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| {{game|KH1|FM1|358|RCO|BBS|FMB|DDD|DHD|UCX}} | | {{game|KH1|FM1|COM|REC|358|BBS}} |
| {{images|the Critical Hit visual effect}}
| | '''Critical Hit''' is a battle feature introduced in ''[[Kingdom Hearts (game)|Kingdom Hearts]]''. It is a finishing blow always present at the end of a combo and also during some magic abilities and possesses more damage power than the follow-up combination attacks. The magic ability [[Trinity Limit]] is rich in critical hits. |
| A '''{{nihongo|Critical Hit|クリティカルヒット|Kuritikaru Hitto}}''', also called a '''Critical Attack''' or '''Crit''', is a special kind of attack that appears ''{{c|Kingdom Hearts|series}}'' series. Critical Hits are more powerful attacks that can randomly occur during combat. Typically, only physical attacks executed by the player have the possibility of becoming Critical Hits. Critical Hits are usually accompanied by a visual indicator and, depending on the game, a special sound effect.
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| ==Mechanics==
| | Furthermore, [[Keychain|keychains]] and [[Sora]]'s ability Critical Plus can help the chances of critical hits being present in a combination and also determine the strength of the critical hit. Examples of keychains that encourage critical hits are [[Fairy Harp]], [[Pumpkinhead]], [[Olympia]], [[Metal Chocobo]], and especially [[Wishing Star]]. Depending on the Keychain's Passive [[Ability]], the strength of the critical hit and its overall presence in the combo varies. |
| ===''Kingdom Hearts''===
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| In ''{{c|Kingdom Hearts|game}}'', combo finishers and certain [[combat abilities]] and [[special abilities]] can become Critical Hits. The probability of landing a Critical Hit is determined by the critical chance of the attack multiplied by the Critical Rate of the currently equipped [[Keyblade]]. Landing a Critical Hit will add the Keyblade's Critical Bonus to the damage of the attack. A ring of light will extend from the target when the player lands a Critical Hit. When an attack hits multiple targets, the Critical Hit chance is calculated for each target individually. Defeating a [[Sheltering Zone]] with a critical hit will prevent it from splitting into several [[Sea Neon]]s.
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| [[Critical Plus]] can increase the probability of landing a Critical Hit, being twice as likely with one copy of the ability, three times as likely with two copies, and four times as likely with three copies. | | In ''[[Kingdom Hearts 358/2 Days]]'', equipping a character with the [[Strike Ring]], [[Lunar Strike]] or [[Critical Sun]] rings will increase Critical Hit Ratio, and equipping a weapon with Sight Units will also increase Critical Hit Ratio. The critical hit is indicated when yellow lines appear from the attack and the attack has a change to its sound. |
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| ===''Kingdom Hearts 358/2 Days''=== | | ==Importance== |
| In ''[[Kingdom Hearts 358/2 Days]]'', only certain attacks can become Critical Hits, typically combo finishers. Every {{c|weapons|khd|weapon}} has a Critical Rate that determines the chance of landing a Critical Hit and a Critical Bonus that gets added to the damage of the attack. A white circle and flash of light will appear when the player lands a Critical Hit.
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| When [[Critical Boost]] is equipped, any attack has the possibility of becoming a Critical Hit, but attacks that would usually not be able to be Critical Hits will have a Critical Rate of one-fourth the normal amount and a Critical Bonus of half the normal amount. When [[Grand Slam]] is equipped, the Critical Rate increases by 30 when the player is at low HP. Attacks executed with [[Block-Counter]] will always be Critical Hits. Additionally, when [[Fire Finish]], [[Blizzard Finish]], [[Thunder Finish]], or [[Aero Finish]] is active, combo finishers will always apply a [[status effect]] on a Critical Hit.
| | Critical Hits are important, since they help with defeating bosses because they deal more damage. Also if you are after the rarest item in ''Kingdom Hearts'', [[Mystery Mold]], then you must defeat a [[Black Fungus]] right on a critical hit. It is best done using the Trinity Limit magic ability. |
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| ===''Kingdom Hearts Re:coded''===
| | When in [[Atlantica]], the easiest way to defeat a [[Sheltering Zone]] Heartless is to defeat it right on a critical hit. This stops it from exploding into more [[Sea Neon|Sea Neons]]. |
| In ''[[Kingdom Hearts Re:coded]]'', each technique has its own Critical Rate. The the chance of a Critical Hit is determined by the formula <code>Critical Rate × (1 + [[Luck]] × 0.2)</code>. When a Critical Hit is landed, the following formula is added to the normal damage of the attack: <code>Strength × Attack power multiplier × 0.16</code>. A yellow flash of light will appear when the player lands a Critical Hit.
