Sora Attacking.
Sora's Ground Vertical Swing in Kingdom Hearts II.

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 Y 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.

Kingdom Hearts II

Character Attack Element Power Drive Value Deflect Finishing Blow
Sora Ground Vertical Swing (地上縦振り
Chijō Tate Furi
?)
  Physical x1.0 4 X
Used against a single nearby target on the ground. While slightly moving forward, swings down his weapon over his head.
Ground Horizontal Swing (地上横振り
Chijō Yoko Furi
?)
  Physical x0.65 3 X
Used against multiple nearby targets on the ground. Swings his weapon from left to right, entangling surrounding enemies.
Ground Thrust (地上突き
Chijō Tsuki
?)
  Physical Thrust: x0.65
Sweep: x0.33
Thrust: 3
Sweep: 1
X
Used against a single distant target on the ground. Thrusts his weapon while approaching the target, then sweeps it to the side.
Ground Vertical Spin Swing (地上縦回転振り
Chijō Tate Kaiten Furi
?)
  Physical x2.0 4
A ground combo finisher. Jumps slightly and immediately swings his weapon down.
Ground Horizontal Spin Swing (地上横回転振り
Chijō Yoko Kaiten Furi
?)
  Physical x1.5 3
A ground combo finisher used against multiple targets. Spins his body and sweeps with his weapon.
Aerial Upswing (空中振り上げ
Kūchū Furiage
?)
  Physical x1.0 4 X
Used against a higher enemy while on the ground, or during an aerial combo. Swings his weapon up.
Aerial Downswing (空中振り下ろし
Kūchū Furioroshi
?)
  Physical x1.0 4 X
Used while in the air. Swings his weapon diagonally down.
Aerial Vertical Spin Swing (空中縦回転振り
Kūchū Tate Kaiten Furi
?)
  Physical x2.0 4
An aerial combo finisher. Swings his weapon down while someraulting.
Aerial Horizontal Spin Swing (空中横回転振り
Kūchū Yoko Kaiten Furi
?)
  Physical x1.5 3
An aerial combo finisher used against multiple targets. Swings his weapon widely to the side.
Slapshot   Physical x1.5[KH II]
x1.25[KH II FM]
4 X
Rapidly attacks a nearby target without getting flung back.
Dodge Slash   Physical Hit 1: x1.0[KH II]
Hit 2+: x0.25[KH II]
x0.25[KH II FM]
Final hit: x1.0[KH II FM]
Hit 1: 3[KH II]
Hit 2+: 1[KH II]
1[KH II FM]
Final hit: 3[KH II FM]
X
Unleashes an attack that deals damage to nearby enemies.
Slide Dash   Physical Hit 1: x1.0
Hit 2+: x0.25
Hit 1: 3
Hit 2+: 1
Hit 1: △
Hit 2+: ◯
X
Instantly closes in on and attacks a far target.
Guard Break   Physical x2.5 4 X
Unleashes a powerful finishing combo move that pierces through a target's guard.
Explosion   None x0.25
Knockback: x1.5
1
Knockback: 3
X
Unleashes a finishing combo move that knocks down several enemies. Damage dealt is relative to magic skill.
Aerial Sweep   Physical Hit 1: x0.65
Hit 2+: x0.25
Hit 1: 3
Hit 2+: 1
X
Unleashes a powerful leaping attack on targets in midair.
Aerial Spiral   Physical Hit 1: x1.0
Hit 2+: x0.25
Hit 1: 3
Hit 2+: 1
X
Closes in on far targets in midair and unleashes spinning attacks.
Aerial Finish   Physical x0.5→x025→x0.25→x0.25→x2.0 3→1→1→1→3
Unleashes a powerful finishing combo move to a single target in midair.
Counterguard   None x1.0 3 X X
Counterattacks nearby enemies with Attack while performing Guard.
Flash Step[KH II FM]   Physical Stage 1: x0.2
Stage 2: x1.0
Stage 1: 1
Stage 2: 3
Stage 1: △
Stage 2: X
X
Unleashes a guard-piercing attack on a slightly distant target while keeping up your own guard.
Vicinity Break[KH II FM]   None x1.25 3 X X
Unleashes a powerful attack when surrounded.
Aerial Dive[KH II FM]   Physical Hit 1: x1.0
Hit 2+: x0.25
Hit 1: 3
Hit 2+: 1
X
Unleashes a powerful aerial attack on distant targets.
Magnet Burst[KH II FM]   None Hit 1: x0.25
Hit 2+: x1.5
Hit 1: 1
Hit 2+: 3
X
Draws enemies in to unleash a finishing combo move. Damage dealt is relative to magic skill.

Notes and references

  1. ^ a b Only when the Violetta is equipped.