Talk:Abilities (KHII): Difference between revisions

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{{archive box|
must...resist urge to move....characters limits to here...must resist...So should character's limit command be moved here?--[[user:NeloAngelo|N/A]]
* [[Talk:Abilities (Kingdom Hearts II)/Archive 1|Archive 1]] - January 30, 2010
 
}}
Aerial Recovery is an action ability, not a support. [[Special:Contributions/66.17.80.42|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.[[User:KrytenKoro|<small>Glorious</small>]] [[User_talk:KrytenKoro|<small>CHAOS!</small>]] 16:18, November 16, 2009 (UTC)
:Okay, I got Sora's Actions done ([[User:KrytenKoro/Abilities_(Kingdom_Hearts_II)|here]]). We need to replace the ability descriptions with the official ones, though.[[User:KrytenKoro|<small>Glorious</small>]] [[User_talk:KrytenKoro|<small>CHAOS!</small>]] 18:20, November 16, 2009 (UTC)
:Okay, I have all of Sora and his Forms done, with official descriptions where I had them.[[User:KrytenKoro|<small>Glorious</small>]] [[User_talk:KrytenKoro|<small>CHAOS!</small>]] 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?[[User:KrytenKoro|<small>Glorious</small>]] [[User_talk:KrytenKoro|<small>CHAOS!</small>]] 19:58, December 3, 2009 (UTC)
 
:Added note: What ''exactly'' is the name of the abilities that equipment give you?[[User:KrytenKoro|<small>Glorious</small>]] [[User_talk:KrytenKoro|<small>CHAOS!</small>]] 19:59, December 3, 2009 (UTC)
 
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Keyblade'''
|width="15%" style="text-align:center"|'''AP Ability'''
|width="70%" style="text-align:center"|'''Description'''
|-bgcolor="#e6e6fa"
|'''[[Kingdom Key]]'''
|Defender
|Raises defense when HP reaches critical.
|-bgcolor="#e6e6fa"
|'''[[Oathkeeper]]'''
|Form Boost
|Prolongs the period during using forms.
|-bgcolor="#e6e6fa"
|'''[[Oblivion]]'''
|Drive Boost
|Drive Gauge recovers faster when the MP gauge is reloading.
|-bgcolor="#e6e6fa"
|'''[[Star Seeker]]'''
|Air Combo Plus
|Adds 1 hit to an air combo.
|-bgcolor="#e6e6fa"
|'''[[Hidden Dragon]]'''
|MP Rage
|MP recovers faster when receiving damage.
|-bgcolor="#e6e6fa"
|'''[[Hero's Crest]]'''
|Air Combo Boost
|Increases damage inflicted when delivering an air combo finisher.
|-bgcolor="#e6e6fa"
|'''[[Monochrome]]'''
|Item Boost
|Items used on the field have greater effect.
|-bgcolor="#e6e6fa"
|'''[[Follow the Wind]]'''
|Draw
|Attracts prize orbs towards Sora.
|-bgcolor="#e6e6fa"
|'''[[Circle of Life]]'''
|MP Haste
|MP recovers 1.25 times faster during MP charge.
|-bgcolor="#e6e6fa"
|'''[[Photon Debugger]]'''
|Thunder Boost
|Increase the potential of Thunder capabilities.
|-bgcolor="#e6e6fa"
|'''[[Gull Wing]]'''
|Experience Boost
|When in critical health, EXP gained is doubled.
|-bgcolor="#e6e6fa"
|'''[[Rumbling Rose]]'''
|Finishing Plus
|Two combo finishers are allowed to execute simultaneously after finishing a combo.
|-bgcolor="#e6e6fa"
|'''[[Guardian Soul]]'''
|Reaction Boost
|Damage from Reaction Commands is increased.
|-bgcolor="#e6e6fa"
|'''[[Wishing Lamp]]'''
|Jackpot
|Chances of getting HP, MP, Munny, and Drive Ball prizes are increased.
|-bgcolor="#e6e6fa"
|'''[[Sweet Memories]]'''
|Lucky Lucky
|Chances of receiving prize boxes are increased. See also [[Seven Lucky Lucky combo]].
|-bgcolor="#e6e6fa"
|'''[[Mysterious Abyss]]'''
|Blizzard Boost
|Increase the capabilities of Blizzard abilities.
|-bgcolor="#e6e6fa"
|'''[[Decisive Pumpkin]]'''
|Combo Boost
|Increases damage inflicted when using combo attacks.
|-bgcolor="#e6e6fa"
|'''[[Sleeping Lion]]'''
|Combo Plus
|Adds 1 hit to a ground combo.
|-bgcolor="#e6e6fa"
|'''[[Bond of Flame]]'''
|Fire Boost
|Increase the potential of Fire capabilities.
|-bgcolor="#e6e6fa"
|'''[[Fatal Crest]]'''
|Berserk Charge
|Allows combos to continue infinitely when the MP gauge recharges.
|-bgcolor="#e6e6fa"
|'''[[Fenrir]]'''
|Negative Combo
|Decreases max air and ground combo by 1.
|-bgcolor="#e6e6fa"
|'''[[Ultima Weapon]]'''
|MP Hastega
|MP charges at 1.75 times faster than its original speed.
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Final Mix exclusive'''
|width="15%" style="text-align:center"|'''AP Ability'''
|width="70%" style="text-align:center"|'''Description'''
|-bgcolor="#e6e6fa"
|'''[[Two Become One]]'''
|Light and Dark
|Increases chances of Driving into Final or Anti Form.
|-bgcolor="#e6e6fa"
|'''[[Winner's Proof]]'''
|EXP Zero
|Completely nullifies Experience Points acquired.
|}
 
===Sora===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability/Level Learnt'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="70%" style="text-align:center"|'''Description'''
|-bgcolor="#e6e6fa"
|'''Scan'''
|2 AP
| The HP gauge of the targeted enemy is displayed on screen.
|-bgcolor="#e6e6fa"
|'''[[Aerial Recovery]]'''
|2 AP
|When Sora is knocked back by hit, you can make a recovery with {{Button|c}} . Casting magic is available after air recovering.
|-bgcolor="#e6e6fa"
|'''Combo Plus'''
|1 AP
|The maximum number of attacks with ground-based combos increases by 1. The ability can be acquired twice
|-bgcolor="#e6e6fa"
|'''Air Combo Plus'''
|1 AP
|The maximum number of attacks with aerial combos increases by 1. The ability can be acquired twice.
|-bgcolor="#e6e6fa"
|'''Combo Boost'''
|3 AP
| The damage inflicted by the finishing attack increases relative to the number of hits in the combo on the ground.
|-bgcolor="#e6e6fa"
|'''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
|-bgcolor="#e6e6fa"
|'''Reaction Boost'''
|2 AP
| The damage inflicted by Reaction Commands increased by 50%.
|-bgcolor="#e6e6fa"
|'''Finishing Plus'''
|5 AP
|Combo finish technique with Attack or Magic can be carried out twice in a row.
|-bgcolor="#e6e6fa"
|'''Negative Combo'''
|2 AP
|The maximum number of combos on the ground and in the air is reduced by 1.
|-bgcolor="#e6e6fa"
|'''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.)
|-bgcolor="#e6e6fa"
|'''Damage Drive'''
|3 AP
|The Drive gauge is replenished when HP is lost
|-bgcolor="#e6e6fa"
|'''Drive Boost'''
|3 AP
|The Drive gauge fills up 20% faster during MP Charge.
|-bgcolor="#e6e6fa"
|'''Form Boost'''
|5 AP
|The Form gauge depletion rate is 20% slower. The ability can be acquired twice.
|-bgcolor="#e6e6fa"
|'''Summon Boost'''
|5 AP
|The Summon gauge depletion rate is 20% slower.
|-bgcolor="#e6e6fa"
|'''Combination Boost'''
|4 AP
|The Limit gauge depletion rate is 20% lower.
|-bgcolor="#e6e6fa"
|'''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.
|-bgcolor="#e6e6fa"
|'''Leaf Bracer'''
|1 AP
|Allows Sora to cast Cure without being interrupted.
|-bgcolor="#e6e6fa"
|'''Magic Lock-On'''
|1 AP
|Automatically targets and fires Magic cast to the nearest enemy, even it is not locked on manually.
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Automatically attracts HP, MP, Munny, and Drive Orbs towards Sora.
|-bgcolor="#e6e6fa"
|'''Jackpot'''
|4 AP
|Raises the amount of HP orbs, MP orbs etc. dropped by slain foes.
|-bgcolor="#e6e6fa"
|'''Lucky Lucky'''
|5 AP
|Raises percentage of enemy dropping rare items. See also: [[Seven Lucky Lucky combo]]
|-bgcolor="#e6e6fa"
|'''Fire Boost'''
|3 AP
|Increase the potential of Fire capabilities.
|-bgcolor="#e6e6fa"
|'''Blizzard Boost'''
|4 AP
|Increase the potential of Blizzard capabilities.
|-bgcolor="#e6e6fa"
|'''Thunder Boost'''
|5 AP
|Increase the potential of Thunder capabilities.
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Increase the effect of healing items.
|-bgcolor="#e6e6fa"
|'''MP Rage'''
|3 AP
|Sora's MP gauge recovers when he is hit by an enemy. This, however, does not work during MP charge.
|-bgcolor="#e6e6fa"
|'''MP Haste'''
|3 AP
|Hasten the recharge speed when the MP gauge hits zero.
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Defense increases when HP flashes red.
|-bgcolor="#e6e6fa"
|'''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*).
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Retain 1 HP after receiving a combo.
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Final Mix exclusive'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="70%" style="text-align:center"|'''Description'''
|-bgcolor="#e6e6fa"
|'''Combo Master'''
|4 AP
|Enables Sora to execute a combo even if he doesn't hit an enemy.
|}
 
===Donald===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attracts Prize balls towards Donald.
|Save the medallion
|-bgcolor="#e6e6fa"
|'''Jackpot'''
|4 AP
|Chance of receiving prize balls is increased.
|Beat the [[Experiment]]
|-bgcolor="#e6e6fa"
|'''Lucky Lucky'''
|5 AP
|Chance of receiving prize boxes is increased.
|Beat the Heartless at the [[Old Mansion]]
|-bgcolor="#e6e6fa"
|'''Fire Boost'''
|3 AP
|Increase the potential of fire based capabilities.
|Beat [[Scar]]
|-bgcolor="#e6e6fa"
|'''Blizzard Boost'''
|4 AP
|Increase the potential of blizzard based capabilities.
|Beat [[Demyx]] in [[Hollow Bastion]]
|-bgcolor="#e6e6fa"
|'''Thunder Boost'''
|5 AP
|Increase the potential of thunder based capabilities.
|Freeze the computers in [[Space Paranoids]]
|-bgcolor="#e6e6fa"
|'''MP Rage'''
|3 AP
|Restores MP for each hit taken from enemies.
|Beat [[Demyx]] in [[Olympus Coliseum]]
|-bgcolor="#e6e6fa"
|'''MP Hastera'''
|4 AP
|MP recovers at a very fast rate.
|Defend the Solar Sailor
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Allows Sora and Donald to use appropriate Limit move by pressing Triangle.
|Free the [[Cornerstone of Light|Cornerstone]]
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Donald recovers at a faster rate and more HP is restored.
|Beat [[Prison Keeper]]
|-bgcolor="#e6e6fa"
|'''Auto Healing'''
|3 AP
|When Donald is switched for a member, his HP is automatically recovered.
|Beat [[Xaldin]]
|}
 
 
===Goofy===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attracts prize orbs towards Goofy
|Beat [[Grim Reaper]] on the [[Black Pearl]]
|-bgcolor="#e6e6fa"
|'''Jackpot'''
|4 AP
|Raises chance of receiving more MP, HP, or Drive orbs.
|Beat Hostile Program
|-bgcolor="#e6e6fa"
|'''Lucky Lucky'''
|5 AP
|Raises percentage of obtaining rare items from slain enemies.
|Beat the Hyenas in King's Den
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Rage'''
|3 AP
|MP recovers faster when taking damage.
|Beat the Hyenas in the Graveyard
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Beat [[Beast]]
|-bgcolor="#e6e6fa"
|'''Second Chance'''
|4 AP
|Retain 1 HP after suffering from a critical blow.
|Clear the explosives from the [[Black Pearl]]
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Keeps Goofy at 1 HP after a combo that would normally kill Goofy.
|Beat [[Oogie Boogie]]
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Sora and Goofy can use the appropriate Limit move by pressing {{Button|t}}.
|Beat [[Captain Barbossa]]
|-bgcolor="#e6e6fa"
|'''Auto Change'''
|5 AP
|Goofy automatically changes with another party member when at critical HP.
|Capture [[Lock, Shock and Barrel]]
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Goofy recovers at a faster rate and more HP is restored.
|Beat [[Pete]] in [[Olympus Coliseum]]
|-bgcolor="#e6e6fa"
|'''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===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Available from start
|-bgcolor="#e6e6fa"
|'''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
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Beast recovers at a faster rate and more HP is restored.
|Available from start
|}
 
