Physical (element)
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Physical (物理 Butsuri ), also called Weapon (武器攻撃 Buki Kōgeki , lit. "Weapon Attack"), is a recurring element that appear in the Kingdom Hearts series. It embodies the power of physical attacks.
Kingdom Hearts
Attacks and abilities
Party members
Attack | Type | Description |
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Sora: Ground Vertical Swing Sora: Ground Side Swing Sora: Ground Thrust Sora: Ground Spin Swing Sora: Rising Swing Sora: Jump Swing Sora: Aerial Vertical Swing Sora: Aerial Upswing Sora: Aerial Spin Swing |
Attack | |
Donald Duck: Ground Attack Donald Duck: Jump Attack |
Attack | |
Goofy: Ground Shield Punch Goofy: Ground Spin Technique Goofy: Aerial Shield Punch Goofy: Aerial Shield Upper Goofy: Rush |
Attack | |
Tarzan: Ground Mow Down Tarzan: Ground Thrust Tarzan: Aerial Downswing Tarzan: Aerial Upswing |
Attack | |
Aladdin: Ground Vertical Swing Aladdin: Ground Mow Down Aladdin: Aerial Vertical Swing Aladdin: Aerial Mow Down |
Attack | |
Ariel: Tail Attack Ariel: Somersault Attack |
Attack | |
Jack Skellington: Threaten Jack Skellington: Step Attack Jack Skellington: Aerial Spin Attack |
Attack | |
Peter Pan: Trust Peter Pan: Vertical Swing |
Attack | |
Beast: Ground Right Claw Beast: Ground Left Claw Beast: Ground Both Claws Beast: Aerial Left Claw Beast: Aerial Spin Attack |
Attack | |
Counterattack | Combat Ability | Strike back after parrying an enemy blow. Successful counterattacks restore MP. |
Slapshot[KH I FM] | Combat Ability | Rapidly strike enemies ahead of you. Occasionally deals critical damage. |
Sliding Dash[KH I FM] | Combat Ability | Rush and strike a distant enemy. |
Vortex | Combat Ability | Close the distance to nearby enemies with this powerful spinning attack. |
Aerial Sweep | Combat Ability | Leap at an airborne enemy and strike a mighty blow. |
Blitz | Combat Ability | Strike enemies ahead of you with a powerful finishing combo. |
Hurricane Blast[KH I FM] | Combat Ability | From an aerial combo, unleash an extremely powerful finishing combo attack to the enemy below. |
Ripple Drive[KH I FM] | Combat Ability | Unleash a powerful finishing combo attack upon surrounding enemies. Attack power is relative to max MP value. |
Rocket | Combat Ability | Leap at an airborne enemy and attack with shield. [Special attack. Cost: 1 MP.] |
Charge | Combat Ability | Charge and knock out an enemy with shield. [Special attack. Cost: 1 MP.] |
Tornado | Combat Ability | Whirl after an enemy, using shield to attack. [Special attack. Cost: 1 MP.] |
Raging Boar | Combat Ability | Thrash surrounding enemies with spear, blowing them out of the way. [Special attack. Cost: 1 MP.] |
Crescent | Combat Ability | Jump straight up to attack enemies overhead. [Special attack. Cost: 1 MP.] |
Sandstorm | Combat Ability | Strike at enemies while charging through them. [Special attack. Cost: 1 MP.] |
Spiral Wave | Combat Ability | Charge at a target with a spinning attack. [Special attack. Cost: 1 MP.] |
Applause! | Combat Ability | Upstage foes with this dramatic, long-range sliding attack. [Special attack. Cost: 1 MP.] |
Hummingbird | Combat Ability | Dart in to rain countless blows upon the enemy. [Special attack. Cost: 1 MP.] |
Ferocious Lunge | Combat Ability | Lunge at an enemy from a distance. [Special attack. Cost: 1 MP.] |
Ars Arcanum: Arcanum Ars Arcanum: Bash Ars Arcanum: Finis |
Special Ability | A formidable attack. After a combo, select followup attack again for a double combo. [Short-range attack. Cost: 3 MP.] |
Strike Raid: Strike Strike Raid: Raid Strike Raid: Judgment |
Special Ability | Hurl the Keyblade at an enemy. Select followup attack at right time for a combo. [Long-range attack. Cost: 2 MP.] |
Ragnarok: Ragnarok | Special Ability | After aerial combo, select followup attack at right time to unleash Ragnarok. [For airborne targets. Cost: 3 MP.] |
Weakness and Resistance
Party members
Since enemies cannot deal Weapon-type damage, party members don't have a Weapon Resistance stat.
