Abilities (KHII)
Yes, the untapped power that lies within you. Now, child, it's time you awakened that power and realized your full potential.
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Kingdom Hearts II abilities has somewhat a similar system compared to the original game, though Roxas can learn the majority of them even during his time in the stimulated Twilight Town (though all of them is passed down to Sora once Roxas re-unites with him). It should be noted that unlike the original game, some abilities, including Magic can only be accessed after completing several storylines.
Sora's Abilities
Action
Guard
AP Cost: 2AP
Description: By tapping square without moving the analog stick, Sora will deflect enemy attacks with a reverse motion. (some attacks can only be blocked with Reflect)
Upper Slash
AP Cost:4AP
Description: Air combo starter; during the period of executing ground combos, pressing square will allow Sora to smack the targeted enemy onto the air.
Over the Horizon
AP Cost: 2AP
Description: During the period of executing combo, pressing square will allow more combos to connect.
Finisher Leap
AP Cost: 5AP
Description: At the end of a combo, instead of pressing Circle to do a finisher, pressing square will send Sora's Keyblade into the ground to launch enemies into the air.
Retaliating Slash
AP Cost: 3AP
Description: When knocked onto the air, pressing square will allow Sora to do a quick recovery and execute several air slashes surrounding him.
Slapshot
AP Cost: 2AP
Description: Sora swings his Keyblade wildly, damaging all nearby enemies in range.
Dodge Slash
Cost: 2AP
Description: When an attack misses Sora, Sora returns with an Evade & Counter type attack.
Sliding Dash
AP Cost 2AP
Description: Sora does a quick slide, pulling himself near the enemy and damaging them.
Guard Break
AP Cost: 3AP
Description: Combo finisher; Sora bounce back while twirling his Keyblade and delivers a powerful lunging strike.
Explosion
AP Cost: 3AP
Description: Combo finisher; Sora strikes his Keyblade in a downward position, creating several magical spheres surrounding his while exploding them. If Guard Break is equipped, Sora will executed Guard Break before executing Explosion.
Aerial Sweep
AP Cost: 2AP
Description: Air combo starter; When close to an air-typed enemy, Sora spins himself in an upward motion, pulling himself near the enemy and damaging them.
Aerial Spiral
AP Cost: 2AP
Description: An air-based Slapshot; Sora spins himself in a tornado fashion while damaging nearby enemies in range.
Aerial Finish
AP Cost: 3AP
Description: Air combo finisher; Sora slashes the enemy with various air slashes, ending the combo with a large vertical air slash.
Counter Guard
AP Cost: 4AP
Description: An improved version of Guard where Sora retaliates right after successfully blocked an opponent's attack(s).
Auto Valor
AP Cost: 1AP
Description: When Sora's health hits critical, Valor Form can be auto-accessed through Reaction Command.
Auto Wisdom
AP Cost: 1AP
Description: When Sora's health hits critical, Wisdom Form can be auto-accessed through Reaction Command.
Auto Master
AP Cost: 1AP
Description: When Sora's health hits critical, Master Form can be auto-accessed through Reaction Command.
Auto Final
AP Cost: 1AP
Description: When Sora's health hits critical, Final Form can be auto-accessed through Reaction Command.
Auto Summon
AP Cost: 2AP
Description: When Sora's health hits critical, summon can be accessed through Reaction Command (summoned ally depends on the last ally summoned).
Growth
Final Mix exclusive: