Talk:Abilities (KHII): Difference between revisions

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|EXP Zero
|EXP Zero
|Completely nullifies Experience Points acquired.
|Completely nullifies Experience Points acquired.
|}
===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
|}
|}



Revision as of 16:13, 15 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.

Final Mix Abilities

Template:LAhood

209.png
KrytenKoro - "Space Corp Directive 195—In an emergency power situation, a hologrammatic crew member must lay down his life in order that the living crew members might survive."
 "Yes, but Rimmer Directive 271 states just as clearly: 'No chance, you metal bastard.'"

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

  • Draw Ring: Draw
  • Lucky Ring: Lucky Lucky
  • Shock Charm+: Thunder Boost
  • Full Bloom+: MP Haste
  • Shade Archive+: MP Rage
  • Keyblades, Shields, Staves



In case anyone at all is interested:

Level-up abilities are sorted as such:

  • Generic: Aerial Recovery, Scan, Magic Lock-On, Leaf Bracer
  • Sword: Combo Boost, Reaction Boost, Drive Boost, Combination Boost, Air Combo Boost, Lucky Lucky, Finishing Plus
  • Shield: Item Boost, Damage Drive, Once More, Defender, Jackpot, MP Rage, Second Chance
  • 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.Glorious CHAOS! 19:25, January 14, 2010 (UTC)