Editing Gauges

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{{Game|KH1|FM1|COM|REC|KH2|FM2|BBS|FMB|358|KHC|RCO|DDD|DHD|KHX|UCX|KH3|3RM|MOM}}
{{Game|KH1|FM1|COM|REC|KH2|FM2|BBS|FMB|358|KHC|RCO|DDD|DHD|KHX|UCX|KH3|3RM}}
{{cleanup|Fill in stubs; condense sections as necessary; add and fill out sections for all gauges not already listed in this article}}
{{cleanup|Fill in stubs; condense sections as necessary; add and fill out sections for all gauges not already listed in this article}}
In order to allow the player to monitor their status at a glance, the ''Kingdom Hearts'' series of games traditionally uses a set of extra-canonical '''gauges''' which display, proportionally, how much of a certain statistic that a character retains. Most of these gauges are tied to the player character, whose prowess can be improved by either extending the gauge or equipping abilities and bonuses that modify the rates at which the gauges drain or fill. Gauges are also used to depict the progress a player is making within a mission, whether they depict the completion of a mini-game, the integrity of a character or object to be protected, or the remaining strength of an enemy.
In order to allow the player to monitor their status at a glance, the ''Kingdom Hearts'' series of games traditionally uses a set of extra-canonical '''gauges''' which display, proportionally, how much of a certain statistic that a character retains. Most of these gauges are tied to the player character, whose prowess can be improved by either extending the gauge or equipping abilities and bonuses that modify the rates at which the gauges drain or fill. Gauges are also used to depict the progress a player is making within a mission, whether they depict the completion of a mini-game, the integrity of a character or object to be protected, or the remaining strength of an enemy.
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===HP Gauge===
===HP Gauge===
[[File:HP Gauge KHII.png|right|200px]]
[[File:HP Gauge KHII.png|right|200px]]
The '''HP Gauge''' represents the remaining and total amounts of a character's [[Hit Points]]. It consists of a green bar that encircles or sit below or beside a sprite of the character's profile, with the level of green indicating the current level of HP. When the character takes damage, the level of green in the gauge will drop, and in most games, the lost level of green will appear dark red before shrinking down to the current level of green. Additionally, depending on the game, the gauge may flash or shake, and the sprite may flinch or flash. When HP reaches a critically low level, the gauge will flash red, and an alarm will sound. The character's sprite may also change to indicate danger. In ''[[Kingdom Hearts 358/2 Days]]'', the HP gauge includes a yellow portion that indicates when a [[Limit Break]] may be used. It also flashes yellow when collecting Mission Point prizes in [[Mission Mode]].  
The '''HP Gauge''' represents the remaining and total amounts of a character's [[Hit Points]]. It consists of a green bar that encircles or sit below or beside a sprite of the character's profile, with the level of green indicating the current level of HP. When the character takes damage, the level of green in the gauge will drop. Additionally, depending on the game, the gauge may flash or shake, and the sprite may flinch or flash. When HP reaches a critically low level, the gauge will flash red, and an alarm will sound. The character's sprite may also change to indicate danger. In ''[[Kingdom Hearts 358/2 Days]]'', the HP gauge includes a yellow portion that indicates when a [[Limit Break]] may be used. It also flashes yellow when collecting Mission Point prizes in [[Mission Mode]].  


The player character's HP Gauge is located on the bottom-right corner of the screen, top-left in ''[[Kingdom Hearts Chain of Memories]]'', together with most of the gauges that may be present during gameplay, such as the MP Gauge, the Drive Gauge, the D-Link Gauge, and the Clock Gauge. If there are any party members, their individual HP gauges will be displayed above the player character's.
The player character's HP Gauge is located on the bottom-right corner of the screen, top-left in ''[[Kingdom Hearts Chain of Memories]]'', together with most of the gauges that may be present during gameplay, such as the MP Gauge, the Drive Gauge, the D-Link Gauge, and the Clock Gauge. If there are any party members, their individual HP gauges will be displayed above the player character's.


