User:TheSilentHero/Zandbak
Attack (たたかう Tatakau ) is a command in the Kingdom Hearts. It is the most basic method of attacking, allowing the user to execute a basic attack with their equipped weapon. Most attacks deal Physical damage, with the exception of certain Forms. The type of attack used may depend on whether the user is on the ground or in the air, the distance to the target, and the number of targets.
Repeatedly using Attack results in a combo (コンボ Konbo ), a combination of attacks strung together. The number of attacks in a combo can be increased with the Combo Plus and Air Combo Plus abilities, or decreased with the Negative Combo ability. If any hit misses any target, a combo is cancelled, unless Combo Master is equipped.
The final attack of a combo is a more powerful attack, called a combo finisher (コンボフィニッシュ konbo finisshu , lit. "combo finish"). Additional combo finishers can be used by equipping the Finishing Plus ability. In Kingdom Hearts III, up to 3 combo finishers are executed by default. The power of a combo finisher can be increased with the Combo Boost and Air Combo Boost abilities, depending on the length of the combo. The Omega Finale ability allows the user to execute a combo finisher in the middle of a combo.
The attacks in a combo can change by equipping certain abilities, or by using a Drive Form or Formchange. In Kingdom Hearts 358/2 Days, each weapon has a different combo. Some weapons have an optional Y-Combo that can be used by pressing when prompted.
Reprisals (カウンター Kauntā , lit. "Counter") are a type of attack that are available after a successful block, or after being knocked away, when certain abilities are equipped.
List of attacks
Kingdom Hearts
Character | Attack | Element | Power | Crit % | Crit Bonus | Deflect | Recoil |
---|---|---|---|---|---|---|---|
Sora | Ground Vertical Swing (地上縦振り Chijō Tate Furi ) |
Weapon | Strength | 0% | — | ◯ | 0 |
Swings his weapon down. Has good vertical reach, but bad horizontal reach. | |||||||
Ground Horizontal Swing (地上横振り Chijō Yoko Furi ) |
Weapon | Strength | 0% | — | ◯ | 0 | |
Swings his weapon sideways. Has good horizontal reach, but bad vertical reach. | |||||||
Ground Thrust (地上突き Chijō Tsuki ) |
Weapon | Strength | 0% | — | ◯ | 0 | |
Thrusts his weapon forward. Moves slightly forward when attacking, making it able to reach enemies at a distance. | |||||||
Ground Spin Swing (地上回転振り Chijō Kaiten Furi ) |
Weapon | Strength +4 | 20% | +6[KH I] +4[KH I FM] |
◯ | 0 | |
Combo finish. Swings his weapon while spinning horizontally. Has a big reach, but leaves an opening before and after the attack. | |||||||
Rising Swing (上昇振り Jōshō Furi ) |
Weapon | Strength | 0% | — | ◯ | 0 | |
Jumps towards a locked-on target and swings his weapon up. Has good vertical reach. | |||||||
Jump Swing (跳び込み振り Tobi-komi Furi ) |
Weapon | Strength | 0% | — | ◯ | 0 | |
Jumps towards a locked-on target and swings his weapon down. Can reach targets below Sora. | |||||||
Aerial Vertical Swing (空中縦振り Kūchū Tate Furi ) |
Weapon | Strength | 0% | — | ◯ | 0 | |
Swings down his weapon while airborne. Can reach targets below Sora, but has bad horizontal reach. | |||||||
Aerial Upswing (空中振り上げ Kūchū Furiage ) |
