.

Should it be "Earthshaker" or "Earth Shaker"?Glorious CHAOS! 06:14, January 13, 2010 (UTC)

  • also, I am uncertain about "Second Chance" and "Once More".Glorious CHAOS! 07:09, January 14, 2010 (UTC)

Support abilities

  • Auto Limit: Automatically sets the Reaction Command to Limit, if Limit is usable.
  • Auto Change: Automatically replaces fallen Party Members.
  • Hyper Healing: Quickly revives a fallen Party Member and greatly restores their HP.
  • Auto Healing: Restores HP while replaced by another Party Member with Change.


  • Valor Form: Synch Blade, Combo Plus, Air Combo Plus
  • Wisdom Form: Combo Plus, MP Hastega (*Combo Plus possibly replaced with MP Hastega?)
  • Limit Form: HP Gain(*), Draw, Lucky Lucky, MP Rage, MP Haste
  • Master Form: Synch Blade, Endless Magic, Air Combo Plus, Air Combo Plus, Draw, MP Hastera (*Another Draw)
  • Final Form: Synch Blade, MP Haste
  • Lion Form: Combo Plus, Combo Plus, Air Combo Plus, Air Combo Plus
  • Draw Ring: Draw
  • Lucky Ring: Lucky Lucky
  • Shock Charm+: Thunder Boost
  • Full Bloom+: MP Haste
  • Shade Archive+: MP Rage
  • Keyblades, Shields, Staves