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Critical Hit: Difference between revisions

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(you seem to be conflating finisher strength with critical hit -- specifically, from how you describe it and from what I can find, CoM and KH2 are just using Finishers, not criticals; removing a lot of redundant material)
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{{game|KH1|FM1|COM|REC|358|BBS|FMB|RCO|DDD|HD1|HD2}}
{{game|KH1|FM1|358|BBS|FMB|RCO|DDD|HD1|HD2}}
The '''Critical Hit''' function is a battle element that has been present since the first ''[[Kingdom Hearts (series)|Kingdom Hearts]]'' installment. It is always at the end of the combo. It adds extra damage to the finisher, and can also send enemies flying or stun them. Notably, ''[[Kingdom Hearts 358/2 Days]]'' is the only installment so far that has a visible stat of Critical Hit. The other games use a hidden value. It's possible for a Critical Hit to be dealt during Limits at any time.
{{Expand|create=add nihongo, images of a critical hit}}
'''Critical Hit''' is a component of combat mechanics that appears in ''{{c|Kingdom Hearts|game}}'', ''[[Kingdom Hearts 358/2 Days]]'', ''[[Kingdom Hearts Birth by Sleep]]'', and ''[[Kingdom Hearts Re:coded]]''.


==Importance==
A Critical Hit can randomly occur at the end of a weapon combo at a rate determined by the '''Critical Rate''', and will increase the damage dealt by the combo finisher by a set amount known as the '''Critical Bonus''', as well as potentially launching or {{c|stun|status}}ning the target. In most games, the Critical Rate and Bonus are hidden stats for each weapon and attack, vaguely indicated by their descriptions, although in ''358/2 Days'' these stats are given explicitly. In ''Re:coded'', however, the Critical Rate does not vary between weapons or attacks. The Critical Bonus is generally additive, as in ''Kingdom Hearts'',  ''[[Kingdom Hearts Birth by Sleep]]''{{?}}, and ''Re:coded''{{?}}, but is multiplicative in ''358/2 Days''. The Critical Rate and Bonus can also be further modified through abilities like [[Critical Plus]] and [[All Critical]], or accessories like the [[Sight Unit Ⓛ]], [[Critical Ring]], and [[Critical Sun]].  
Critical Hits are extremely important for defeating bosses and particular Heartless. Its importance can be backed by how defeating a [[Black Fungus]] with a Critical Hit is the only way to obtain the rare Mystery Mold.


When in [[Atlantica]], the easiest way to defeat a [[Sheltering Zone]] Heartless is to defeat it right on a Critical Hit. This stops it from exploding into more [[Sea Neon|Sea Neons]]. It's also a factor that should be taken into consideration when choosing a [[Keychain]].
In ''Kingdom Hearts'', a Critical Hit may also occur at the end of attack combos that are part of [[special abilities]]; for [[Ars Arcanum]], both the seventh and thirteenth hits are considered combo finishers able to become Critical Hits. [[Slapshot]] also has a chance of dealing a Critical Hit, while [[Counterattack]] is always considered Critical. Certain enemies also have unique reactions to being dealt a Critical Hit. For example, a Critical Hit will cause the [[Black Fungus]] to drop a rare [[Mystery Mold]], and will prevent the [[Sheltering Zone]] from splitting into a school of [[Sea Neon]]s upon its death.


==Differences==
In ''Kingdom Hearts'', each Keyblade will generate a different sound when dealing a Critical Hit. In ''358/2 Days'', and ''Birth by Sleep'', there are no audio effects beyond those normally associated with a combo finisher, while in ''Re:coded'', a Critical Hit has a more pronounced sound than a finisher, and generates a small shower of sparks around the Keyblade.
In ''[[Kingdom Hearts (game)|Kingdom Hearts]]'', The Critical Hit chances and damage can be adjusted by Keychains and Items. The Critical Hit damage is an addition onto the damage dealt by the finisher, which applies to both the default finisher and the finishers that can be equipped. When using Limits, the Critical Hit can only be obtained on specific hits. [[Strike Raid]] and [[Sonic Blade]] can only get a Critical Hit in the last hit, the seventh and thirteenth hits of [[Ars Arcanum]], the final hit of the air combo segment of [[Ragnarok]], and the blast from [[Trinity Limit]]. The abilities [[Counterattack]] and [[Slapshot]] also can be Critical Hits, although in the former's case, Critical Hits are always activated. The sound a Critical Hit makes varies depending on the Keyblade, though a small faint red circle upon impact of many a Critical Hit-based attack can be seen upon it landing.
 
