Editing Dark Mode
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Once Riku enters Dark Mode, his cards get automatically reloaded (counting as 1 reload for an Enemy Card with a reload duration in use), and the [[Potion]] and [[Hi-Potion]] cards that he eventually had in his deck depending on the World he is in are removed until the next reload after he reverts to normal. Once in this form, he can stay in that state for as long as he has Dark Points remaining. Riku loses DP when taking damage, in ''Kingdom Hearts Chain of Memories'', the amount of DP he loses is proportional to the damage taken{{?}}<!--How does the game calculate it?-->, while in ''Kingdom Hearts Re:Chain of Memories'', Riku loses 5 DP from each hit taken, regardless of damage, making attacks or situations that deal continuous damage deplete a lot of points and end the form very quickly. When his Dark Points reach zero, Riku reverts to his normal form. In ''Kingdom Hearts Re:Chain of Memories'', having the Dark Points at 0 before the enemy's combo ends makes Riku unable to cardbreak it until it ends, where he reverts. Dark Mode is permanent during the fight against [[Game:Zexion|Zexion]] where Riku starts immediatly in Dark Mode and never loses any DP. | Once Riku enters Dark Mode, his cards get automatically reloaded (counting as 1 reload for an Enemy Card with a reload duration in use), and the [[Potion]] and [[Hi-Potion]] cards that he eventually had in his deck depending on the World he is in are removed until the next reload after he reverts to normal. Once in this form, he can stay in that state for as long as he has Dark Points remaining. Riku loses DP when taking damage, in ''Kingdom Hearts Chain of Memories'', the amount of DP he loses is proportional to the damage taken{{?}}<!--How does the game calculate it?-->, while in ''Kingdom Hearts Re:Chain of Memories'', Riku loses 5 DP from each hit taken, regardless of damage, making attacks or situations that deal continuous damage deplete a lot of points and end the form very quickly. When his Dark Points reach zero, Riku reverts to his normal form. In ''Kingdom Hearts Re:Chain of Memories'', having the Dark Points at 0 before the enemy's combo ends makes Riku unable to cardbreak it until it ends, where he reverts. Dark Mode is permanent during the fight against [[Game:Zexion|Zexion]] where Riku starts immediatly in Dark Mode and never loses any DP. | ||
Whether Riku is in Dark Mode or not, he loses a certain amount of Dark Points if his card is broken, with the | Whether Riku is in Dark Mode or not, he loses a certain amount of Dark Points if his card is broken, with the number of Dark Points lost equal to the difference between the enemy's card and the broken card. For example, if an enemy breaks Riku's 2 card with a 9 card, Riku loses 7 DP. Additionally, if a sleight card breaks Riku's single card, the total value of the sleight is taken into account when calculating the difference between the sleight and the broken card, but with a maximum amount of 9 DP for Riku to lose. The same calculation is applied when Riku gains DP when he breaks cards while not in Dark Mode, and gains 5 additional DP from performing a Rapid Break, where he can gain up to 14 DP. | ||
While in Dark Mode, Riku's main combos have increased speed, he can utilize additional Sleights, and his Soul Eater reacts to the darkness, increasing in power. His three-hit combo has the power to stun with the second hit, flames bursting from the Soul Eater upon the combo finisher. Riku possesses an aerial spin-slash (counting as a combo finish for [[Warp Break]]), also able to [[Double Jump]] behind an enemy and perform a downward slash with the next attack, and his [[High-Speed Step]] becomes a dash that covers more distance; however, it grants no invincibility. | While in Dark Mode, Riku's main combos have increased speed, he can utilize additional Sleights, and his Soul Eater reacts to the darkness, increasing in power. His three-hit combo has the power to stun with the second hit, flames bursting from the Soul Eater upon the combo finisher. Riku possesses an aerial spin-slash (counting as a combo finish for [[Warp Break]]), also able to [[Double Jump]] behind an enemy and perform a downward slash with the next attack, and his [[High-Speed Step]] becomes a dash that covers more distance; however, it grants no invincibility. |