Kingdom Hearts III
Kingdom Hearts III Re Mind

Second Form

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Second Form
Japanese 2ndフォーム Sora Second Sprite KHIII.png
Rōmaji 2nd Fōmu

Keyblades Kingdom Key, Starlight, Midnight Blue, Phantom Green, Dawn Till Dusk

Second Form is a Formchange in Kingdom Hearts III. It grants Sora clothing based on his outfit from Kingdom Hearts II and gives him access to familiar abilities. It is triggered by the Kingdom Key, Starlight, Midnight Blue, Phantom Green, and Dawn Till Dusk.

Although each of these Keyblades has a nominally different Formchange determined by the Keyblade—"Second Form", "Second Form S", "Second Form M", "Second Form P", and "Second Form D", respectively—only Second Form S actually differs from the others.

Design

Main article: Form:Sora

Second Form changes Sora's clothes into the same colors and style of the clothes he wore in Kingdom Hearts II. While wearing his original outfit during the Olympus episode, Sora's clothes do not change. In addition, when using the max-level Shotlock, Sora's clothes will also briefly change to his Kingdom Hearts II style, even when not in Second Form. Template:Section-stub

Mechanics

Second Form grants Sora several of his abilities from Kingdom Hearts and Kingdom Hearts II that are otherwise unusable outside of the Formchange. At any time, Sora can use a situation command finisher that will also terminate the Formchange. Each time he fills the Situation Gauge, this finisher is replaced with a more powerful finisher—first Stun Impact, then Sonic Blade, and finally Ars Arcanum. Second Form S replaces Ars Arcanum with Ancient Light. If Sora has Falling Slash, Quick Slash, Flash Step, Radial Blaster, Aerial Sweep, or Aerial Dive equipped, Sora will use them as part of his combos while in Second Form.

Abilities

Actions
Attack Attribute Power
Multiplier
Form
Value
Reaction
Value
Revenge
Value
Guard? Repel LV Status
Effect
Formchange Performance Attack (フォームチエンジ演出中の攻撃
Fōmuchenji Enshutsuchuu no Kougeki
?)
  Neutral 0.5 0 1 0 O
Short-range shockwave generated by the Formchange.
Ground Downswing (地上振り下ろし
Chijou Furioroshi
?)
  Physical 0.6 6 0 1 X 1[1]
First overhead strike of a ground combo.
Ground Thrust (地上突き
Chijou Tsuki
?)
  Physical 0.8 7 0 1 X 1[1]
Second thrust of a ground combo.
Ground Rightward Swing (地上右振り
Chijou Migi-furi
?)
  Physical 0.8 7 0 1 X 1[1]
Third rightward swing of a ground combo.
Aerial Downswing (空中振り下ろし
Kūchū Furioroshi
?)
  Physical 0.6 6 0 1 X 1[1]
First overhead strike of an aerial combo.
Aerial Upswing (空中振り上げ
Kūchū Furiage
?)
  Physical 0.8 7 0 1 X 1[1]
Second upward strike of an aerial combo.
Aerial Rightward Swing (空中右振り
Kūchū Migi-furi
?)
  Physical 0.8 7 0 1 X 1[1]
Third rightward swing of an aerial combo.
Aerial Upper Rightward Swing (空中右上振り
Kūchū Migiue-furi
?)
  Physical 0.8 7 0 1 X 1[1]
Diagonal strike used in an aerial combo when target is mid-long distance from Sora.
Aerial Rotating Downswing (空中回転振り下ろし
Kūchū Kaiten Furioroshi
?)
  Physical 1.0 8 0 1 X 1[1]
Spinning strike used in an aerial combo when target is below Sora.
Abilities
Ability Description
High Jump Leap high into the air. The longer you hold  , the higher the jump.
Combo Master Continues combos even if your swings miss the enemy.
Lucky Strike Increase how often enemies drop items. Stack the ability to increase the effect.
Master Treasure Magnet Automatically draw in and collect nearby prizes, no matter how far away they are.
MP Haste Recharge MP 10% faster when you run out. Stack the ability to increase the effect.
Hidden Potential Gain additional Strength and Magic when battling powerful foes.
Form Actions
Attack Attribute Power
Multiplier
Form
Value
Reaction
Value
Revenge
Value
Guard? Repel LV Status
Effect
Explosion   Neutral 0.4(x3) + 0.8 4(x3) + 10 1(x4) 0.15(x3) + 0.25 O
Punish enemies with a ring of powerful, revolving orbs. Your Magic stat determines damage.
Lunge 'n' Launch   Physical 1.0 + 1.0 12 + 12 1 + 1 0.25 + 0.25 O
Lunge at foes with a devastating strike and launch them skyward.
Ripple Drive   Neutral 2.4 12 1 0.25 O
Generate a magical aura that engulfs surrounding enemies. Your Magic stat determines damage.
Hurricane Winder   Physical 0.4(x3) + 1.0 4(x3) + 12 1(x4) 0.15(x3) + 0.25 O
Somersault at enemies and hit them with a devastating series of blows.
Aerial Finish   Physical 0.4(x3) + 1.0 4(x3) + 12 1(x4) 0.15(x3) + 0.25 O
Issue a devastating flurry of attacks that sends enemies reeling.
Magnet Burst (attract)   Neutral 0.2 2 1 0.05 X

(shock wave)   Neutral 2.4 12 1 0.25 O
Draw foes in, then expel them with a devastating blast. Your Magic stat determines damage.
Stun Impact   Neutral 2.0 0 5 0 O Stun (100%/8s)
Project a shock wave that stuns enemies. Your Magic stat determines damage.
Sonic Blade Sonic Blade   Physical 1.2 0 1 0 O

Rave   Physical 1.2 0 1 0 O
Finish   Physical 1.5 0 5 0 O
Strike at the enemies as you race by. Continue pressing   when prompted to perform additional attacks.
Ars Arcanum Ars Arcanum   Physical 0.8(x6) + 1.2 0 1(x7) 0 O

Bash   Physical 0.8 0 1 0 O
Finish   Physical 0.1(x6) + 1.5 0 1(x6) + 5 0 O
Ravage the enemy with a devastating flurry of attacks. Continue pressing   when prompted to perform additional attacks.
Ancient Light   Neutral 0.2 + 0.2 + 0.25 + 0.1(x10) + 6.0 0 1 + 1 + 0 + 1(x10) + 5 0 O
Annihilate surrounding foes with five columns of crisscrossing light. Your Magic stat determines damage.

Strategy

Second Form is best suited for single target encounters or battles that give Sora breathing room to focus on one enemy at a time. When used for battling hordes, the player should focus on airborne enemies as this allows Sora to use Magnet Burst to drag in more enemies around him to no only do more damage, but to also fill up the situation bar faster. This tactic is especially useful for Second Form S because its third-level finisher, Ancient Light, allows Sora to annihilate groups of enemies faster. Template:Section-stub

Gallery

Notes and references

  1. ^ a b c d e f g h Attack will not be repelled from second stage of the combo on.