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| Several abilities augment the Critical Rate of attacks. [[Critical Boost]] will double the probability of a Critical Hit while Data-Sora's [[HP]] is below 25%, [[Full Swing]] will decrease the Critical Rate by x0.63, and [[All Critical]] will increase the Critical Rate to 100%. Full Swing will also double the added damage of a Critical Hit. [[Zantetsuken]] deals 50% more added damage and has a chance of instantly destroying common enemies on a Critical Hit if [[Zantetsu Prime]] is equipped.
| | ==Differences== |
| | The way critical hits affect gameplay varies across the different games in the ''Kingdom Hearts'' series. Generally, critical hits have a higher damage multiplier than the standard hits in a combo (meaning that the players current strength value is multiplied by a another value to take off more health from the enemy). |
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| In the [[Labyrinth]], enemies are capable of landing Critical Hits, with each enemy attack being given a Critical Rate. When a Critical Hit is landed in the Labyrinth, a "CRITICAL!" marker will appear above the target. | | In the original ''Kingdom Hearts'', critical hits consist of the final hit in a ground or air combo, the final hit in [[Strike Raid]] and [[Sonic Blade]], the 7th and 13th hits in [[Ars Arcanum]], the final hit in the short air combo of [[Ragnarok]], and the blast from [[Trinity Limit]]. There are possibly other attacks that are considered critical hits due to an increased damage multiplier, however the [[Kingdom Hearts Official Strategy Guide]] does not go into as much detail on this as the [[Kingdom Hearts II Official Strategy Guide]] does. |
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| ===''Kingdom Hearts Birth by Sleep''===
| | Through the use of certain abilities it is possible to further increase the power of critical hits. If the [[Critical Plus]] ability is equipped, or if the player is using a weapon with that passive ability, the character will have a chance of inflicting more damage with a critical hit. There are also some action abilities that can be equipped to have a similar effect. [[Blitz]] is an ability Sora can use to replace his finishing ground hit with a more powerful attack resulting in a more powerful critical hit. |
| In ''[[Kingdom Hearts Birth by Sleep]]'', any technique that uses the [[Strength]] stat has a chance of being a Critical Hit. The chance of landing a Critical Hit and the damage multiplier are determined by the currently equipped Keyblade. A white ring of light will expand from the target when the player lands a Critical Hit.
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| If the player uses [[Confetti]] or {{c|Happy|ability}}, the next attack has a 100% chance of being a Critical Hit. The {{c|Berserk|ability}} ability of [[Zack]]'s [[D-Link]] will double the probability of landing a Critical Hit.
| | In ''[[Kingdom Hearts II]]'', critical hits function similarly, but are a more important game element. All bosses in the game will not drop below 1 HP unless they are defeated with a critical hit. The Kingdom Hearts II Official Strategy Guide lists all characters attacks, magic, and action abilities and beside them states weather they deal critical or "Final Blows". The Critical Plus ability is also present in ''Kingdom Hearts II'' (although it is referred to as [[Combo Boost]]), but it functions differently than it's predecessor. Equipping Combo Boost increases the damage multiplier of the final hit in a combo relative to the number of standard hits in that combo. This works by simply increasing the value of the power multiplier for the final move. The exact rate at which combo boost increases the damage of the critical hit is unknown but the damage the final hit does to enemies is noticeably larger with it equipped. |
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| ===''Kingdom Hearts 3D: Dream Drop Distance''=== | | ==See also== |
| In ''[[Kingdom Hearts 3D: Dream Drop Distance]]'', Critical Hits deal x1.5 damage. The probability of landing a Critical Hit is determined by the currently equipped Keyblade, either 10%, 20%, or 30%. {{c|Magic command|ddd}}s and [[Reality Shift]]s cannot be Critical Hits. Sometimes, a ring of light will expand from the target when the player lands a Critical Hit.
| | *[[Trinity Limit]] |
| | *[[Keychain]] |
| | *[[Black Fungus]] |
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| ===''Kingdom Hearts Union χ''===
| | {{stub}} |
| There is no universal Critical Hit system in ''[[Kingdom Hearts Union χ]]'', but a select few [[Special Attack]]s have a chance of being Critical Hits, with the probability depending on the {{c|medal|khux}}. The damage from a Critical Hit varies per Special Attack, from around x1.15 damage up to x3 damage.
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| The Special Attacks that can become Critical Hits are [[Ancient Light EX]], [[Blades of Illusion]], [[Blossom of Thorns EX]], [[Circle of Darkness]], [[Dancing Deck]], [[Dark Aura]]<ref name="evolved">+7 only</ref>, [[Dive Bomb]], [[Illusory Feat]], [[Lesser Imitation II EX]]<ref>SN++ - Illustrated Ansem only, when failing to copy a Medal</ref>, [[Omnislash EX]], [[Spark Dash]]<ref name="evolved"/>, [[Timeworn Glass]]<ref>SN++ - Stained Glass #10 only</ref>, and [[Wild Frenzy EX]].
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| ==Other types of Critical Hits==
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| ===Reality Critical Hits===
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| {{main|Reality Shift}}
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| Attacks in ''Kingdom Hearts 3D: Dream Drop Distance'' have a chance of becoming Reality Critical Hits, determined by the [[Reality Shift]] rate of the equipped Keyblade. Reality Critical Hits increase the amount taken away from the enemy's [[Reality Endurance]] by 5 times the normal damage.
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| ===Attraction Critical Hits===
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| {{main|Attractions}}
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| In ''Kingdom Hearts III'', every attack lowers the enemy's [[Attraction Endurance]]; similar to Critical Hits, there is a 4% chance that the reduction will be 1.5 times the normal value.
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| ==Notes and references==
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| {{reflist}}
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| {{KH1}}
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| {{358}}
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| {{coded}}
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| {{BBS}}
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| {{DDD}}
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| {{UCX}}
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| {{Mechanics}}
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| [[Category:Game elements]] | | [[Category:Game elements]] |