Reaction Endurance: Difference between revisions
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==Mechanics== | ==Mechanics== | ||
===''Kingdom Hearts 3D: Dream Drop Distance''=== | ===''Kingdom Hearts 3D: Dream Drop Distance''=== | ||
In ''[[Kingdom Hearts 3D: Dream Drop Distance]]'', every enemy and Spirit has a hidden Reaction Endurance value. Every attack landed on the target will deplete their Reaction Endurance by the attack's Reaction Value. Once a target's Reaction Endurance reaches 0, they will flinch | In ''[[Kingdom Hearts 3D: Dream Drop Distance]]'', every enemy and Spirit has a hidden Reaction Endurance value. Every attack landed on the target will deplete their Reaction Endurance by the attack's Reaction Value. Once a target's Reaction Endurance reaches 0, they will flinch, be blown away or be stunned. If a creature with a current Reaction Endurance of 1 or greater is unharmed for at least 10 seconds, their Reaction Endurance will fully recover. If a creature with a current Reaction Endurance of 0 flinches, their Reaction Endurance will fully recover, while {{ns|Game|Young Xehanort}}, {{ns|Game|Xemnas}}, and the [[Spellican]] will also have their endurance restored after a short period of time. | ||
Ordinary [[Dream Eaters]] have a Reaction Endurance of 1. Certain strong Dream Eaters have a Reaction Endurance of 3 or 4; this includes the [[Kooma Panda]], [[Zolephant]], [[Drill Sye]], [[Halbird]], [[Eaglider]], [[Thunderaffe]], [[Cera Terror]], [[Tyranto Rex]], [[Aura Lion]], [[Pegaslick]], [[Electricorn]], [[Skelterwild]], [[Keeba Tiger]], [[Ryu Dragon]], [[Ursa Circus]], and [[Beatalike]]{{KHDDDHD}}{{?}}. Bosses have a unique Reaction Endurance value. | Ordinary [[Dream Eaters]] have a Reaction Endurance of 1. Certain strong Dream Eaters have a Reaction Endurance of 3 or 4; this includes the [[Kooma Panda]], [[Zolephant]], [[Drill Sye]], [[Halbird]], [[Eaglider]], [[Thunderaffe]], [[Cera Terror]], [[Tyranto Rex]], [[Aura Lion]], [[Pegaslick]], [[Electricorn]], [[Skelterwild]], [[Keeba Tiger]], [[Ryu Dragon]], [[Ursa Circus]], and [[Beatalike]]{{KHDDDHD}}{{?}}. Bosses have a unique Reaction Endurance value. |
Latest revision as of 05:32, 27 November 2024
Reaction Endurance (リアクション耐久値 Riakushon Taikyū-chi ) is a combat mechanic in the Kingdom Hearts series. It determines how many hits an enemy will take before flinching or being blown away.
Enemies begin encounters with a certain amount of Reaction Endurance. Each attack that hits the enemy decreases their Reaction Endurance by a certain amount, which is referred to as the attack's Reaction Value (リアクション値 Riakushon-chi ). When an enemy's Reaction Endurance reaches 0, they will finch or be blown away.
Mechanics[edit]
Kingdom Hearts 3D: Dream Drop Distance[edit]
In Kingdom Hearts 3D: Dream Drop Distance, every enemy and Spirit has a hidden Reaction Endurance value. Every attack landed on the target will deplete their Reaction Endurance by the attack's Reaction Value. Once a target's Reaction Endurance reaches 0, they will flinch, be blown away or be stunned. If a creature with a current Reaction Endurance of 1 or greater is unharmed for at least 10 seconds, their Reaction Endurance will fully recover. If a creature with a current Reaction Endurance of 0 flinches, their Reaction Endurance will fully recover, while Young Xehanort, Xemnas, and the Spellican will also have their endurance restored after a short period of time.
Ordinary Dream Eaters have a Reaction Endurance of 1. Certain strong Dream Eaters have a Reaction Endurance of 3 or 4; this includes the Kooma Panda, Zolephant, Drill Sye, Halbird, Eaglider, Thunderaffe, Cera Terror, Tyranto Rex, Aura Lion, Pegaslick, Electricorn, Skelterwild, Keeba Tiger, Ryu Dragon, Ursa Circus, and Beatalike[KH DDD HD] . Bosses have a unique Reaction Endurance value.
Kingdom Hearts III[edit]
In Kingdom Hearts III, Reaction Endurance functions nearly identically to Kingdom Hearts 3D: Dream Drop Distance. When an enemy is hit, their Reaction Endurance decreases by the attack's Reaction Value, and the enemy will react to the blow once their Reaction Endurance reaches 0.
An enemy's Reaction Endurance is restored by 1 for every 10 seconds the enemy is not attacked. The Reaction Endurance will be completely restored if the enemy reacts (small flinches excluded), if 10 seconds pass after the endurance reaches 0, or if the enemy activates a Revenge Action.
Enemies in Armor Mode do not flinch or react regardless of their current Reaction Endurance. The Darkside, Rock Titan, Demon Tower, Demon Tide, King of Toys, Raging Vulture, and Lightning Angler also do not react. Many members of the real Organization XIII have a Reaction Endurance value of 0, but they do not flinch during attacks.