Antiform: Difference between revisions
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Unlike other Drive Forms, Antiform cannot be purposefully activated. Instead, it will be randomly activated when Sora attempts to enter [[Valor Form]], [[Wisdom Form]], [[Limit Form]], or [[Master Form]] while in combat, based on a hidden "Anti Point" counter. This counter is increased by 1 every time Valor, Wisdom, Limit, or Master Form is activated, but is reduced by 10 when [[Final Form]] is used. Gameplay-wise, Antiform exists as a consequence of abusing the Drive system, and it is meant to be "strong but troublesome".<ref name="Famitsu"/> | Unlike other Drive Forms, Antiform cannot be purposefully activated. Instead, it will be randomly activated when Sora attempts to enter [[Valor Form]], [[Wisdom Form]], [[Limit Form]], or [[Master Form]] while in combat, based on a hidden "Anti Point" counter. This counter is increased by 1 every time Valor, Wisdom, Limit, or Master Form is activated, but is reduced by 10 when [[Final Form]] is used. Gameplay-wise, Antiform exists as a consequence of abusing the Drive system, and it is meant to be "strong but troublesome".<ref name="Famitsu"/> | ||
When using the [[Two Become One]] Keyblade, its unique [[Light & Darkness]] [[ability]] will make it so | When using the [[Two Become One]] Keyblade, its unique [[Light & Darkness]] [[ability]] will make it so Antiform activates regardless of the current amount of Anti Points. It is impossible for Sora to enter Antiform while an unconscious ally is on the field or if he is trying to change to Final Form. | ||
Antiform can only be manually deactivated outside of battle, though its Drive Gauge caps out at 6, and consuming [[Drive Orb]]s will actually cause the gauge to deplete faster. In addition, though Drive Forms normally persist through cutscenes and [[Olympus Coliseum|Cup seeds]], Antiform will instead revert to Standard Form. | |||
Like Valor Form, Antiform cannot use [[magic]]; in fact, it cannot use any commands beyond "[[Attack]]" and "Revert." Furthermore, Sora cannot pick up [[HP]] Balls while in Antiform, meaning he is completely unable to heal in any way. Although Sora moves at twice his normal speed while in Antiform, he takes 50% more damage from attacks, and he does not gain [[experience]] from defeated enemies. | Like Valor Form, Antiform cannot use [[magic]]; in fact, it cannot use any commands beyond "[[Attack]]" and "Revert." Furthermore, Sora cannot pick up [[HP]] Balls while in Antiform, meaning he is completely unable to heal in any way. Although Sora moves at twice his normal speed while in Antiform, he takes 50% more damage from attacks, and he does not gain [[experience]] from defeated enemies. |
Revision as of 17:41, 6 May 2023
For other uses, see Anti (disambiguation). |
Antiform Probability | |
---|---|
Anti Points | Probability |
0-4 Points | 0% |
5-9 Points | 10% |
10+ Points | 25% |
Anti Points Gained | |
Condition | Points Gained |
Activate Valor Form, Wisdom Form, Limit Form, or Master Form | +1 Point |
Activate Final Form | -10 Points |
Activate Antiform | -4 Points |
Obtain a new Form | Reduce Points to 0 |
Anti Points Modifiers | |
Condition | Modifier |
During a scripted battle | x2 |
When fighting an Organization XIII member | x4 |
When fighting Armored Xemnas | x10 |
When fighting alongside assistants | x0 |
When fighting Beast, Hades, Pete, or Barbossa | x0 |
During the Battle of 1000 Heartless | x0 |
Antiform |
---|
Kingdom Hearts Unchained χ |
KINGDOM HEARTS II (2005) A form tied to the powers of darkness. Sora gains agility, but has limited access to commands. |
Antiform is a Drive Form which appears in Kingdom Hearts II. It uses both party members, and consumes all of Sora's Drive Bars. It represents the darkness that still dwells within Sora's heart,[1] and it is obtained along with Sora's new clothes at Mysterious Tower. Its emblem is a black, demonic silhouette.