In every game but ''Kingdom Hearts 358/2 Days'', the player character's HP Gauge will increase in length when their maximum HP increases, whether upon gaining a level or receiving a bonus. In ''Kingdom Hearts Chain of Memories'', once the HP Gauge reaches beyond the length corresponding to 280 HP, the green HP bar is overlaid by a second, blue bar, which will be depleted before the green bar when damage is taken. In ''Kingdom Hearts'', a party member's HP gauge increases in length when maximum HP increases, but in subsequent games it does not.
In every game but ''Kingdom Hearts 358/2 Days'', the player character's HP Gauge will increase in length when their maximum HP increases, whether upon gaining a level or receiving a bonus. In ''Kingdom Hearts Chain of Memories'', once the HP Gauge reaches a certain length, the green HP bar is overlaid by a second, blue bar, which will be depleted before the green bar when damage is taken.<!--Is it possible to increase HP to the point of getting a third bar?--> In ''Kingdom Hearts'', a party member's HP gauge increases in length when maximum HP increases, but in subsequent games it does not.


====Enemy HP Gauge====
Enemy HP gauges are displayed on-screen when the [[Scan]] ability is equipped, except in ''Kingdom Hearts Chain of Memories'', where they are displayed automatically. In ''Kingdom Hearts'', enemy HP gauges appear at the top-left of the screen; in subsequent games, they appear at the top-right. In ''Kingdom Hearts'' and ''Kingdom Hearts Chain of Memories'', enemy HP Gauges that extend beyond a single bar<!--how much HP? (300 in KH)--> have differently-colored bars<!--which colors? (green->yellow->orange->red->purple in KH; green->blue->yellow->red in KHCOM)--> layered on top of each other that must be depleted one at a time. Interestingly, if an enemy in ''Kingdom Hearts'' had more health than could be displayed in five bars, such as {{ns|Game|Sephiroth}}, it would appear as if no damage was being dealt, until the amount of remaining health fell to within range of gauge. Starting with the release of ''Kingdom Hearts II'', enemy HP gauges<!--how much HP--> that extend beyond one bar have green, rectangular blocks beneath the current HP bar, each one representing a full HP bar yet to be depleted.
[[File:Enemy HP Gauge KH.png|right|250px]]
[[File:Enemy HP Gauge KH3D.png|right|250px]]
Enemy HP gauges are displayed on-screen either automatically or when the [[Scan]] ability is equipped. In ''Kingdom Hearts'', enemy HP gauges appear at the top-left of the screen; in subsequent games, they appear at the top-right.  


In ''Kingdom Hearts'' and ''Kingdom Hearts Chain of Memories'', enemy HP Gauges that extend beyond a single gauge have differently-colored bars layered on top of each other that must be depleted one at a time. In ''Kingdom Hearts'', each full HP gauge represents 300 HP, and the colored layers are represented from the lowest to the highest HP gauge as follows: green → yellow → orange → pink → purple. In ''Kingdom Hearts Chain of Memories'', each full HP gauge represents 560 HP, and the colored layers are represented from the lowest to the highest HP gauge as follows: green → blue → yellow → red.
During [[Ursula's Revenge]] in ''Kingdom Hearts II'', Ursula has her own unique health bar which is depleted by hitting correct notes.
 
In ''Kingdom Hearts'', if an enemy has more health than can be displayed in five gauges (beyond 1500 HP), such as {{ns|Game|Sephiroth}} or {{ns|Game|Hades}}, it would appear as if no damage is being dealt until the amount of their remaining HP falls below 1500.
 
From ''Kingdom Hearts II'' on, enemy HP gauges that extend beyond one bar have green, rectangular blocks beneath the current HP gauge, each one representing a full HP gauge yet to be depleted. When an enemy takes damage, the amount of damage taken first turns dark red in the HP gauge before being depleted. When an enemy with multiple HP gauges has one gauge fully depleted, the block of the next HP gauge will turn dark red before turning black, and the corresponding HP gauge is displayed. Each full HP gauge represents 200 HP. In ''[[Kingdom Hearts 358/2 Days]]'', HP gauges in [[Mission Mode]] represent 600 HP instead.
 
[[File:Ursula HP Gauge KHII.png|right|250px]]
During [[Ursula's Revenge]] in ''Kingdom Hearts II'', Ursula has her own unique health gauge which is depleted by hitting correct notes.


