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Editing Attack

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[[File:Sora (Standard Form) Attack KHII.gif|thumb|300px|Sora's initial attack in ''Kingdom Hearts II''.]]
[[File:Sora (Standard Form) Attack KHII.gif|thumb|300px|Sora's initial attack in ''Kingdom Hearts II''.]]
{{nihongo|'''Attack'''|たたかう|Tatakau}} is a recurring command in the ''{{c|Kingdom Hearts|series}}'' series. It is the most basic method of attacking, allowing the user to execute a basic attack with their equipped weapon.
{{nihongo|'''Attack'''|たたかう|Tatakau}} is a recurring command in the ''{{c|Kingdom Hearts|series}}'' series. It is the most basic method of attacking, allowing the user to execute a basic attack with their equipped weapon.
In [[100 Acre Wood]], the Attack command is called {{nihongo|'''Strike'''|たたく|Tataku}}, or '''Hit'''.


==Basic Mechanics==
==Basic Mechanics==
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===Basic combos===
===Basic combos===
<!--describe basic, non-ability combo attacks for each playable character-->
<!--describe basic, non-ability combo attacks for each playable character-->
In ''Kingdom Hearts'', [[Sora]]'s basic ground combo consists of three hits by default, the last of which is a finishing attack. The first two hits, depending on the location of the enemy, consist of  an overhead strike, a forward thrust, and a side-to-side swipe.  A spinning, horizontal strike is the combo finisher. His aerial combo consists of an upward strike and a downward strike, with a spinning attack as the finisher.
In ''Kingdom Hearts'' and ''Kingdom Hearts Chain of Memories'', [[Sora]]'s basic ground combo consists of three hits by default, the last of which is a finishing attack. The first two hits, depending on the location of the enemy, consist of  an overhead strike, a forward thrust, and a side-to-side swipe.  A spinning, horizontal strike is the combo finisher. His aerial combo consists of an upward strike and a downward strike, with a spinning attack as the finisher.


In ''Kingdom Hearts II'', Sora's basic combos are virtually unchanged from ''Kingdom Hearts'', except his forward thrust incorporates a swipe that has a greater chance of hitting missed enemies. His combos also add combo finishers dedicated to single targets, with his single-target ground combo finisher resembling Blitz.
In ''Kingdom Hearts II'', Sora's basic combos are virtually unchanged from ''Kingdom Hearts'', except his forward thrust incorporates a swipe that has a greater chance of hitting missed enemies. His combos also add combo finishers dedicated to single targets, with his single-target ground combo finisher resembling Blitz.
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===Rescue===
===Rescue===
In ''Kingdom Hearts Re:coded'' and ''Kingdom Hearts 3D: Dream Drop Distance'', Rescue replaces the Attack command to revive fallen party members. In ''Kingdom Hearts Re:coded'', at Hollow Bastion Part I, Data-Sora can revive a defeated Donald or Goofy instantly with {{button|dsa}}. In ''Kingdom Hearts 3D: Dream Drop Distance'', Sora or Riku can prevent the Dream Eater from expiring by approaching it and using [[Rescue]] by repeatedly pressing {{button|DSA}} / {{button|x}} until the displayed gauge is full, reviving the Dream Eater with half HP. The first instance of Rescue requires 11 button presses; each subsequent knock out in the same battle or area will require additional 10 button presses. While using Rescue, the protagonist cannot stagger at all but can still take damage.
In ''Kingdom Hearts Re:coded'' and ''Kingdom Hearts 3D: Dream Drop Distance'', Rescue replaces the Attack command to revive fallen party members. In ''Kingdom Hearts Re:coded'', at Hollow Bastion Part I, Data-Sora can revive a defeated Donald or Goofy instantly with {{button|dsa}}. In ''Kingdom Hearts 3D: Dream Drop Distance'', Sora and Riku have a 30-second time limit to revive a fallen [[Dream Eater]] by pressing {{button|dsa}} repeatedly. If they fail to use Rescue in the time limit, the Dream Eater reverts into a [[Dream Piece]].
<!--describe special commands that replace Attack, *NOT* counting reaction commands, finish commands, or flowmotion. for example:
<!--describe special commands that replace Attack, *NOT* counting reaction commands, finish commands, or flowmotion. for example:
*Command Style attacks
*Command Style attacks

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