Design
Antiform is strongly reminiscent of the AntiSora Heartless from Kingdom Hearts, and Tetsuya Nomura has confirmed in an interview with Famitsu that Sora's ability to enter this form is due to his transformation into a Shadow.[2] Specifically, Sora's Antiform has more feral behavior, in that it runs about on all fours, and instead of using the Keyblade in this form, Sora attacks with claws on his hands. In addition, when hanging onto a ledge, Sora's AntiForm clings with one foot, rather than one hand. Aesthetically, Sora's skin and hair become ink black, his eyes glow yellow like a Heartless's, and his clothes become black with blue accents. Furthermore, he constantly emits darkness from his arms and back in the form of misty black and violet wisps.
Mechanics
Unlike other Drive Forms, Antiform cannot be purposefully activated. Instead, it will be randomly activated when Sora attempts to enter Valor Form, Wisdom Form, Limit Form, or Master Form while in combat, based on a hidden "Anti Point" counter. This counter is increased by 1 every time Valor, Wisdom, Limit, or Master Form is activated, but is reduced by 10 when Final Form is used. Gameplay-wise, Antiform exists as a consequence of abusing the Drive system, and it is meant to be "strong but troublesome".[2]
When using the Two Become One Keyblade, its unique Light & Darkness ability will make it so Antiform activates regardless of the current amount of Anti Points. It is impossible for Sora to enter Antiform while an unconscious ally is on the field or if he is trying to change to Final Form.
Antiform can only be manually deactivated outside of battle, though its Drive Gauge caps out at 6, and consuming Drive Orbs will actually cause the gauge to deplete faster. In addition, though Drive Forms normally persist through cutscenes and Cup seeds, Antiform will instead revert to Standard Form.
Like Valor Form, Antiform cannot use magic; in fact, it cannot use any commands beyond "Attack" and "Revert." Furthermore, Sora cannot pick up HP Balls while in Antiform, meaning he is completely unable to heal in any way. Although Sora moves at twice his normal speed while in Antiform, he takes 50% more damage from attacks, and he does not gain experience from defeated enemies.
Abilities
Form Actions | |||||||||
---|---|---|---|---|---|---|---|---|---|
Attack | Attribute | Power Multiplier |
Form Value |
Guard? | Finisher? | ||||
Scratch (アンチ地上引っかき Anchi Chijō Hikkaki , lit. "Anti Ground Scratch") |
Physical | x0.25→x0.25→x0.1→x0.1→x0.5[KH II] x0.5→x0.5→x0.2→x0.2→x1.0[KH II FM] |
0.4→0.4→0.16→0.16→0.8 | △ | X | ||||
Automatic ground combo move. Sora executes a double scratch, a rolling attack while holding his feet, finishing with a hammer-like attack with both hands. | |||||||||
Kick-Up (アンチ地上蹴り上げ Anchi Chijō Keri-age , lit. "Anti Ground Kick Up") |
Physical | x0.25→x0.25→x0.5[KH II] x0.5→x0.5→x1.0[KH II FM] |
0.4→0.4→0.8 | △ | X | ||||
Automatic ground combo move. When the enemy is at long range, Sora scratches and repels the enemy with an upward kick. | |||||||||
Dance Kick (アンチ地上ダンス蹴り Anchi Chijō Dansu Keri , lit. "Anti Ground Dance Kick") |
Physical | x0.25→x0.1→x0.1→x0.25→x0.25→x0.5[KH II] x0.5→x0.2→x0.2→x0.5→x0.5→x1.0[KH II FM] |
0.4→0.16→0.16→0.4→0.4→0.8 | △ | X | ||||
Automatic Ground combo move. When numerous enemies are nearby, Sora spin-kicks repeatedly. | |||||||||
Side Spin (アンチ地上横回転 Anchi Chijō Yoko Kaiten , lit. "Anti Ground Horizontal Spin") |
Backflip | Physical | x0.25[KH II] x0.5[KH II FM] |
0.4 | △ | X
| |||
Spin | Dark | x0.1[KH II] x0.2[KH II FM] |
0.16 | △ | X | ||||
Ground combo move. Pressing during a combo on the ground, Sora blazes in a circle around the enemy, slashing with claws and dark magic. | |||||||||
Wild Dance (アンチ地上乱舞 Anchi Chijō Ranbu , lit. "Anti Ground Dance") |
Scratch | Physical | x0.25[KH II] x0.5[KH II FM] |
0.4 | X | X
| |||