Weapon | Strength | 0% | — | ◯ | 0 | |
Swings his weapon up while airborne. Has good vertical reach, but bad horizontal reach. | |||||||
Aerial Spin Swing (空中回転振り Kūchū Kaiten Furi ) |
Weapon | Strength +4 | 20% | +6[KH I] +6[KH I FM] |
◯ | 0 | |
Combo finish. While airborne, swings his weapon while spinning horizontally. Powerful and has good reach. | |||||||
Counterattack | Weapon | Strength | 100% | +2[KH I] +4[KH I FM] |
◯ | 0 | |
Strike back after parrying an enemy blow. Successful counterattacks restore MP. | |||||||
Vortex | Weapon | Strength +2 | 0% | — | ◯ | 0 | |
Close the distance to nearby enemies with this powerful spinning attack. | |||||||
Aerial Sweep | Weapon | Strength +2 | 0% | — | ◯ | 0 | |
Leap at an airborne enemy and strike a mighty blow. | |||||||
Blitz | Weapon | Strength +6 | 20% | +4 | ◯ | 0 | |
Strike enemies ahead of you with a powerful finishing combo. | |||||||
Slapshot[KH I FM] | Weapon | Strength | 20% | +4 | ◯ | 0 | |
Rapidly strike enemies ahead of you. Occasionally deals critical damage. | |||||||
Sliding Dash[KH I FM] | Weapon | Strength | 0% | — | ◯ | 0 | |
Rush and strike a distant enemy. | |||||||
Hurricane Blast[KH I FM] | Weapon | Strength +6 | 20% | +4 | ◯ | 0 | |
From an aerial combo, unleash an extremely powerful finishing combo attack to the enemy below. | |||||||
Ripple Drive[KH I FM] | Weapon | Max MP x3 +10 | 0% | — | — | — | |
Unleash a powerful finishing combo attack upon surrounding enemies. Attack power is relative to max MP value. | |||||||
Stun Impact[KH I FM] | Stun | Strength +4 | 0% | — | — | — | |
Has a 30% chance of unleashing a finishing combo attack that renders surrounding enemies unconscious. | |||||||
Gravity Break[KH I FM] | Percentage | Strength +40 (%) | 100% | 0 | ◯ | 0 | |
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] | Percentage | 250 (%) | 100% | 0 | ◯ | 0 | |
Has a 30% chance of unleashing a finishing combo attack that can destroy a weaker enemy. | |||||||
Donald Duck | Ground Attack (地上アタック Chijō Atakku ) |
Weapon | Strength | 25%[1] | 0 | O | 0 |
Swings his staff down. Very large attack range. | |||||||
Jump Attack (ジャンプアタック Janpu Atakku ) |
Weapon | Strength | 25%[1] | 0 | O | 0 | |
Jumps up and swings his staff down. Very large attack range. | |||||||
Goofy | Ground Shield Punch (地上盾パンチ Chijō Tate Panchi ) |
Weapon | Strength | 0% | — | O | 0 |
Swings his shield forward. | |||||||
Ground Spin Technique (地上回転技 Chijō Kaiten-waza ) |
Weapon | Strength | 0% | — | O | 0 | |
Moves forward and spins horizontally while swinging his shield. Has good reach due to moving forward. | |||||||
Aerial Shield Punch (空中盾パンチ Kūchū Tate Panchi ) |
Weapon | Strength | 0% | — | O | 0 | |
Swings his shield forward while airborne. Often used when above target. | |||||||
Aerial Shield Attack (空中盾アタック Kūchū Tate Atakku ) |
Weapon | Strength | 0% | — | O | 0 | |
Jumps up with raised shield. Often used when below target. | |||||||
Tarzan | Ground Sweep (地上なぎ払い Chijō Nagiharai ) |
Weapon | Strength | 20% | +6 | O | 0 |
Swings his spear from left to right. Can hit enemies to the side. | |||||||
Ground Thrust (地上突き Chijō Tsuki ) |
Weapon | Strength | 20% | +6 | O | 0 | |
