Kingdom Hearts III

Drill Punch: Difference between revisions

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==Mechanics==
==Mechanics==
[[File:FC Sprite Drill Punch KHIII.png|left|200px]]
[[File:FC Sprite Drill Punch KHIII.png|left|200px]]
In ''Kingdom Hearts III'', Drill Punch is the second Formchange of the [[Favorite Deputy]] Keyblade, following [[Hyper Hammer]] and associated with [[Strike Form]]. Its attacks have [[Sora]] spin the drill forward and piercing the ground with it. The ground combo finisher has Sora dig into the ground and emerge forward with an uppercut, while the air combo finisher is a stronger spinning charge. When surrounded by enemies, Sora can also call up an armada of drills from underneath for the finisher. Drill Punch uses [[Artillery-style Magic]].
In ''Kingdom Hearts III'', Drill Punch is the second Formchange of the [[Favorite Deputy]] Keyblade, following [[Hyper Hammer]] and associated with [[Strike Form]]. It has a base duration of 25 seconds and a maximum combo length of 5. Its attacks have [[Sora]] spin the drill forward and piercing the ground with it. The ground combo finisher has Sora dig into the ground and emerge forward with an uppercut, while the air combo finisher is a stronger spinning charge. When surrounded by enemies, Sora can also call up an armada of drills from underneath for the finisher. Drill Punch uses [[Artillery-style Magic]].


The Finish command has Sora transform the Keyblade into a claw that grabs nearby enemies before slamming them into the ground four times.
The Finish command has Sora transform the Keyblade into a claw that grabs nearby enemies before slamming them into the ground four times.


===Abilities===
===Abilities===
{{section-stub}}
Alongside the abilities from Strike Form, Drill Punch also has access to [[Guardbreaker]].
{{frm-atk-o|#DC143C|o=*}}
{{frm-atk|{{nihongo|'''Keyblade Transformation Attack'''|キーブレード変形演出中の攻撃|<br>Kīburēdo Henkei Enshū-naka no Kougeki}}|att|Neutral|0.5|0|1|0|O|—|—}}
{{frm-atk|{{nihongo|'''Forward Drill Rush'''|ドリル前方突進|<br>Doriru Zenpō Tosshin}}|att|Physical|0.2(x9)|1(x9)|1(x9)|0.1(x9)|O|—|—|First ground combo, first and third aerial combos.}}
{{frm-atk|{{nihongo|'''Drill Rush Underneath'''|ドリル真下突進|<br>Doriru Mashita Tosshin}}|att|Physical|0.4(x4)|3(x4)|1(x4)|0.3(x4)|O|—|—|Second ground combo.}}
{{frm-atk|{{nihongo|'''Upper Drill Rush'''|ドリル突進アッパー|<br>Doriru Tosshin Appā}}|att|Physical|0.3(x3)+0.5|2(x3)+4|1(x4)|0.2(x3)+0.4|O|—|—|Third ground combo, second and fourth aerial combos.}}
{{frm-atk|{{nihongo|'''Falling Drill Thrust'''|ドリル落下突き|<br>Doriru Rakka Tsuki}}|att|Physical|1.2+1.2|8+8|1+1|0.5+0.5|O|—|—|Fourth ground combo.}}
{{frm-atk|l=*|Corkscrew Uppercut|att|Physical|0.6(x6)|6(x6)|1(x6)|0.25(x6)|O|—|—|Launch foes into the air with a giant drill. (Ground combo finisher)}}
{{frm-atk|{{nihongo|'''Ascending Drill Rush'''|ドリル上昇突進|<br>Doriru Jōshō Tosshin}}|att|Physical|0.4+0.4|3+3|1+1|0.3+0.3|O|—|—|Used when the target is in the air.}}
{{frm-atk|{{nihongo|'''Jumping Ground Drill Thrust'''|ドリル跳び地面突き|<br>Doriru Tobi Jimen Tsuki}}|att|Physical|1.6|8|1|0.5|O|—|—|First ground combo when surrounded.}}
{{frm-atk|{{nihongo|'''Drill Ground Thrust'''|ドリル地面突き|<br>Doriru Jimen Tsuki}}|att|Physical|0.6|6|1|0.5|O|—|—|Second ground combo when surrounded.}}
{{frm-atk|l=*|Drill Pillars|att|Physical|0.6(x7)|6(x7)|1(x7)|0.25(x7)|O|—|—|Call forth countless drills from beneath the enemy's feet. (Ground combo finisher when surrounded)}}
{{frm-atk|l=*|Dire Drill|att|Physical|0.3(x10)|2(x10)|1(x10)|0.1(x10)|O|—|—|Lunge toward foes with a giant drill. (Aerial combo finisher)}}
{{frm-atk|{{nihongo|'''Swooping Drill Rush'''|ドリル意降下突進|<br>Dorirui Kōka Tosshin}}|att|Physical|0.6|6|1|0.5|O|—|—|Used during a [[Superjump]] near the enemy or when above the target.}}
{{frm-atk|l=*|Diving Dodge|att|Physical|1|8|1|0.5|O|—|—|Tilt {{button|lana}} and press {{button|s}} to dive beneath the ground and evade in that direction. Only works while in combat.}}
{{frm-atk|{{nihongo|'''Finish'''|フィニッシュ|<br>Finisshu}}|att|Physical|0.1+0.25(x4)+6|0|1(x5)+5|0|O|—|—|Transforms weapon into an arm-like model, grabs the target with it, and throws them violently around 5 times. This technique can also strike surrounding enemies.}}
{{frm-c}}