===MP Gauge===
===MP Gauge===
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The '''MP Gauge''', which appears in ''Kingdom Hearts'', ''Kingdom Hearts II'', ''[[Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-]]'', and ''Kingdom Hearts III'', measures a character's ability to use [[magic]] and special abilities.
The '''MP Gauge''', which appears in ''Kingdom Hearts'', ''Kingdom Hearts II'', ''[[Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-]]'', and ''Kingdom Hearts III'', measures a character's ability to use [[magic]] and special abilities.


In ''Kingdom Hearts'', the MP Gauge is positioned around the outside of the HP Gauge. It is segmented, with a thin, yellow '''Charge Gauge''' running along its outside edge. When a character's maximum MP is increased, whether by leveling up or equipping certain weapons, a segment is added to the MP gauge. Striking enemies or specific targets fills the yellow gauge, as does being struck while having [[MP Rage]] equipped and picking up MP orbs (which each specific occurrence filling up various amounts). When the Charge gauge is filled up through the first empty segment in the main gauge, the segment, representing 1 MP, is filled, and the Charge gauge is reset. This means it is easier to fill the first couple segments of the MP gauge than the last. The amount of Charge Gauge filled by attacking enemies is calculated based on the enemy's MP recovery value and Sora's level.<!--(MP recovery value - Sora's level + 5) * 0.2 * Attack's Charge Value (Regular attack = 3, Combo finish/Beast's Ground Claw = 6, Counterattack = 24). MP Haste increases the +5 to +15. Number is rounded down, with 1 being the lowest. The amount can't exceed (Attack Charge Value * 3)-->
In ''Kingdom Hearts'', the MP Gauge is positioned around the outside of the HP Gauge. It is segmented, with a thin, yellow '''Charge Gauge''' running along its outside edge. When a character's maximum MP is increased, whether by leveling up or equipping certain weapons, a segment is added to the MP gauge. Striking enemies or specific targets fills the yellow gauge, as does being struck while having [[MP Rage]] equipped and picking up MP orbs (which each specific occurrence filling up various amounts). When the Charge gauge is filled up through the first empty segment in the main gauge, the segment, representing 1 MP, is filled, and the Charge gauge is reset. This means it is easier to fill the first couple segments of the MP gauge than the last. The [[MP Haste]] ability increases the rate MP is recovered, while touching a [[Save Point]] fills the MP gauge but not the Charge gauge. Using an [[Ether]] or [[Mega-Ether]] fills 3 MP for one or all party members, respectively, and using an [[Elixir]] or [[Megalixir]] completely fills the MP gauge for one or all party members, respectively. Magic costs anywhere from a segment of the Charge gauge to 1 or 2 MP, depending on the type, certain action abilities cost 1 MP, and special abilities cost 2 or 3 MP. [[Trinity Limit]] requires at least 3 bars of MP and uses up the entire MP gauge for all party members in the battle. The length of the MP gauge directly affects the strength of any magic used, as well as summon abilities. It does not affect special abilities such as Sonic Blade, as they rely on Sora's Strength stat to calculate their damage. Party members' MP gauges do not have visible Charge bars, but they function in the same way.