Thrusts his spear forward. Has long reach, but doesn't hit enemies to the side. | |||||||
Aerial Downswing (空中振り下ろし Kūchū Furioroshi ) |
Weapon | Strength | 20% | +6 | O | 0 | |
Jumps and swings his spear down. | |||||||
Aerial Upswing (空中振り上げ Kūchū Furiage ) |
Weapon | Strength | 20% | +6 | O | 0 | |
Jumps and swings his spear up. | |||||||
Aladdin | Ground Vertical Swing (地上縦振り Chijō Tate Furi ) |
Weapon | Strength | 20% | +6 | O | 0 |
Swings down his sword with both hands. Has bad horizontal reach. | |||||||
Ground Sweep (地上なぎ払い Chijō Nagiharai ) |
Weapon | Strength | 20% | +6 | O | 0 | |
Swings his sword from left to right. Can hit enemies to the side. | |||||||
Aerial Vertical Swing (空中縦振り Kūchū Tate Furi ) |
Weapon | Strength | 20% | +6 | O | 0 | |
Jumps and swings his sword down. | |||||||
Aerial Sweep (空中なぎ払い Kūchū Nagiharai ) |
Weapon | Strength | 20% | +6 | O | 0 | |
Jumps and swings his sword from bottom-left to top-right. | |||||||
Ariel | Tail Attack (尻尾アタック Shippo Atakku ) |
Weapon | Strength | 20% | +6 | O | 20 |
Swings her tail fin while spinning horizontally. | |||||||
Somersault Attack (宙返アタック Chūgae Atakku ) |
Weapon | Strength | 20% | +6 | O | 20 | |
Kicks the target while spinning horizontally. | |||||||
Jack Skellington | Threat (おどかし Odokashi ) |
Weapon | Strength | 20% | +6 | O | 20 |
Swings down his arms while leaning forward. | |||||||
Step Attack (ステップアタック Suteppu Atakku ) |
Weapon | Strength | 20% | +6 | O | 20 | |
Steps forward and performs a roundhouse kick. Has good reach due to moving forward. | |||||||
Aerial Spin Attack (空中回転アタック Kūchū Kaiten Atakku ) |
Weapon | Strength | 20% | +6 | O | 20 | |
Jumps and performs a roundhouse kick. | |||||||
Peter Pan | Thrust (突き Tsuki ) |
Weapon | Strength | 20% | +6 | O | 0 |
Thrusts with his dagger. Can reach distant targets. | |||||||
Vertical Swing (縦振り Tate Furi ) |
Weapon | Strength | 20% | +6 | O | 0 | |
Swings down his dagger. Easy to hit higher targets. | |||||||
Beast | Ground Right Claw (地上右爪 Chijō Migi Tsume ) |
Weapon | Strength | 20% | +6 | O | 50 |
Swings his right arm down. Has bad horizontal reach. | |||||||
Ground Left Claw (地上左爪 Chijō Hidari Tsume ) |
Weapon | Strength | 20% | +6 | O | 50 | |
Swings his left arm down. Has bad horizontal reach. | |||||||
Ground Both Claws (地上両爪 Chijō Ryō Tsume ) |
Weapon | Strength +2 | 20% | +6 | O | 60 | |
Cross both arms while swinging down. | |||||||
Aerial Left Claw (空中左爪 Kūchū Hidari Tsume ) |
Weapon | Strength | 20% | +6 | O | 50 | |
Jumps and swings his arm up. | |||||||
Aerial Spin Attack (空中回転アタック Kūchū Kaiten Atakku ) |
Weapon | Strength | 20% | +6 | O | 50 | |
Jumps and swings his arms while spinning horizontally. |
Kingdom Hearts Chain of Memories
In Kingdom Hearts Chain of Memories, attacks are performed by playing Attack Cards. The power and element of attacks are determined by the played Attack Card. Playing multiple Attack Cards in succession, or using stocked Attack Cards that do not result in a sleight, allows the user to perform a combo.
Attacks are divided into three types: Strike (たたく Tataku ), Thrust (突き Tsuki ), and Finish (フィニッシュ Finisshu ). Each type corresponds to one of the Attack Cards' stats. When Riku is in Dark Mode, his attacks do not have a type.