===Mulan===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attract nearby orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Fire Boost '''
|3 AP
|Increase the potential of Fire-based capabilities.
|Mulan loses her disguise
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Mulan loses her disguise
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Mulan recovers at a faster rate and more HP is restored.
|Mulan loses her disguise
|}
 
===Auron===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''MP Rage'''
|3 AP
|Recovers MP for every hit taken from enemies.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Haste '''
|3 AP
|Hasten the reload speed of MP gauge.
|Available from start
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Retain 1 HP after taking a critical combo.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|}
 
===Jack Sparrow===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attract nearby orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attract nearby orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attract nearby orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Lucky Lucky'''
|5 AP
|Raises percentage of obtaining rare items from slain enemies.
|Available from start
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Healing'''
|3 AP
|When Jack is switched for a member, his HP is automatically recovered.
|Available from start
|}
 
===Aladdin===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Jackpot'''
|4 AP
|Raises chance of receiving more MP, HP, or Drive orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Haste '''
|3 AP
|Hasten the reload speed of MP gauge.
|Available from start
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Retain 1 HP after taking a critical combo.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Change'''
|5 AP
|Aladdin automatically changes with another party member when at critical HP.
|Available from start
|}
 
===Jack Skellington===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Lucky Lucky'''
|5 AP
|Raises percentage of obtaining rare items from slain enemies.
|Available from start
|-bgcolor="#e6e6fa"
|'''Fire Boost'''
|3 AP
|Increase the potential of fire based capabilities.
|Available from start
|-bgcolor="#e6e6fa"
|'''Blizzard Boost'''
|4 AP
|Increase the potential of blizzard based capabilities.
|Available from start
|-bgcolor="#e6e6fa"
|'''Thunder Boost'''
|5 AP
|Increase the potential of thunder based capabilities.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Hastera'''
|4 AP
|MP recovers at a very fast rate.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Healing'''
|3 AP
|When Jack is switched for a member, his HP is automatically recovered.
|Available from start
|}
 
===Simba===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''MP Rage'''
|3 AP
|Restores MP for each hit taken from enemies.
|Available from start
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Simba recovers at a faster rate and more HP is restored.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Healing'''
|3 AP
|When Simba is switched for a member, his HP is automatically recovered.
|Available from start
|}
 
===Tron===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Jackpot'''
|4 AP
|Raises chance of receiving more MP, HP, or Drive orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Thunder Boost'''
|5 AP
|Increase the potential of thunder based capabilities.
|Download the MCP-killer program
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Haste '''
|3 AP
|Hasten the reload speed of MP gauge.
|Download the MCP-killer program
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Access the DTD
|-bgcolor="#e6e6fa"
|'''Auto Change'''
|5 AP
|Tron automatically changes with another party member when at critical HP.
|Available from start
|}
 
===Riku===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Hastega'''
|5 AP
|MP charges at 1.75 times faster than its original speed.
|Available from start
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Available from start
|-bgcolor="#e6e6fa"
|'''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
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Retain 1 HP after taking a critical combo.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Riku recovers at a faster rate and more HP is restored.
|Available from start
|}
 
===Mickey===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Scan'''
|N/A
|Allows enemy's HP bar to be viewable while locking on it.
|Available from start
|-bgcolor="#e6e6fa"
|'''Air Combo Plus'''
|N/A
|Adds 1 hit to max air combo.
|Available from start
|}
 
== Final Mix Abilities ==
 
{{LAhood|time=02:35, December 15, 2009 (UTC)|text=I'm pretty sure there are some Final mix abilities missing from these lists. I'm not entirely sure, though, it's just that I've seen some unfamiliar abilites in Final Mix videos that I don't see here...}}
{{KrytenKoro|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 ==
== Growth Abilities ==


