Abilities (KHCOM)
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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In Kingdom Hearts: Chain of Memories, the ability systems from other games in the series are replaced by the Sleight and enemy card systems. Sleights serve as the game's action abilities, and are activated by playing card combos. The enemy cards serve as the game's support abilities, and must be played to activate temporary status changes.
However, there are a number of action abilities that can be used in their own right, outside of combat. Most are only available in the remake, Kingdom Hearts Re:Chain of Memories.
Dodge Roll
Dodge Roll is an ability that allows the user to roll away from harm. It is an ability that you begin with for both Sora and Riku. Sora does a roll, while Riku dives and jumps back up again. When in Dark Mode, Riku dashes forward.
High Jump
Glide
Super Glide
Super Glide is an ability that can only be obtained by Sora on the 13th Floor: Castle Oblivion. It is in a chest in the level's Key to Rewards room.
Super Glide is an upgrade from Sora's original Glide ability. By pressing the button, Sora can now glide at a faster pace. His form in doing so has changed as well. While using Glide, Sora's arms were stretched to his sides, with his feet straight as well. While using Super Glide, Sora's arms are close to his sides, while his legs are close as well, one of them being slightly bent at the knee.