In ''[[Kingdom Hearts II]]'', The Critical Hit function has been absorbed into the Finisher of the combo all together. The damage can be increased by the ability [[Combo Boost]], as the ability increases the finisher relative to the amount of hits the combo contains before it is finished (increased by equipping multiple [[Combo Plus]].) It's unknown how much damage this adds onto the Critical Hit, but it will always be more powerful than a Critical Hit dealt without the Combo Boost ability. In addition to this, if a finisher such as [[Explosion]] is used, then the finisher will also be stronger increasing the Critical Hit's power. It could be increased significantly by having a combination of Combo Boost, Combo Plus and a strong finisher.
 
Different cards in ''[[Kingdom Hearts: Chain of Memories]]'' have different Critical Hit chances, while in ''[[Kingdom Hearts 358/2 Days]]'', the Critical Hit is a visible stat that is separated into "Critical Hit %" and "Critical Hit Damage". Critical Hit % raises the chances of you dealing a Critical Hit, and the Critical Hit Damage raises the additional damage that will be dealt. The chance and damage can be raised even more by Rings such as the [[Critical Ring]], and each [[Gear]] has its own base stat of Critical Hit % and Critical Hit Damage. In ''[[Kingdom Hearts Re: Chain of Memories]]'', any [[attack card]] with a high rating for its usage as a combo finisher will cause the same critical hit sound and effect as the [[Kingdom Key]]'s version of a critical hit.
 
In ''[[Kingdom Hearts 358/2 Days]]'', different Keyblades provide different Critical Rate and the damage done by it. By linking [[Sight Unit Ⓛ]], one can increase both Critical Rate and Critical Bonus. Some accessories can also increase them, such as [[Critical Sun]].
 
The chances of Critical Hits occurring in ''[[Kingdom Hearts Birth by Sleep]]'' can be changed by the Keychain the player has equipped.
 
In ''[[Kingdom Hearts Re:coded]]'', Critical Hit rate cannot be adjusted at all. However, the [[All Critical]] overclock ability can cause all basic attacks and attack commands to deal critical damage. Critical Hits all have a more pronounced hitting sound effect and cause brief sparks to emit upon impact.


==See also==
==See also==
*[[Trinity Limit]]
*[[Finisher]]
*[[Keychain]]
*[[Black Fungus]]


[[Category:Game elements]]
[[Category:Game elements]]

Revision as of 03:02, 17 February 2016

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Critical Hit is a component of combat mechanics that appears in Kingdom Hearts, Kingdom Hearts 358/2 Days, Kingdom Hearts Birth by Sleep, and Kingdom Hearts Re:coded.

A Critical Hit can randomly occur at the end of a weapon combo at a rate determined by the Critical Rate, and will increase the damage dealt by the combo finisher by a set amount known as the Critical Bonus, as well as potentially launching or stunning the target. In most games, the Critical Rate and Bonus are hidden stats for each weapon and attack, vaguely indicated by their descriptions, although in 358/2 Days these stats are given explicitly. In Re:coded, however, the Critical Rate does not vary between weapons or attacks. The Critical Bonus is generally additive, as in Kingdom Hearts, Kingdom Hearts Birth by Sleep[?], and Re:coded[?], but is multiplicative in 358/2 Days. The Critical Rate and Bonus can also be further modified through abilities like Critical Plus and All Critical, or accessories like the Sight Unit Ⓛ, Critical Ring, and Critical Sun.

In Kingdom Hearts, a Critical Hit may also occur at the end of attack combos that are part of special abilities; for Ars Arcanum, both the seventh and thirteenth hits are considered combo finishers able to become Critical Hits. Slapshot also has a chance of dealing a Critical Hit, while Counterattack is always considered Critical. Certain enemies also have unique reactions to being dealt a Critical Hit. For example, a Critical Hit will cause the Black Fungus to drop a rare Mystery Mold, and will prevent the Sheltering Zone from splitting into a school of Sea Neons upon its death.

In Kingdom Hearts, each Keyblade will generate a different sound when dealing a Critical Hit. In 358/2 Days, and Birth by Sleep, there are no audio effects beyond those normally associated with a combo finisher, while in Re:coded, a Critical Hit has a more pronounced sound than a finisher, and generates a small shower of sparks around the Keyblade.

See also