Line 795: Line 14:
*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)
*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 ==
{{Xhurtemob|time=19:51, February 1, 2010 (UTC)|text=Do you have to press X or O to jump in Final Mix??}}
*Valor Form: Synch Blade, Combo Plus, Air Combo Plus
*Wisdom Form: Combo Plus(KH2)/MP Hastega(FM), 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, Draw, MP Hastera
*Final Form: Synch Blade, MP Haste
*Lion Form: Combo Plus, Combo Plus, Air Combo Plus, Air Combo Plus


{{CaelumLucisCaliga|time=02:15, August 1, 2010 (UTC)|text=In english, X attacks and O jumps. It's reversed in japan. X jumps and O attacks.}}


== Original game descriptions ==


*Draw Ring: Draw
Should we record them for posterity?{{User:KrytenKoro/Sig}} 21:53, 16 December 2014 (UTC)
*Lucky Ring: Lucky Lucky
:Which ones? If it's the KHIIFM ones, weren't the old ones fan-translations? If it's that KHIIHD gave out different descriptions for abilities that were released in the international version of KHII, then I think they should be kept. {{KeybladeSpyMaster/Sig}} 23:53, 16 December 2014 (UTC)
*Shock Charm+: Thunder Boost
It's the latter; there's nothing we can do about the Final Mix ones. The question is, what is the best way to save them? Mouse-hover text?  --{{User:Neumannz/SigTemplate}} 00:15, 17 December 2014 (UTC)
*Full Bloom+: MP Haste
:For ''Kingdom Hearts HD 1.5 ReMIX'', we simply added "'''''HD 1.5 ReMIX'''''" to journal entries that changed for ''Kingdom Hearts 358/2 Days''. I think we should do the same with these abilities. {{KeybladeSpyMaster/Sig}} 00:18, 17 December 2014 (UTC)
*Shade Archive+: MP Rage
I have no idea what you mean by that.  --{{User:Neumannz/SigTemplate}} 05:48, 17 December 2014 (UTC)
*Keyblades, Shields, Staves
:When they changed the journal entries for ''Kingdom Hearts 358/2 Days'' in ''HD 1.5 ReMIX'', we preserved the original entry from the original release by keeping it, adding "'''''HD 1.5 ReMIX'''''", and then adding the new entry (See [[Roxas]], for example). I think we should do the same: list the original entry, and then below that, put "'''''HD 2.5 ReMIX'''''" and then put the new entry. {{KeybladeSpyMaster/Sig}} 06:00, 17 December 2014 (UTC)
That wasn't really a replacement, per se. Also, this table is not a good place for that, in my opinion.  --{{User:Neumannz/SigTemplate}} 07:08, 17 December 2014 (UTC)
::Zeldawiki has this triforce symbol they use for notes, which incorporates hover text. We could perhaps use a crown-symbol along similar lines?{{User:KrytenKoro/Sig}} 16:17, 17 December 2014 (UTC)


::::That's easy enough to do. So, for example:
::::::<div style="background-color:#e6e6fa; padding:5px">Increases damage done with fire-based attacks by 20%. Equip more to increase the effect. <span class="explain" title="Original Description: 'Increases damage done by fire-based attacks.'">[[File:Symbol - Crown.png|x15px|text-bottom|link=]]</span></div>
::::Or something like that?  --{{User:Neumannz/SigTemplate}} 17:16, 17 December 2014 (UTC)


Why can't we just do this:
{|class="wikitable" width="100%"
|-bgcolor="#e6e6fa"
|width="38%" |{{nihongo|'''[[Fire Boost]]'''|ファイアアップ|<br>Faia Appu|lit. "Fire Up"}}
|width="6%"|3
|width="36%"|'''KHII:''' Increases damage done with fire-based attacks.<br>'''HD2.5:''' Increases damage done with fire-based attacks by 20%. Equip more to increase the effect.
|width="20%"|Sora (LV 15/23/33), Donald Duck, Mulan, Jack Skellington, [[Bond of Flame]], [[Rising Dragon]]{{FMII}}
|}
{{User:TheSilentHero/Sig}} 17:56, 17 December 2014 (UTC)
::To my understanding, the abilities do the same thing, the description has just been clarified.{{User:KrytenKoro/Sig}} 20:41, 17 December 2014 (UTC)


