Abilities (KHCOM)
Oh no! The water! I'm in big trouble if I don't fetch it!
| |
This article requires cleanup or improvement.
Please help out by editing this page. Please see the Manual of Style and editing help before getting started. Issues: check ability descriptions; check for any other named non-sleights in both games; confirm name of Riku's dodge; get the pictures for each ability; confirm nihongo; add information on Dodge Roll ability and general ability loss being mentioned in manga |
In Kingdom Hearts: Chain of Memories, the ability system from Kingdom Hearts is largely replaced by the Sleight and enemy card systems. Sleights serve as the game's action abilities, and are activated by playing card combos, while enemy cards serve as the game's support abilities, and must be played to activate temporary status changes. However, the Dodge Roll ability has been kept as a free-to-use ability. In Kingdom Hearts Re:Chain of Memories, three other movement abilities based on the shared abilities from Kingdom Hearts were added, and all four abilities were made available to use outside of combat.
Abilities
Ability | Description | Obtained |
Dodge Roll (ドッジロール Dojji Rōru ) |
Roll away from harm. Sora performs a somersault, while Riku performs a tumble, or dashes forward in Dark Mode. | Available from the beginning. |
High Jump (ハイジャンプ Hai Janpu ) |
Powers up your jump, allowing you to reach higher places. | Clear Monstro's Room of Beginnings. |
Glide (グライド Guraido ) |
While in the air, press the button to ride the air currents. Hold down the button to remain aloft. | Enter Neverland. |
Super Glide (スーパーグライド Sūpā Guraido ) |
While in the air, press the button to fly at high speed. Hold down the button to remain aloft. | 1st Castle Oblivion Reward |