Swoop | Dark | x1.5[KH II] x3.0[KH II FM] |
2.4 | X | O | ||||
Ground combo finisher. Sora moves around the enemy and scratches repeatedly, finishing with a diving attack. | |||||||||
Ground Flash (アンチ地上一閃 Anchi Chijō Issen , lit. "Anti Ground Flash") |
Attack | Physical | x0.1[KH II] X0.2[KH II FM] |
0.16 | X | X
| |||
Final hit | Physical | x1.0[KH II] x2.0[KH II FM] |
1.6 | X | O | ||||
Ground combo finisher. When various enemies are nearby, Sora quickly scratches and repels them. | |||||||||
Air Dance Kick (アンチ空中ダンス蹴り Anchi Kūchū Dansu Kegi , lit. "Anti Aerial Dance Kick") |
Physical | x0.25→x0.1→x0.1→x0.5[KH II] x0.5→x0.2→x0.2→x1.0[KH II FM] |
0.4→0.16→0.16→0.8 | △ | X | ||||
Automatic air combo move. Sora kicks an enemy, then does a dash attack through him. | |||||||||
Air Giant Wheel (アンチ空中大車輪 Anchi Kūchū Daisharin , lit. "Anti Aerial Giant Swing") |
Knee Kick | Physical | x0.25[KH II] x0.5[KH II FM] |
0.4 | △ | X
| |||
Spin Kick | Physical | x0.1[KH II] x0.2[KH II FM] |
0.16 | △ | X | ||||
Heel Drop | Physical | x0.25[KH II] x0.5[KH II FM] |
0.4 | △ | X | ||||
Scratch | Physical | x0.5[KH II] x1.0[KH II FM] |
0.8 | △ | X | ||||
Automatic air combo move. Sora rapidly spins around an invisible axis, attacking with his feet. | |||||||||
Air Wild Dance (アンチ空中乱舞 Anchi Kūchū Ranbu , lit. "Anti Aerial Dance") |
Combo | Physical | x0.25[KH II] x0.5[KH II FM] |
0.4 | X | X
| |||
Swoop | Dark | x1.5[KH II] x3.0[KH II FM] |
2.4 | X | O | ||||
Air combo finisher. Sora scratches an enemy and finishes with a diving attack. | |||||||||
Midair Doom (アンチ空中ドーム Anchi Kūchū Dōmu , lit. "Anti Aerial Dome") |
Attack | Dark | x0.1[KH II] x0.2[KH II FM] |
0.16 | X | X
| |||
Final hit | Dark | x1.0[KH II] x2.0[KH II FM] |
1.6 | X | O | ||||
Air combo finisher. Sora launches a blast of dark magic below him, hitting all enemies around. | |||||||||
Anti Glide (アンチグライド Anchi Guraido ) |
By pressing on the ground, Sora jumps backwards, spins around and flies forwards. If there are enemies he will home in on one and move into a position behind them. | ||||||||
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked. |
Strategy
When using Antiform, lacking any method of healing means that the player's main goal will be to evade the enemies. Although Antiform's high speed and Anti Glide ability make it easy to stay safe through simply evading the enemy's attacks, its quick combos will often let it keep an enemy stunned while also dealing damage, and can also deflect many attacks automatically. Furthermore, several of Antiform's attacks have a neutral or dark attribute, allowing them to break through enemies which are immune to the weapon-attribute, like the Large Body.
Unlike other Forms, Antiform automatically reverts to Standard Form when Sora moves to another room, emptying the Drive Gauge. However, if the room is a World Exit or one where party members are walking around, it will refill as normal. Because of this, the Brink of Despair can be used to easily recharge the Drive Gauge immediately after defeating Roxas, allowing the player to repeatedly activate Drive Forms with Light & Dark equipped in order to unlock Final Form.
Notes and references
- ^ Yen Sid's mirror: "An image of you overcome by the power of darkness flows into your mind."
- ^ a b Famitsu Interview; Interviewer: "Is Antiform originated from when Sora got turned into a Heartless?" / Tetsuya Nomura: "Story-wise, yes. Drives are very strong so Antiform exists as a side-effect of using too much power. System-wise, I wanted to create something strong but troublesome." Translation by KHInsider.
Forms |
---|
Drive Forms |
Valor | Wisdom | Limit | Master | Final | Anti |
Formchanges |
Second | Guardian | Strike | Element | Blitz | Ultimate | Rage | Light | Dark | Double |
Sora's other forms |
Lion | Card | Die |
Costumes and world changes |
Sora | Donald Duck | Goofy | Riku | Mickey Mouse | Pete |