==Equipment Abilities==
We need an explanation on what an Equipment Ability is somewhere on this page, with a redirect. {{User:TheFifteenthMember/Sig1}} 18:23, 24 February 2015 (UTC)


In case anyone at all is interested:
== Anti Glide ==


Level-up abilities are sorted as such:
I'm pretty uncomfortable with listing this here when the game doesn't officially recognize it as an ability. Do we have an Ultimania listing to support it?{{User:KrytenKoro/Sig}} 18:44, 22 July 2015 (UTC)
*Generic: Aerial Recovery, Scan, Magic Lock-On, Leaf Bracer
:[http://kh13.com/forum/gallery/sizes/17482-kh2-ultimania-059/large/ Kind of]. It is listed as one of AntiForm's "basic skills" (基本技), but it's not part of the actual list of abilities, and obviously that means it's not ''really'' a Growth Ability. --{{User:Neumannz/SigTemplate}} 20:38, 22 July 2015 (UTC)
*Sword: Combo Boost, Reaction Boost, Drive Boost, Combination Boost, Air Combo Boost, Lucky Lucky, Finishing Plus
::Do basic skills include stuff like Valor Form's V-slash combo, etc.? If so, I would suggest Anti Glide get merged into Anti Form, as part of its basic mechanics, and removed from here.{{User:KrytenKoro/Sig}} 20:40, 22 July 2015 (UTC)
*Shield: Item Boost, Damage Drive, Once More, Defender, Jackpot, MP Rage, Second Chance
:::In most cases, basic skills are basically any weapon attack that is not tied to an ability. For most Drive Forms, that's all of the basic, non-finisher attacks. So yeah, probably it shouldn't be here.  --{{User:Neumannz/SigTemplate}} 21:56, 22 July 2015 (UTC)
*Rod: Experience Boost, Fire Boost, Draw, Blizzard Boost, Negative Combo, Thunder Boost, Berserk Charge


Each ability is learned in a cycle of sword-shield-rod-sword-shield. So, if you picked the rod, you would learn rod abilities as early as possibly, then sword abilities, then shield abilities as late as possible.[[User:KrytenKoro|<small>Glorious</small>]] [[User_talk:KrytenKoro|<small>CHAOS!</small>]] 19:25, January 14, 2010 (UTC)
== Table ==
 
