Kingdom Hearts Chain of Memories
Kingdom Hearts Re:Chain of Memories

Abilities (KHCOM): Difference between revisions

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[[File:REC Sleight Screen.png|thumb|right|300px|The ability screen in ''Kingdom Hearts Chain of Memories'' and ''Kingdom Hearts Re:Chain of Memories'' is replaced with a list of sleights.]]
[[File:REC Sleight Screen.png|thumb|right|300px|The ability screen in ''Kingdom Hearts Chain of Memories'' and ''Kingdom Hearts Re:Chain of Memories'' is replaced with a list of sleights.]]
In ''[[Kingdom Hearts: Chain of Memories]]'', the ability system is replaced by the [[Sleight]] and [[enemy card]] systems. Sleights serve as the game's action abilities, and are activated by playing card combos. The enemy cards serve as the game's support abilities, and must be played to activate temporary status changes. As for the Growth Abilities, Sora and Riku can use Dodge Roll as a default growth ability. In the [[Kingdom Hearts Re:Chain of Memories|remake]], Sora later obtains the [[High Jump]], [[Glide]], and [[Superglide]] growth ability as the story progresses.
In ''[[Kingdom Hearts: Chain of Memories]]'', the ability systems from other games in the series are replaced by the [[Sleight]] and [[enemy card]] systems. Sleights serve as the game's action abilities, and are activated by playing card combos. The enemy cards serve as the game's support abilities, and must be played to activate temporary status changes.
 
However, there are a number of action abilities that can be used in their own right, outside of combat. Most are only available in the remake, ''[[Kingdom Hearts Re:Chain of Memories]]''.
 
==Dodge Roll==<!--include Riku's equivalent-->
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==High Jump==
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==Glide==
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==Super Glide==
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<!--Summary: The ability system in other games in the series is largely replaced with the Sleight and enemy card system. Sleights serve as the game's action abilities, and are activated by playing card combos. Enemy cards serve as the game's support abilities, and must be played to activate temporary status changes.
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Also, Dodge Roll. (mentioned in manga specifically, add that); and Riku's equivalent.
Also, Dodge Roll. (mentioned in manga specifically, add that); and Riku's equivalent.


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If there are any named non-sleights in CoM, add those as well.-->
If there are any named non-sleights in CoM, add those as well.-->


==See also==
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*[[Abilities (Kingdom Hearts)]]
{{Mechanics}}
*[[Abilities (Kingdom Hearts II)]]
*[[Abilities (Kingdom Hearts Birth by Sleep)]]
*[[Abilities (Kingdom Hearts Re:coded)]]
*[[Magic]]
*[[Sleight]]
*[[Enemy card]]
*[[Limit Break]]
*[[Deck Command]]
*[[Shotlock]]
*[[Dimension Link]]
[[Category:Kingdom Hearts: Chain of Memories abilities| ]]
[[Category:Kingdom Hearts: Chain of Memories abilities| ]]
[[Category:Kingdom Hearts: Chain of Memories]]
[[Category:Kingdom Hearts: Chain of Memories]]
[[Category:Abilities| ]]
[[Category:Abilities| ]]

Revision as of 04:29, 29 April 2012

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File:REC Sleight Screen.png
The ability screen in Kingdom Hearts Chain of Memories and Kingdom Hearts Re:Chain of Memories is replaced with a list of sleights.

In Kingdom Hearts: Chain of Memories, the ability systems from other games in the series are replaced by the Sleight and enemy card systems. Sleights serve as the game's action abilities, and are activated by playing card combos. The enemy cards serve as the game's support abilities, and must be played to activate temporary status changes.

However, there are a number of action abilities that can be used in their own right, outside of combat. Most are only available in the remake, Kingdom Hearts Re:Chain of Memories.

Dodge Roll

{{sec-stub))

High Jump

Glide

Super Glide

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