The [[MP Haste]] ability increases the rate at which MP is recovered, while touching a [[Save Point]] fills the MP gauge but drains the Charge gauge (or does not affect the Charge Gauge amount at all when at full base MP). Using an [[Ether]] or [[Mega-Ether]] fills 3 MP for one or all party members, respectively, and using an [[Elixir]] or [[Megalixir]] completely fills the MP gauge for one or all party members, respectively. Magic costs anywhere from a segment of the Charge gauge to 1 or 2 MP, depending on the type, certain action abilities cost 1 MP, and special abilities cost 2 or 3 MP. [[Trinity Limit]] requires at least 3 bars of MP and uses up the entire MP gauge for all party members in the battle.  
In ''Kingdom Hearts II'', ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', and ''Kingdom Hearts III'', the MP gauge is redesigned and relocated, reflecting the revamped Magic system introduced in ''Kingdom Hearts II''. The main character's gauge is a rectangular bar, located to the left of the profile sprite, just under the Drive gauge. The length of the bar increases like the HP bar through Get Bonuses from certain boss fights, such as with Scar and the first fight with Xemnas. Using most magic, Limit commands, and party member abilities depletes a portion of the MP gauge, and using [[Cure]] magic or activating a [[Limit]] depletes the gauge completely. Instead of costing a set amount of MP to initiate, Magic will expend whatever is available of its set MP cost when cast—in other words, spells can still be cast even if the player's remaining MP is less than the spell's nominal cost. When the gauge is empty, '''MP Charge''' is activated, during which the MP Gauge is replaced with a pink, flashing Charge Gauge which depletes gradually over time. MP Haste abilities speed up the depletion of the gauge. Once it empties, the blue MP Gauge is restored, completely filled. While the blue MP Gauge is present, collecting MP orbs slightly fills the gauge, and using an Ether or Mega-Ether completely fills the gauge for one character or all party members, respectively. During MP Charge, collecting MP orbs slightly empties the Charge Gauge, using an Ether or Mega-Ether depletes a portion of the Charge gauge for one character or all party members, respectively, mostly by half. Using an Elixir or Megalixir completely restores MP for one character or all party members, respectively, whether or not MP Charge is active. Each party member's MP Gauge occupies the right half of the circle around their profile sprite, and although the gauge does not turn pink during MP Charge, it functions in the same way as the playable character's gauge.


In ''Kingdom Hearts'', the length of the MP gauge directly affects the strength of any magic used, as well as summon abilities. It does not affect special abilities such as Sonic Blade, as they rely on Sora's Strength stat to calculate their damage. Party members' MP gauges do not have visible Charge bars, but they function in the same way. Even then, damage ranges for offensive magic will have a limit/cap only up to 15 MP and no more.{{?}}
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In ''Kingdom Hearts II'', ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', and ''Kingdom Hearts III'', the MP gauge is redesigned and relocated, reflecting the revamped Magic system introduced in ''Kingdom Hearts II''. The main character's gauge is a rectangular bar, located to the left of the profile sprite, just under the Drive gauge and overlapping the HP gauge in ''Kingdom Hearts II'', or directly above the HP gauge in other games. The length of the bar increases like the HP bar through Bonus Levels from certain boss fights, such as with Scar and the first fight with [[Xemnas]].
 
Using most magic, Limit commands, and party member abilities depletes a portion of the MP gauge, and using [[Cure]] magic or activating a [[Limit]] (except in certain battles) depletes the gauge completely. Magic will only expend whatever is available of its set MP cost when cast, so spells can still be cast even if the remaining MP is less than the spell's MP cost. This can be disabled by the player for spells that do not use all MP to activate, making the spells not be able to be cast if the character would end up below zero MP, preventing accidentally running out of MP needed for a Cure magic or other similar casting. This can't be activated for spells that use all MP, as otherwise those spells could not be cast. Spells that cost more MP than remaining appear with orange text in the command menu.
 
When a spell is cast that uses more MP than the character has left, displayed by the command text written in yellow, '''MP Charge''' is activated, during which the MP Gauge is replaced with a pink, flashing Charge Gauge which depletes gradually over time. Spells can't be cast during MP Charge. MP Haste abilities speed up the depletion of the gauge. Once it empties, the blue MP Gauge is restored, completely filled. While the blue MP Gauge is present, collecting MP orbs slightly fills the gauge, and using an Ether or Mega-Ether completely fills the gauge for one character or all party members, respectively. In ''Kingdom Hearts III'', a [[Hi-Ether]] or Mega-Ether is required to fully restore MP - regular Ethers only restore 100 MP at most. During MP Charge, collecting MP orbs slightly empties the Charge Gauge, using an Ether or Mega-Ether depletes a portion of the Charge gauge for one character or all party members, respectively, mostly by half. Using a Hi-Ether or Elixir completely restores MP for one character, or all party members for a Megalixir, whether or not MP Charge is active.
 
Each party member's MP Gauge occupies the right half of the circle around their profile sprite, and although the gauge does not turn pink during MP Charge, it functions in the same way as the playable character's gauge.