{{tab|o-center}}{{tab|Kingdom Hearts II}}
{|border=1 cellpadding=2 cellspacing=0 style="text-align:center; font-size:10px; width:525px"
|-style="{{style|kh2|a}}; font-size:12px"
!rowspan="2" style="width:10%"|Level
!colspan="3"|Ability
|-style="{{style|kh2|b}}; font-size:12px"
!style="width:30%"|Sword
!style="width:30%"|Rod
!style="width:30%"|Shield
|-
|4||colspan="3"|[[Scan]]
|-
|7||[[Combo Boost]]||[[Experience Boost]]||[[Item Boost]]
|-
|9||[[Experience Boost]]||[[Item Boost]]||[[Combo Boost]]
|-
|12||colspan="3"|[[Magic Lock-On]]
|-
|15||[[Reaction Boost]]||[[Fire Boost]]||[[Damage Drive]]
|-
|17||[[Item Boost]]||[[Combo Boost]]||[[Experience Boost]]
|-
|20||colspan="3"|[[Leaf Bracer]]
|-
|23||[[Fire Boost]]||[[Damage Drive]]||[[Reaction Boost]]
|-
|25||[[Drive Boost]]||[[Draw]]||[[Once More]]
|-
|28||[[Draw]]||[[Once More]]||[[Drive Boost]]
|-
|31||[[Combination Boost]]||[[Blizzard Boost]]||{{c|Defender|ability}}
|-
|33||[[Damage Drive]]||[[Reaction Boost]]||[[Fire Boost]]
|-
|36||[[Air Combo Boost]]||[[Negative Combo]]||[[Jackpot]]
|-
|39||[[Blizzard Boost]]||{{c|Defender|ability}}||[[Combination Boost]]
|-
|41||[[Lucky Lucky]]||[[Thunder Boost]]||[[MP Rage]]
|-
|44||[[Negative Combo]]||[[Jackpot]]||[[Air Combo Boost]]
|-
|47||[[Once More]]||[[Drive Boost]]||[[Draw]]
|-
|49||[[Finishing Plus]]||[[Berserk Charge]]||[[Second Chance]]
|-
|53||[[Thunder Boost]]||[[MP Rage]]||[[Lucky Lucky]]
|-
|59||{{c|Defender|ability}}||[[Combination Boost]]||[[Blizzard Boost]]
|-
|65||[[Berserk Charge]]||[[Second Chance]]||[[Finishing Plus]]
|-
|73||[[Jackpot]]||[[Air Combo Boost]]||[[Negative Combo]]
|-
|85||[[Second Chance]]||[[Finishing Plus]]||[[Berserk Charge]]
|-
|99||[[MP Rage]]||[[Lucky Lucky]]||[[Thunder Boost]]
|}
{{tab|c}}{{tab|Kingdom Hearts II Final Mix}}
{|border=1 cellpadding=2 cellspacing=0 style="text-align:center; font-size:10px; width:525px"
|-style="{{style|kh2|a}}; font-size:12px"
!rowspan="2" style="width:10%"|Level
!colspan="3"|Ability
|-style="{{style|kh2|b}}; font-size:12px"
!style="width:30%"|Sword
!style="width:30%"|Rod
!style="width:30%"|Shield
|-
|4||colspan="3" style="{{style||a}}"|
|-
|7||[[Combo Boost]]||[[Experience Boost]]||[[Item Boost]]
|-
|9||[[Experience Boost]]||[[Item Boost]]||[[Combo Boost]]
|-
|12||colspan="3"|[[Magic Lock-On]]
|-
|15||[[Reaction Boost]]||[[Fire Boost]]||[[Damage Drive]]
|-
|17||[[Item Boost]]||[[Combo Boost]]||[[Experience Boost]]
|-
|20||colspan="3"|[[Leaf Bracer]]
|-
|23||[[Fire Boost]]||[[Damage Drive]]||[[Reaction Boost]]
|-
|25||[[Drive Boost]]||[[Draw]]||[[Once More]]
|-
|28||[[Draw]]||[[Once More]]||[[Drive Boost]]
|-
|31||[[Combination Boost]]||[[Blizzard Boost]]||{{c|Defender|ability}}
|-
|33||[[Damage Drive]]||[[Reaction Boost]]||[[Fire Boost]]
|-
|36||[[Air Combo Boost]]||[[Negative Combo]]||[[Jackpot]]
|-
|39||[[Blizzard Boost]]||{{c|Defender|ability}}||[[Combination Boost]]
|-
|41||[[Drive Converter]]||[[Thunder Boost]]||[[Damage Control]]
|-
|44||[[Negative Combo]]||[[Jackpot]]||[[Air Combo Boost]]
|-
|47||[[Once More]]||[[Drive Boost]]||[[Draw]]
|-
|49||[[Finishing Plus]]||[[Berserk Charge]]||[[Second Chance]]
|-
|53||[[Thunder Boost]]||[[Damage Control]]||[[Drive Converter]]
|-
|59||{{c|Defender|ability}}||[[Combination Boost]]||[[Blizzard Boost]]
|-
|65||[[Berserk Charge]]||[[Second Chance]]||[[Finishing Plus]]
|-
|73||[[Jackpot]]||[[Air Combo Boost]]||[[Negative Combo]]
|-
|85||[[Second Chance]]||[[Finishing Plus]]||[[Berserk Charge]]
|-
|99||[[Damage Control]]||[[Drive Converter]]||[[Thunder Boost]]
|}
{{tab|c}}{{tab|c}}

Latest revision as of 17:21, 19 September 2023

Growth Abilities[edit]

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[edit]

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)


BBSIenzo.png
Xhurt - ......
TALK - ...
Do you have to press X or O to jump in Final Mix??


DaysRoxas.png
CaelumLucisCaliga Talk! - What are you talking about? I am me! Nobody else!