==Learning Drill Punch==
==Learning Drill Punch==
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*[[Hyper Hammer]]
*[[Hyper Hammer]]
*[[Clock Drill]]
*[[Clock Drill]]
[[Category:Formchanges]]

Revision as of 22:07, 23 January 2022

Drill Punch (ドリルパンチ Doriru Panchi?) is a Formchange in Kingdom Hearts III. It allows the user to transform the Keyblade into a drill and rush into enemies.

Mechanics

FC Sprite Drill Punch KHIII.png

In Kingdom Hearts III, Drill Punch is the second Formchange of the Favorite Deputy Keyblade, following Hyper Hammer and associated with Strike Form. It has a base duration of 25 seconds and a maximum combo length of 5. Its attacks have Sora spin the drill forward and piercing the ground with it. The ground combo finisher has Sora dig into the ground and emerge forward with an uppercut, while the air combo finisher is a stronger spinning charge. When surrounded by enemies, Sora can also call up an armada of drills from underneath for the finisher. Drill Punch uses Artillery-style Magic.

The Finish command has Sora transform the Keyblade into a claw that grabs nearby enemies before slamming them into the ground four times.

Abilities

Alongside the abilities from Strike Form, Drill Punch also has access to Guardbreaker.

Form Actions
Attack Attribute Power
Multiplier
Form
Value
Reaction
Value
Revenge
Value
Guard? Repel LV Status
Effect
Keyblade Transformation Attack (キーブレード変形演出中の攻撃
Kīburēdo Henkei Enshū-naka no Kougeki
?)
Attack Command Neutral 0.5 0 1 0 O
Forward Drill Rush (ドリル前方突進
Doriru Zenpō Tosshin
?)
Attack Command Physical 0.2(x9) 1(x9) 1(x9) 0.1(x9) O
First ground combo, first and third aerial combos.
Drill Rush Underneath (ドリル真下突進
Doriru Mashita Tosshin
?)
Attack Command Physical 0.4(x4) 3(x4) 1(x4) 0.3(x4) O
Second ground combo.
Upper Drill Rush (ドリル突進アッパー
Doriru Tosshin Appā
?)
Attack Command Physical 0.3(x3)+0.5 2(x3)+4 1(x4) 0.2(x3)+0.4 O
Third ground combo, second and fourth aerial combos.
Falling Drill Thrust (ドリル落下突き
Doriru Rakka Tsuki
?)
Attack Command Physical 1.2+1.2 8+8 1+1 0.5+0.5 O
Fourth ground combo.
Corkscrew Uppercut Attack Command Physical 0.6(x6) 6(x6) 1(x6) 0.25(x6) O
Launch foes into the air with a giant drill. (Ground combo finisher)
Ascending Drill Rush (ドリル上昇突進
Doriru Jōshō Tosshin
?)
Attack Command Physical 0.4+0.4 3+3 1+1 0.3+0.3 O
Used when the target is in the air.
Jumping Ground Drill Thrust (ドリル跳び地面突き
Doriru Tobi Jimen Tsuki
?)
Attack Command Physical 1.6 8 1 0.5 O
First ground combo when surrounded.
Drill Ground Thrust (ドリル地面突き
Doriru Jimen Tsuki
?)
Attack Command Physical 0.6 6 1 0.5 O
Second ground combo when surrounded.
Drill Pillars Attack Command Physical 0.6(x7) 6(x7) 1(x7) 0.25(x7) O
Call forth countless drills from beneath the enemy's feet. (Ground combo finisher when surrounded)
Dire Drill Attack Command Physical 0.3(x10) 2(x10) 1(x10) 0.1(x10) O
Lunge toward foes with a giant drill. (Aerial combo finisher)
Swooping Drill Rush (ドリル意降下突進
Dorirui Kōka Tosshin
?)
Attack Command Physical 0.6 6 1 0.5 O
Used during a Superjump near the enemy or when above the target.
Diving Dodge Attack Command Physical 1 8 1 0.5 O
Tilt Left Stick and press Square to dive beneath the ground and evade in that direction. Only works while in combat.
Finish (フィニッシュ
Finisshu
?)
Attack Command Physical 0.1+0.25(x4)+6 0 1(x5)+5 0 O
Transforms weapon into an arm-like model, grabs the target with it, and throws them violently around 5 times. This technique can also strike surrounding enemies.

Learning Drill Punch

Kingdom Hearts III

See also