===Gummi Ship gauges===
===Gummi Ship gauges===
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In ''Kingdom Hearts II'', the damage gauge appears in the following instances:
In ''Kingdom Hearts II'', the damage gauge appears in the following instances:
*Defending [[Megara]] from [[Pete]] and the Heartless, during the first visit to [[Olympus Coliseum]].
*Defending [[Megara]] from [[Pete]] and the Heartless, during the first visit to [[Olympus Coliseum]].
*Escorting [[Queen Minnie]] through the [[Colonnade]] and {{c|Audience Chamber|dc}} to the [[Cornerstone of Light]] in [[Disney Castle]].
*Escorting [[Queen Minnie]] through the [[Colonnade]] and [[Audience Chamber]] to the [[Cornerstone of Light]] in [[Disney Castle]].
*Defending [[Timon and Pumbaa]] from [[Scar]], [[Shenzi, Banzai, and Ed]], during the first visit to the [[Prideland]].
*Defending [[Timon and Pumbaa]] from [[Scar]], [[Shenzi, Banzai, and Ed]], during the first visit to the [[Prideland]].


In ''Kingdom Hearts Birth by Sleep'', the damage gauge appears in the following instances:
In ''Kingdom Hearts Birth by Sleep'', the damage gauge appears in the following instances:
*Terra escorting [[Cinderella]] through the {{h|Corridor|Castle of Dreams}} and [[Foyer]] in the [[Castle of Dreams]].
*Terra escorting [[Cinderella]] through the [[Corridor]] and [[Foyer]] in the [[Castle of Dreams]].
*Ventus escorting [[Snow White]] through the [[Deep Woods]] in the [[Dwarf Woodlands]].
*Ventus escorting [[Snow White]] through the [[Deep Woods]] in the [[Dwarf Woodlands]].
*Aqua escorting [[Jaq]] through the [[Wardrobe Room]] in the [[Castle of Dreams]].
*Aqua escorting [[Jaq]] through the [[Wardrobe Room]] in the [[Castle of Dreams]].
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While Riku is in his standard form, the DP Gauge is blue, as is the DP counter to its left. During Dark Mode, the gauge and the counter turn white. The gauge is also accompanied by a [[Symbols in the Kingdom Hearts series#Heartless|Heartless symbol]], which becomes a white letter "D" during Dark Mode.
While Riku is in his standard form, the DP Gauge is blue, as is the DP counter to its left. During Dark Mode, the gauge and the counter turn white. The gauge is also accompanied by a [[Symbols in the Kingdom Hearts series#Heartless|Heartless symbol]], which becomes a white letter "D" during Dark Mode.
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==''Kingdom Hearts Re:Chain of Memories''==
===Monstro's Belly Brawl gauge===
===Monstro's Belly Brawl gauge===
[[File:Monstro's Belly Brawl Gauge KHRECOM.png|right]]
[[File:Monstro's Belly Brawl Gauge KHRECOM.png|right]]
[[File:Monstro's Belly Brawl Gauge KHCOM.png|right]]
While playing the [[Monstro's Belly Brawl]] mini-game, a gauge appears on the right of the screen. It increases with every Heartless defeated and decreases with every second the player doesn't defeat a Heartless. The mini-game is complete when the gauge is filled and all remaining Heartless are destroyed. If the gauge becomes empty, Sora leaves the Key to Truth room and must return to try again. In ''[[Kingdom Hearts Re:Chain of Memories]]'', a time limit to fill up the gauge is set to two minutes.
While playing the [[Monstro's Belly Brawl]] mini-game, a gauge appears on the right of the screen. It increases with every Heartless defeated and decreases with every second the player doesn't defeat a Heartless. The mini-game is complete when the gauge is filled and all remaining Heartless are destroyed. If the gauge becomes empty, Sora leaves the Key to Truth room and must return to try again. In ''[[Kingdom Hearts Re:Chain of Memories]]'', a time limit to fill up the gauge is set to two minutes.
<!--Needs proper name.-->
<!--Needs proper name.-->
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===Honey Gauge===
[[File:Honey Gauge KHCOM.png|right]]
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===Balloon Glider Gauge===
===Balloon Glider Gauge===
[[File:Balloon Glider Gauge KHRECOM.png|right|40px]]
[[File:Balloon Glider Gauge KHRECOM.png|right|40px]]
In ''[[Kingdom Hearts Re:Chain of Memories]]'', the Balloon Glider Gauge <!--check name--> appears while playing the [[Balloon Glider]] mini-game. It shows how high Sora and Pooh have scaled the tree. The gauge starts at zero and slowly increases as the duo progresses up the tree. The gauge is not affected by attacks from bees or bumping into tree branches.
The Balloon Glider Gauge <!--check name--> appears while playing the mini-game, [[Balloon Glider]]. It shows how high Sora and Pooh have scaled the tree. The gauge starts at zero and slowly increases as the duo progresses up the tree. The gauge is not affected by attacks from bees or bumping into tree branches.
{{-}}
{{-}}