Sora, you're lucky. Looks like my summer vacation is ... over. — 02:15, August 1, 2010 (UTC)

OathOblivTalkPic_zps6eebf78e.png In english, X attacks and O jumps. It's reversed in japan. X jumps and O attacks. OathOblivTalkPic_zps6eebf78e.png

Original game descriptions[edit]

Should we record them for posterity?"We're werewolves, not swearwolves." (KrytenKoro) 21:53, 16 December 2014 (UTC)

Which ones? If it's the KHIIFM ones, weren't the old ones fan-translations? If it's that KHIIHD gave out different descriptions for abilities that were released in the international version of KHII, then I think they should be kept. Diamond Dust Keychain KHFM.pngKeybladeSpyMaster Diamond Dust Keychain KHFM.png 23:53, 16 December 2014 (UTC)

It's the latter; there's nothing we can do about the Final Mix ones. The question is, what is the best way to save them? Mouse-hover text? --Neumannz, The Dark Falcon 00:15, 17 December 2014 (UTC)

For Kingdom Hearts HD 1.5 ReMIX, we simply added "HD 1.5 ReMIX" to journal entries that changed for Kingdom Hearts 358/2 Days. I think we should do the same with these abilities. Diamond Dust Keychain KHFM.pngKeybladeSpyMaster Diamond Dust Keychain KHFM.png 00:18, 17 December 2014 (UTC)

I have no idea what you mean by that. --Neumannz, The Dark Falcon 05:48, 17 December 2014 (UTC)

When they changed the journal entries for Kingdom Hearts 358/2 Days in HD 1.5 ReMIX, we preserved the original entry from the original release by keeping it, adding "HD 1.5 ReMIX", and then adding the new entry (See Roxas, for example). I think we should do the same: list the original entry, and then below that, put "HD 2.5 ReMIX" and then put the new entry. Diamond Dust Keychain KHFM.pngKeybladeSpyMaster Diamond Dust Keychain KHFM.png 06:00, 17 December 2014 (UTC)

That wasn't really a replacement, per se. Also, this table is not a good place for that, in my opinion. --Neumannz, The Dark Falcon 07:08, 17 December 2014 (UTC)

Zeldawiki has this triforce symbol they use for notes, which incorporates hover text. We could perhaps use a crown-symbol along similar lines?"We're werewolves, not swearwolves." (KrytenKoro) 16:17, 17 December 2014 (UTC)
That's easy enough to do. So, for example:
Increases damage done with fire-based attacks by 20%. Equip more to increase the effect. Symbol - Crown.png
Or something like that? --Neumannz, The Dark Falcon 17:16, 17 December 2014 (UTC)

Why can't we just do this:

Fire Boost (ファイアアップ
Faia Appu
?, lit. "Fire Up")
3 KHII: Increases damage done with fire-based attacks.
HD2.5: Increases damage done with fire-based attacks by 20%. Equip more to increase the effect.
Sora (LV 15/23/33), Donald Duck, Mulan, Jack Skellington, Bond of Flame, Rising Dragon[KH II FM]

TheSilentHero 17:56, 17 December 2014 (UTC)

To my understanding, the abilities do the same thing, the description has just been clarified."We're werewolves, not swearwolves." (KrytenKoro) 20:41, 17 December 2014 (UTC)

Equipment Abilities[edit]

We need an explanation on what an Equipment Ability is somewhere on this page, with a redirect. TheFifteenthMember 18:23, 24 February 2015 (UTC)

Anti Glide[edit]

I'm pretty uncomfortable with listing this here when the game doesn't officially recognize it as an ability. Do we have an Ultimania listing to support it?"We're werewolves, not swearwolves." (KrytenKoro) 18:44, 22 July 2015 (UTC)

Kind of. It is listed as one of AntiForm's "basic skills" (基本技), but it's not part of the actual list of abilities, and obviously that means it's not really a Growth Ability. --Neumannz, The Dark Falcon 20:38, 22 July 2015 (UTC)
Do basic skills include stuff like Valor Form's V-slash combo, etc.? If so, I would suggest Anti Glide get merged into Anti Form, as part of its basic mechanics, and removed from here."We're werewolves, not swearwolves." (KrytenKoro) 20:40, 22 July 2015 (UTC)
In most cases, basic skills are basically any weapon attack that is not tied to an ability. For most Drive Forms, that's all of the basic, non-finisher attacks. So yeah, probably it shouldn't be here. --Neumannz, The Dark Falcon 21:56, 22 July 2015 (UTC)

Table[edit]