Character | Attack | Type | Description |
---|---|---|---|
Sora | Ground Vertical Swing (地上縦振り Chijō Tate Furi ) |
Strike | Swings down his Keyblade while taking a step forward. Although the Keyblade is raised high, it won't hit until it is completely swung down. |
Ground Horizontal Swing (地上横振り Chijō Yoko Furi ) |
Strike | Holds his Keyblade to the side, then swings it in the opposite direction. This attack can only be performed as a stand-alone attack, or as the first hit of a combo. | |
Ground Thrust (地上突き Chijō Tsuki ) |
Thrust | Centers the Keyblade, then thrusts it forward vigorously. Sora moves forward slightly when thrusting, allowing him to reach distant enemies. | |
Ground Spin Swing (地上回転振り Chijō Kaiten Furi ) |
Finish | Can only be used as a combo finish. Swings his Keyblade while spinning sideways. Although the animation seems long, the time it takes to hit an enemy is around the same as his other techniques. | |
Rising Swing (上昇振り Jōshō Furi ) |
Thrust | Swings his Keyblade while leaping at a locked-on airborne target. The attack can reach high, but Aerial Vertical Swing is a better option for dealing with aerial enemies. | |
Aerial Vertical Swing (空中縦振り Kūchū Tate Furi ) |
Strike | Swings his Keyblade while descending. Sora moves slightly up and forward while performing the attack, allowing him to attack distant enemies. | |
Aerial Spin Swing (空中回転振り Kūchū Kaiten Furi ) |
Finish | Can only be used as a combo finish. Swings his Keyblade while spinning in the air. Has the longest reach of all airborne attacks. | |
Riku | Ground Vertical Swing (地上縦振り Chijō Tate Furi ) |
Strike | Swings down his Soul Eater while taking a step forward. Because the attack won't hit until the Soul Eater is completely swung down, it's better to use a different technique against enemies in high positions. |
Ground Horizontal Swing (地上横振り Chijō Yoko Furi ) |
Strike | Holds his Soul Eater to the side, then swings it like drawing a sword. Has the largest range among Riku's basic attacks. | |
Ground Thrust (地上突き Chijō Tsuki ) |
Thrust | Leans back, then thrusts his Soul Eater while gliding forward. Like Sora's Ground Thrust, the attack has long reach, allowing Riku to hit distant targets. | |
Ground Spin Swing (地上回転振り Chijō Kaiten Furi ) |
Finish | Jumps slightly, spins his body, and swings his Soul Eater. Although it can only be used as a combo finish, it is difficult to miss the enemy due to the combo attacks. | |
Rising Swing (上昇振り Jōshō Furi ) |
Thrust | Leaps into the air, and swings his Soul Eater while gliding forward. Although the jump is low, the attack has a wide reach and can hit enemies high up. | |
Aerial Vertical Swing (空中縦振り Kūchū Tate Furi ) |
Strike | Swings his Soul Eater while descending. Riku moves slightly forward while performing the attack, allowing him to attack distant enemies. | |
Aerial Bamboo Split (空中唐竹割り Kūchū Karatake-wari )[KH CoM] |
Finish | Can only be used as a combo finish. Swings his Soul Eater while descending. Looks similar to Aerial Vertical Swing, but has higher power. | |
Aerial Spin Swing (空中回転振り Kūchū Kaiten Furi )[KH Re:CoM] |
Finish | Can only be used as a combo finish. Swings his Soul Eater diagonally while spinning in the air. | |
Riku (Dark Mode) | Ground Vertical Swing (地上縦振り Chijō Tate Furi ) |
— | Holds up his Soul Eater, then swings it down while stepping forward. Hits faster than Riku's regular Ground Vertical Swing. |
Ground Horizontal Swing (地上横振り Chijō Yoko Furi )[KH Re:CoM] |
— | An attack used against enemies to the side. Slightly floats in the air while spinning and swinging his Soul Eater. | |
Ground Thrust (地上突き Chijō Tsuki ) |
— | Takes a step and swings his Soul Eater sideways. Can only be used as the second hit of a combo, but has the benefit of stunning enemies. | |
Ground Helm Split (地上兜割り Chijō Kabuto-wari )[KH CoM] |
— | Leaps and swings his Soul Eater down. Although it is the final hit of a combo, it doesn't act like a combo finish (e.g. it isn't affected by Warp Break). | |
Ground Spin Swing (地上回転振り Chijō Kaiten Furi )[KH Re:CoM] |
— | Can only be used as a combo finish. Swings his Soul Eater down while spinning diagonally. | |
Rising Swing (上昇振り Jōshō Furi )[KH Re:CoM] |
— | Used against high enemies. Swings his Soul Eater diagonally upward while jumping. Unlike his regular version, this version cannot be used in the air. | |
Aerial Shake Off (空中振り払い Kūchū Furiharai ) |
— | Holds his Soul Eater sideways and spins while descending. Has a very wide attack range. If it hits an enemy, the technique can be used up to 3 times in a row. | |
Aerial Helm Split (空中兜割り Kūchū Kabuto-wari )[KH CoM] |
— | Performs a midair jump and swings down his Soul Eater. The midair jump tracks the enemy, making it hard to miss. | |
Aerial Spin Swing (空中回転振り Kūchū Kaiten Furi )[KH Re:CoM] |
— | Used after a midair jump. Swings down his Soul Eater while descending. |