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Attack: Difference between revisions

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Revision as of 10:10, 29 May 2023

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Sora Attacking.
Sora's initial attack in Kingdom Hearts II.

Attack (たたかう Tatakau?) is a recurring command in the Kingdom Hearts series. It is the most basic method of attacking, allowing the user to execute a basic attack with their equipped weapon.

Basic Mechanics

In Kingdom Hearts, Kingdom Hearts II, Kingdom Hearts 358/2 Days, Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-, and Kingdom Hearts III, Attack is set at the top, default position on the Command Menu.

In Kingdom Hearts Birth by Sleep and Kingdom Hearts Dream Drop Distance HD, Attack is assigned to X (Circle in the Japanese versions of the game), and in Kingdom Hearts Re:coded and Kingdom Hearts 3D: Dream Drop Distance, it is assigned to A. In these games, Attack may be replaced with Finish Commands, Reaction Commands, or, in the case of Kingdom Hearts Dream Drop Distance, Flowmotion Attacks.

If the initial attack connects with an enemy or other target, Attack can be used repeatedly to execute an attack combo. In most games, a basic combo consists of three strikes, the last of which is a stronger, finishing strike. The number of attacks before the combo finisher can be increased by equipping Combo Plus and Air Combo Plus or decreased by equipping Negative Combo. Finishing Plus adds successive finishers to the combo. If any attacks in the combo aside from a finisher do not connect with a target, the combo will end prematurely, unless Combo Master is equipped.

The types of attacks used during the combo or the combo finisher can be changed with certain abilities. Drive Forms, Lion Form, Command Styles, Impact Arts and Sonic Arts in Kingdom Hearts Re:coded, Link Styles, and Formchanges provide entirely new combos.

In Kingdom Hearts 358/2 Days, attack combos and combo finishers are dependent on the equipped weapon. Additionally, a combo will not end if an attack misses. Some weapons have a Y-Combo that is performed if Y is pressed when prompted during the course of the combo.

Attack deals physical damage to enemies.

Basic combos

In Kingdom Hearts and Kingdom Hearts Chain of Memories, Sora's basic ground combo consists of three hits by default, the last of which is a finishing attack. The first two hits, depending on the location of the enemy, consist of an overhead strike, a forward thrust, and a side-to-side swipe. A spinning, horizontal strike is the combo finisher. His aerial combo consists of an upward strike and a downward strike, with a spinning attack as the finisher.

In Kingdom Hearts II, Sora's basic combos are virtually unchanged from Kingdom Hearts, except his forward thrust incorporates a swipe that has a greater chance of hitting missed enemies. His combos also add combo finishers dedicated to single targets, with his single-target ground combo finisher resembling Blitz.

Combo attack abilities

In Kingdom Hearts, Kingdom Hearts II, and Kingdom Hearts III Sora's combo attacks can be augmented with abilities. Some abilities can increase the potential range of the combo, while others add more powerful attacks, or have another attribute.

Kingdom Hearts

Ability Description
Counterattack Strike back after parrying an enemy blow. Successful counterattacks restore MP.
Slapshot[KH I FM] Rapidly strike enemies ahead of you. Occasionally deals critical damage.
Sliding Dash[KH I FM] Rush and strike a distant enemy.
Vortex Close the distance to nearby enemies with this powerful spinning attack.
Aerial Sweep Leap at an airborne enemy and strike a mighty blow.

Kingdom Hearts II

Ability Description
Upper Slash Knocks a target into the air during a combo with Square.
Horizontal Slash Unleashes a powerful attack that hits a target from left to right during a midair combo with Square.
Slapshot Rapidly attacks a nearby target without getting flung back.
Dodge Slash Unleashes an attack that deals damage to nearby enemies.
Flash Step[KH II FM] Unleashes a guard-piercing attack on a slightly distant target while keeping up your own guard.
Sliding Dash Instantly closes in on and attacks a far target.
Vicinity Break[KH II FM] Unleashes a powerful attack when surrounded.
Aerial Sweep Unleashes a powerful leaping attack on targets in midair.
Aerial Dive[KH II FM] Unleashes a powerful aerial attack on distant targets.
Aerial Spiral Closes in on far targets in midair and unleashes spinning attacks.
Counterguard Counterattacks nearby enemies with Attack while performing Guard.

