Latest revision |
Your text |
Line 1: |
Line 1: |
| {{game|KH1|FM1|358|RCO|BBS|FMB|DDD|DHD|UCX}} | | {{game|KH1|FM1|COM|REC|358|BBS|RCO}} |
| {{images|the Critical Hit visual effect}} | | {{cleanup}} |
| 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.
| | The '''Critical Hit''' function is a battle element that has been present since the first ''[[Kingdom Hearts (series)|Kingdom Hearts]]'' installment. It is always at the end of the combo. It adds extra damage to the finisher, and can also send enemies flying or stun them. Notably, ''[[Kingdom Hearts 358/2 Days]]'' is the only installment so far that has a visible stat of Critical Hit. The other games use a hidden value. It's possible for a Critical Hit to be dealt during Limits at any time. |
|
| |
|
| ==Mechanics== | | ==Importance== |
| ===''Kingdom Hearts''===
| | Critical Hits are extremely important for defeating bosses and particular Heartless. Its importance can be backed by how defeating a [[Black Fungus]] with a Critical Hit is the only way to obtain the rare Mystery Goo. |
| 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.
| |
|
| |
|
| [[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. | | 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]]. It's also a factor that should be taken into consideration when choosing a [[Keychain]]. |
|
| |
|
| ===''Kingdom Hearts 358/2 Days''=== | | ==Differences== |
| 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. | | In ''[[Kingdom Hearts (game)|Kingdom Hearts]]'', The Critical Hit chances and damage can be adjusted by Keychains and Items. The Critical Hit damage is an addition onto the damage dealt by the finisher, so by equipping a finisher (such as [[Blitz]]),when a Critical Hit is dealt, the damage would be greater than if you had no finish ability equipped. When using Limits, the Critical Hit can only be obtained on specific hits. [[Strike Raid]] and [[Sonic Blade]] can only get a Critical Hit in the last hit, the 7th and 13th hit of [[Ars Arcanum]], the final hit of the air combo segment of [[Ragnarok]], and the blast from [[Trinity Limit]]. |
|
| |
|
| 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.
| | In ''[[Kingdom Hearts II]]'', The Critical Hit function has been absorbed into the Finisher of the combo all together. The damage can be increased by the ability [[Combo Boost]], as the ability increases the finisher relative to the amount of hits the combo contains before it is finished (increased by equipping multiple [[Combo Plus]].) It's unknown how much damage this adds onto the Critical Hit, but it will always be more powerful than a Critical Hit dealt without the Combo Boost ability. In addition to this, if a finisher such as [[Explosion]] is used, then the finisher will also be stronger increasing the Critical Hit's power. It could be increased significantly by having a combination of Combo Boost, Combo Plus and a strong finisher. |
|
| |
|
| ===''Kingdom Hearts Re:coded''===
| | Different cards in ''[[Kingdom Hearts: Chain of Memories]]'' have different Critical Hit chances, while in ''[[Kingdom Hearts 358/2 Days]]'', the Critical Hit is a visible stat that is separated into "Critical Hit %" and "Critical Hit Damage". Critical Hit % raises the chances of you dealing a Critical Hit, and the Critical Hit Damage raises the additional damage that will be dealt. The chance and damage can be raised even more by Rings such as the [[Critical Ring]], and each [[Gear]] also has its own base stat of Critical Hit % and Critical Hit Damage. |
| 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.
| |
|
| |
|
| 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.
| | The chances of Critical Hits occurring in ''[[Kingdom Hearts Birth by Sleep]]'' can be changed by the Keychain the player has equipped. |
|
| |
|
| 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.
| | ==See also== |
| | *[[Trinity Limit]] |
| | *[[Keychain]] |
| | *[[Black Fungus]] |
|
| |
|
| ===''Kingdom Hearts Birth by Sleep''===
| | {{stub}} |
| 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.
| |
| | |
| 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.
| |
| | |
| ===''Kingdom Hearts 3D: Dream Drop Distance''===
| |
| 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.
| |
| | |
| ===''Kingdom Hearts Union χ''===
| |
| 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.
| |
| | |
| 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]].
| |
| | |
| ==Other types of Critical Hits==
| |
| ===Reality Critical Hits===
| |
| {{main|Reality Shift}}
| |
| 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.
| |
| | |
| ===Attraction Critical Hits===
| |
| {{main|Attractions}}
| |
| 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.
| |
| | |
| ==Notes and references==
| |
| {{reflist}}
| |
| {{KH1}}
| |
| {{358}}
| |
| {{coded}}
| |
| {{BBS}}
| |
| {{DDD}}
| |
| {{UCX}}
| |
| {{Mechanics}}
| |
| [[Category:Game elements]] | | [[Category:Game elements]] |