===Honey Gauge <!--Unofficial name?-->===
===Honey Gauge <!--Unofficial name?-->===
[[File:Honey Gauge KHRECOM.png|right]]
[[File:Honey Gauge KHRECOM.png|right]]
In ''Kingdom Hearts Re:Chain of Memories'', the Honey Gauge <!--double check name--> appears while playing the [[Bumble-Rumble]] mini-game. The gauge reflects how much "health," or honey Pooh has. The gauge starts completely full and is depleted upon each bee attack. However, the gauge can be refilled using a honey pot card.
The Honey Gauge <!--double check name--> appears while playing the mini-game, [[Bumble-Rumble]]. The gauge reflects how much "health," or honey Pooh has. The gauge starts completely full and is depleted upon each bee attack. However, the gauge can be refilled using a honey pot card.
{{-}}
{{-}}


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===Gates Gauge===
===Gates Gauge===
[[File:Gates Gauge KHII.png|right|200px|The Gates Gauge as it appears during the defense of the Burroughs gates with Leon in Hollow Bastion.]]
[[File:Gates Gauge KHII.png|right|200px]]
[[File:Palace Doors Gates Gauge KHII.png|right|200px|The Gates Gauge as it appears during the battle against Shan-Yu.]]
When Sora and Leon defend the gates from Nobodies during the first visit to [[Hollow Bastion]], a '''Gates gauge''' appears in the top left of the screen. The gauge depletes whenever a Nobody attacks the gates. If the gates gauge is fully depleted, the player is brought to the game over screen and the mission is failed.
The '''Gates Gauge''' appears when Sora fights the Nobodies alongside [[Leon]] at the [[Bailey]], and during the battle with [[Shan-Yu]] at the [[Palace Gate]]. The gauge appears in the top left of the screen, and depletes whenever an enemy attacks the gate. If the gauge is fully depleted, it counts as a [[Game Over]].


===Morale Gauge===
===Morale Gauge===
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===Charge Gauge===
===Charge Gauge===
[[File:Charge Gauge KHII.png|right|150px]]
[[File:Charge Gauge KHII.png|right|150px]]
During the assault of the {{ns|Game|Xemnas|Energy Core}} during the final battle against Xemnas in ''Kingdom Hearts II'', the '''Charge Gauge''' appears at the top center of the screen. It increases at a continuous rate, and when filled to 80%, Sora must use the Stunt Dodge Reaction Command to escape to the opposite cylinder with Riku before the cylinder they are actively in front of discharges a "Wave Cannon" attack.
{{sec-stub}}


===Cylinder Gauge===
===Cylinder Cauge===
[[File:Right Cylinder Gauge KHII.png|right|150px]]
[[File:Right Cylinder Gauge KHII.png|right|150px]]
[[File:Left Cylinder Gauge KHII.png|right|150px]]
[[File:Left Cylinder Gauge KHII.png|right|150px]]
During the assault of the {{ns|Game|Xemnas|Energy Core}} during the final battle against Xemnas in ''Kingdom Hearts II'', the '''Right Cylinder Gauge''' and '''Left Cylinder Gauge''' appear at the top right and top left of the screen respectively. They start out full at the beginning, and deplete when [[Bomb Bell B]] Nobodies are defeated and knocked into the cylinders. When either gauge is fully depleted, Sora must use the Stunt Dodge Reaction Command to escape the resultant explosion alongside Riku.
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{{-}}
{{-}}