Kingdom Hearts III

Ability Description
Quick Slash[1] Strike a nearby target with a quick upward slash.
Flash Step[1] Charge a faraway target while blocking.
Radial Blaster[1] Launch blade projectiles at nearby enemies.
Aerial Sweep[1] Launch a horizontal spinning attack toward a target high above.
Aerial Dive[1] Launch a vertical spinning attack toward a target down below.
Falling Slash While airborne, slash downward to attack targets on the ground.
Rising Spiral While performing a combo, press Circle to launch enemies into the air.
Groundbreaker While performing a combo, press Circle to slam enemies toward the ground
Counter Slash Press X after a successful block to slash at nearby targets.
Counter Impact Press X after a successful block to send surrounding foes flying.
Counter Kick Press X after a successful block to attack distant foes.

Combo finishers

Each playable character has a default combo finisher for both their ground and aerial combos. In Kingdom Hearts, Kingdom Hearts II, and Kingdom Hearts III, special combo finishers can be equipped with abilities. In addition, Drive Forms, Lion Form, Command Styles, Link Styles, and Formchanges have their own unique combo finishers. Most Drive Forms, as well as Lion Form, have multiple combo finishers abilities.

In Kingdom Hearts II and Kingdom Hearts Re:coded, combo finishers can be executed in succession at the end of a combo by equipping Finishing Plus. In Kingdom Hearts III, combo finishers are automatically executed in succession should more than one be equipped. The combo finishers used depends on the number of enemies the player faces. Omega Finale allows the use of combo finishers in the middle of a combo by pressing Square in Valor Form and Circle in Strike Form. The power of a combo finisher can be increased in Kingdom Hearts II and Kingdom Hearts III with Combo Boost and Air Combo Boost. In Kingdom Hearts III, Sora can execute the Unison Fire, Unison Blizzard, and Unison Thunder combo finishers near Donald, and Fusion Spin and Fusion Rocket combo finishers when near Goofy.

Kingdom Hearts

Ability Description
Blitz Strike enemies ahead of you with a powerful finishing combo.
Hurricane Blast[KH I FM] From an aerial combo, unleash an extremely powerful finishing combo attack to the enemy below.
Ripple Drive[KH I FM] Unleash a powerful finishing combo attack upon surrounding enemies. Attack power is relative to max MP value.
Stun Impact[KH I FM] Has a 30% chance of unleashing a finishing combo attack that renders surrounding enemies unconscious.
Gravity Break[KH I FM] Has a 30% chance of unleashing a gravity-based finishing combo attack that deals damage equal to a % of the target's HP.
Zantetsuken[KH I FM] Has a 30% chance of unleashing a finishing combo attack that can destroy a weaker enemy.

Kingdom Hearts II

Ability Description Form
Finishing Leap Unleashes a powerful guard-piercing attack at the end of a combo with Square. Standard
Guard Break Unleashes a powerful finishing combo move that pierces through a target's guard.
Explosion Unleashes a finishing combo move that knocks down several enemies. Damage dealt is relative to magic skill.
Aerial Finish Unleashes a powerful finishing combo move to a single target in midair.
Magnet Burst[KH II FM] Draws enemies in to unleash a finishing combo move. Damage dealt is relative to magic skill.
Brave Shot Unleashes a powerful finishing combo move and knocks a single target off its feet. Valor Form
Brave Beat Unleashes a powerful finishing combo move that successively attacks several targets at once.
Sonic Strike Unleashes a powerful finishing combo move that pierces through a single target.
Sonic End Unleashes a powerful finishing combo move in a rapid midair attack to several targets at once.
Zantetsuken[KH II FM] Unleashes a finishing combo move on a single target. This powerful attack can instantly eliminate weaker enemies. Limit Form
Ripple Drive[KH II FM] Unleashes a finishing combo move when surrounded. Damage dealt is relative to magic skill.
Hurricane Period[KH II FM] Unleashes a powerful finishing combo move consisting of an aerial barrage.
Master Strike Unleashes a powerful finishing combo move that successively attacks a single target. Master Form
Disaster Unleashes a powerful finishing combo move that draws in several enemies and successively deals damage.
Final Arcana Handling the Keyblade with great skill, unleashes a powerful finishing combo move to a single target. Final Form
Final Strike While spinning in midair, deals a powerful finishing combo move to a single target.
Final Arts Unleashes a powerful finishing combo move to get rid of several targets at once.

Kingdom Hearts III

Ability Description Form
Speed Slash Attack with three consecutive attacks. Standard
Triple Rush Close in on targets as you attack.
Magic Flash Issue a flash of magic that sends foes flying. Your Magic stat determines damage.
Last Charge[1] Unleash a devastating blow. Your magic stat determines damage.
Unison Fire Team up with Donald and roast your foes.
Unison Blizzard Team up with Donald and put foes on ice.
Unison Thunder Team up with Donald and strike the enemy with lightning.
Fusion Spin Team up with Goofy and wreak havoc on surrounding foes.
Fusion Rocket Team up with Goofy and hurtle toward foes.
Explosion Punish enemies with a ring of powerful, revolving orbs. Your Magic stat determines damage. Second Form
Lunge 'n' Launch Lunge at foes with a devastating strike and launch them skyward.
Ripple Drive Generate a magical aura that engulfs surrounding enemies. Your Magic stat determines damage.
Hurricane Winder Somersault at enemies and hit with a devastating series of blows.
Aerial Finish Issue a devastating flurry of attacks that sends enemies reeling.
Magnet Burst Draw foes in, then expel them with a devastating blast. Your Magic stat determines damage.
Shield Spin Spread your arms and spin at foes. Counter Shield, Frying Pan
Lightning Circle Raise your shield and strike the area with lightning. Counter Shield
Flame Circle Raise your shield and scorch the area with fire. Frying Pan
Burst Shot Fire a volley of simultaneous projectiles. Double Arrowguns, Hunny Blasters
Rising Blast Knock enemies away and then blast them with a projectile. Magic Launcher, Hunny Launcher
Ground Wallop Slam a giant hammer into the ground. Hyper Hammer, Boom Hammer
Aerial Wallop Smack downward with a giant hammer.
Dire Drill Lunge toward foes with a giant drill. Drill Punch, Clock Drill
Corkscrew Uppercut Launch foes into the air with a giant drill.
Drill Pillars When surrounded, call forth countless drills from beneath the enemy's feet.
Golden Rays Blast enemies with a crisscross of magical light. Mirage Staff
Revolving Rays Fire blasts of magical light as you turn.
Gear Maelstrom Tear into foes with humongous, rotating claws. Agile Claws
Backspin Face away as you spin your yo-yos at foes. Twin Yo-Yos
Walk the Dog Enlarge your yo-yos and fling them toward foes.
Ice Vortex Tear into foes with humongous, rotating claws. Blizzard Claws
Winter Breeze Spin at foes and repeatedly attack with your arm-blades. Blizzard Blades
Absolute Zero Summon icicles from the ground that send foes flying.
Blizzard Storm Execute a spin kick that cuts through enemies.
Spear Rush Summon a host of halberds to strike at foes. Highwind
Spear Rain Rain countless halberds down on unwitting foes.
Storm Spinner Launch enemies skyward and unleash a series of attacks. Storm Flag
Cyclone Whip up a violent storm.
Rocket Fist Morph the Nano Arms into a giant fist and send foes reeling. Nano Arms
Spiral Drove Summon a circle of blades that dive at the enemy like birds. Ultimate Form
Radiant Brands Attack enemies from underfoot with blades of light.
Circle of Light Call forth blades of light that coil their way outward.
Zantetsuken[1] Hold your Keyblade in reverse grip and launch a charging strike. Light Form, Dark Form
Finishing Leap[1] Plant your Keyblade and create a shockwave to blow away nearby enemies. Your magic stat determines damage.
Triple Edge[1] Issue a flurry of attacks that sends enemies reeling.
Spinning Rush[1] Issue a flurry of attacks that sends enemies hurtling.
Spiral Charge[1] Spin your Keyblade while furiously charging the enemy.
Black Hole[1] Summon a pillar of light that sends foes flying. Your magic stat determines damage. Light Form
Dark Break[1] Plant your Keyblade and release dark energy to attack surrounding enemies. Your magic stat determines damage. Dark Form
Double Blast[1] Unleash a forward shockwave to send enemies flying. Your magic stat determines damage. Double Form
Equilibrium Burst[1] Call forth both the light and darkness to attack the enemy. Your magic stat determines damage.
Flash Charge[1] A sweeping strike followed by a devastating thrust. Your magic stat determines damage.
Mirage Thrust[1] Pierce the enemy with light and darkness. Your magic stat determines damage.
Magic Pulse Aqua
Spiral Bloom[KH III RM] Kairi

Special Attacks

Under certain circumstances in battle, Attack will change to a special attack command.