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===Command Gauge===
===Command Gauge===
[[File:Command Gauge KHBBS.png|right|180px]][[File:Bladecharge KHBBS.png|right|180px]]
[[File:Command Gauge KHBBS.png|right|180px]]
The '''Command Gauge''' appears in ''Kingdom Hearts Birth by Sleep'', positioned above the [[Command Deck]]. The gauge is filled by inflicting damage with attack combos or Deck Commands, and it will start to empty if 4 seconds pass without the player landing an attack, or guarding against an attack. When decreasing, it will take 8.33 seconds for a full gauge to empty. Using certain commands to fill the gauge will initiate a [[Command Style]]. If a Command Style isn't triggered, or if the gauge is filled during a second-level Command Style, the Attack command will be replaced with a {{c|Finish command|bbs}}, which will stay available until used, or until the gauge empties completely. Using the Finish Command immediately reverts the gauge to its empty, base state, and it deactivates any active Command Style.  
The '''Command Gauge''' appears in ''Kingdom Hearts Birth by Sleep'', positioned above the [[Command Deck]]. The gauge is filled by inflicting damage with attack combos or Deck Commands, and it will start to empty if several seconds pass without the player landing an attack. Using certain commands to fill the gauge will initiate a [[Command Style]], allowing the gauge to be filled an additional time. If a Command Style isn't triggered, or if the gauge is filled during a second-level Command Style, the Attack command will be replaced with a {{c|Finish command|bbs}}, which will stay available until used, or until the gauge empties completely. Using the Finish Command immediately reverts the gauge to its empty, base state, and it deactivates any active Command Style.


Each attack has a specific amount at which the Command Gauge increases. If an attack hits multiple enemies, or the same enemy more than once, the amount at which the gauge increases is halved for each hit from the second hit on, to a minumum increase of 1. As the Command Gauge's value goes from 0 to 100, each value equals the percentage of the gauge filled.  
The Command Gauge changes to a unique appearance to reflect an active Command Style or D-Link.
{{sec-stub}}


The Command Gauge changes to a unique appearance to reflect an active Command Style or D-Link. When activating a LV 1 Command Style, a second, blue gauge can be filled, increasing at a rate of 0.8 times. When activating a LV 2 Command Style, a third, white gauge can be filled, increasing at a rate of 0.55 times. Each [[D-Link]] has a specific rate at which the gauge fills, and has a bonus increase that can be earned by using certain attacks, or in certain conditions
===Belly Balloon gauge===
 
<!--Final Mix-->
===Gas Gauge===
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[[File:Belly Balloon Gas Gauge KHBBS.png|right|200px]]
The '''Gas Gauge''' appears during the [[Belly Balloon]] [[Unversed Mission]] in ''Kingdom Hearts Birth by Sleep Final Mix''. Striking the Belly Balloon's valve will deplete the gauge, while doing the same to its stomach will fill the gauge. As the Gas Gauge reaches specified notches, the Belly Balloon will decrease or increase in size, and when the gauge is fully depleted, the mission is cleared. Allowing the Gas Gauge to fill completely will prompt the Unversed to explode, failing the Unversed Mission with a zero star ranking.


==''Kingdom Hearts coded''==
==''Kingdom Hearts coded''==
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==''Kingdom Hearts III''==
==''Kingdom Hearts III''==
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==''Kingdom Hearts Melody of Memory''==
===Trick Gauge===
[[File:Trick Gauge KHMOM.png|right|200px]]
The '''Trick Gauge''' only appears in [[VS Battle]]s. Each combatant has their own Trick Gauge, which can be filled by hitting notes. When the gauge is full, a {{c|Trick|mom}} will be activated, or two Tricks if the [[Music Stage]] is at least halfway over.
{{-}}
===VS Gauge===
[[File:VS Gauge KHMOM.png|right|150px]]
During a VS Battle, the '''VS Gauge''' displays which player is currently in the lead, determined by their score. The Tricks activated by each player and their duration will change depending on who is leading and by how much.
{{-}}
===Kairi Gauge===
[[File:Kairi Gauge KHMOM.png|right|200px]]
The '''Kairi Gauge''' appears in [[Melody of Memory's End]] in [[World Tour]] during the "{{ns|Game|Kairi III}}" section. [[Kairi]] must collect fragments of her heart within her memories, represented by crystalized flower petals. Each fragment collected is added to the gauge.
{{Mechanics}}
{{Mechanics}}

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