When using a Limit attack in Kingdom Hearts, the Attack command will be used for extra strikes, specifically Rave and Blast for Sonic Blade; Raid and Judgment for Strike Raid; Impact for Ragnarok; and Bash and Finis for Ars Arcanum. In the Kingdom Hearts HD 1.5 ReMIX release of Kingdom Hearts Final Mix, these commands are implemented as Reaction Commands instead.

While in Wisdom Form in Kingdom Hearts II, the Wisdom Shot ability replaces the Attack command with Shoot (ショット Shotto?, lit. "Shot"), which fires volleys of magic bullets from the Keyblade.

After using the Learn reaction command against a Dragoon or Xaldin, the Attack command changes to Jump (ジャンプ Janpu?). Jump allows Sora to warp to just above an enemy and execute a one-time, guard-breaking, downward strike. Learn can be used successively to stock multiple Jumps, up to nine, indicated on the right side of the command in the menu.

While using a Level 1 Command Style in Kingdom Hearts Birth by Sleep, the Attack command changes to Surge (ブリッツ Burittsu?, lit. "Blitz"). In a Level 2 Command Style, it changes to Storm (バラージュ Barāju?, lit. "Barrage"). While using Frozen Fortune, it changes to Ice Surge (アイスブリッツ Aisu Burittsu?, lit. "Ice Blitz") instead.

Finish commands

In Kingdom Hearts Birth by Sleep, filling the Command Gauge with attacks on enemies allows the user to execute a special Finish command that replaces the Attack command. Each Command Style has a unique Finish command, and each Dimension Link has two available Finish commands, with the exception of Vanitas's D-Link, which has one.

In Kingdom Hearts Re:coded, Data-Sora can equip a Finish command chip in the Gear Matrix. Filling the Clock Gauge with attacks on enemies allows him to use the equipped Finish command, which replaces the Attack command. The level of the Finish command depends on the selected path through the Clock Ability Tree.

Ask for Help

In Kingdom Hearts Re:coded, Ask for Help replaces the Attack command while having party members in Hollow Bastion I. It cycles Donald and Goofy's focus between following you, attacking enemies and destroying blox. Donald and Goofy's current focus is displayed using icons, above the Clock Gauge.

Rescue

In Kingdom Hearts Re:coded and Kingdom Hearts 3D: Dream Drop Distance, Rescue replaces the Attack command to revive fallen party members. In Kingdom Hearts Re:coded, at Hollow Bastion I, Data-Sora can revive a defeated Donald or Goofy instantly with A. In Kingdom Hearts 3D: Dream Drop Distance, Sora and Riku have a 30-second time limit to revive a fallen Dream Eater by pressing A repeatedly. If they fail to use Rescue in the time limit, the Dream Eater reverts into a Dream Piece.

Diving Strike

Kairi using Diving Strike.

In Kingdom Hearts III and Kingdom Hearts III Re Mind, the attack command will be replaced with the Diving Strike command when Sora or Kairi[KH III RM] are falling from a great height. This move can quickly close gaps between them, as well as break certain objects in the world hiding special treasure chests. Sora's version has him pause in midair before piercing the ground blade-first and generating a shockwave that can strike multiple enemies, while Kairi's version is identical to her Strike Shift attack.

Other actions

The Attack command is sometimes replaced with other actions that can be used in the field:

Kingdom Hearts

  • Talk (はなす Hanasu?): Appears when Sora approaches another character in the field. It allows Sora to converse with the other character. Talk is a reaction command in the Kingdom Hearts HD 1.5 ReMIX release of Kingdom Hearts Final Mix, as well as all games from Kingdom Hearts II onward.
  • Throw (なげる Nageru?): Appears when Sora has used Lift to pick up an object. It allows Sora to toss the object he is holding.
  • Jump Next (とびうつる Tobiutsuru?): Appears while Sora is Vine Swinging. It allows Sora to jump from one vine to the next.
  • Jump Off (とびおりる Tobioriru?): Appears while Sora is Vine Swinging. It allows Sora to jump off a vine.
  • Hit (たたく Tataku?): Appears during mini-games in 100 Acre Wood. Identical to Attack.
  • Counter (カウンター Kauntā?): Appears when the Counterattack ability is triggered.

Kingdom Hearts 358/2 Days

  • Bone: Appears in Mission 45 and Mission 52, if Roxas has picked up a bone and is close to Zero. It allows Roxas to give Zero a bone, prompting Zero to move to a location that can be examined for Heartless.

Notes and references

  1. ^ a b c d e f g h i j k l m n o p q Added in the Version 1.0.7 update.