Enemies | |||||||||||||||||||||||
Most enemies have no resistance or weakness to Weapon-type attacks. | |||||||||||||||||||||||
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Kingdom Hearts Chain of Memories
Attacks and abilities
Party members
Attack | Type | Description |
---|---|---|
Kingdom Key | Attack Card | Not very powerful, but reliable and easy to handle. |
Three Wishes | Attack Card | Fairly strong with a fast swing. |
Crabclaw | Attack Card | Easy to handle with an impressive recovery time after card breaks. |
Pumpkinhead | Attack Card | Easy to handle with a fast recovery after card breaks. |
Fairy Harp | Attack Card | Easy to handle with a formidable swing speed. |
Wishing Star | Attack Card | Not very powerful, but very easy to handle. |
Olympia | Attack Card | Powerful with a quick recovery after card breaks. |
Lady Luck | Attack Card | A balanced weapon that is easy to handle. |
Divine Rose | Attack Card | Features a powerful strike and fast swing. |
Oathkeeper | Attack Card | A well-balanced weapon with a very powerful thrust. |
Ultima Weapon | Attack Card | The strongest attack card to be found. |
Star Seeker[KH Re:CoM] | Attack Card | An attack card with a powerful combo finish and the shortest recovery time from card breaks. |
Follow the Wind[KH Re:CoM][2] | Attack Card | A well-balanced weapon with a powerful thrust and a short recovery time from card breaks. |
Hidden Dragon[KH Re:CoM][2] | Attack Card | An attack card with weak strikes but powerful combo finishers. |
Midnight Roar[KH Re:CoM][3] | Attack Card | A well-balanced weapon with a powerful thrust and a short recovery time from card breaks. |
Maverick Flare[KH Re:CoM][3] | Attack Card | An attack card with weak strikes but powerful combo finishes. |
Two Become One[KH Re:CoM][3] | Attack Card | A weapon with a powerful thrust and combo finish. |
Soul Eater | Attack Card | Reacts to dark power. Riku's strength is higher when he wields darkness in battle. |
Enemies | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Weakness and Resistance
Party members
Certain Enemy Card effects provide a temporary resistance to Physcial attacks, while others cause you to be stunned when hit by a Physical attack.
- Resistance
Ability | Enemy Card | Description |
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Guard[10] | Large Body | Deflects frontal physical attacks and completely nullifies damage. |
Protect | Defender | Decreases damage from physical attacks by the enemy. Magical attacks do normal damage. |
Warp Break | Lexaeus | Stun enemies with the finishing blow of a combo with a high success rate. Immune to ice, and resistant to physical attacks, but weak against special attacks. |
- Weakness
Ability | Enemy Card | Description |
---|---|---|
Double Sleight | Marluxia | Use stocked cards and sleights twice in a row. Resistant to fire, ice, lightning, and special attacks, but weak against physical attacks. |
Enemies | |||||||||||||||||||||||||||||||||
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Kingdom Hearts II
Attacks and abilities
Party members
Attack | Type | Description |
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Sora: Ground Vertical Swing Sora: Ground Horizontal Swing Sora: Ground Thrust Sora: Ground Vertical Spin Swing Sora: Ground Horizontal Spin Swing Sora: Aerial Upswing Sora: Aerial Downswing Sora: Aerial Vertical Spin Swing Sora: Aerial Horizontal Spin Swing |
Attack | |
Valor Form: Brave Ground Vertical Swing Valor Form: Brave Ground Horizontal Swing Valor Form: Brave Ground Thrust Valor Form: Brave Aerial Vertical-Horizontal Swing Valor Form: Brave Aerial Up-Down Swing |
Attack | |
Master Form: Master Left Right Swing Master Form: Master Somersault Swing Master Form: Master Vertical-Horizontal Swing Master Form: Auto Magic Attack |
Attack | |
AntiForm: Anti Ground Scratch AntiForm: Anti Ground Kick Up AntiForm: Anti Ground Dance Kick AntiForm: Anti Ground Horizontal Spin[13] AntiForm: Anti Ground Wild Dance[14] AntiForm: Anti Ground Flash AntiForm: Anti Aerial Dance Kick AntiForm: Anti Aerial Giant Swing AntiForm: Anti Aerial Wild Dance[15] |
Attack | |
Final Form: Final Ground Cross Swing Final Form: Final Ground Thrust Final Form: Final Ground Continuous Swing Final Form: Final Aerial Diagonal Spin Final Form: Final Aerial Left-Right Swing Final Form: Auto Jump Support Final Form: Auto Fall Support Final Form: Auto Land Support Final Form: Auto Glide Support Final Form: Auto Item Support Final Form: Auto Magic Support Final Form: Auto Knockback Support Final Form: Auto Recovery Support |
Attack | |
Lion Form: Lion Ground Vertical Swing Lion Form: Lion Ground Horizontal Swing Lion Form: Lion Ground Rush Swing Lion Form: Lion Ground Fall Swing Lion Form: Lion Ground Knockback Lion Form: Lion Aerial Upswing Lion Form: Lion Aerial Vertical Swing Lion Form: Lion Aerial Spin Swing |
Attack | |
Magic Carpet: Carpet Whirlwing Swing Magic Carpet: Carpet Horizontal Spin Swing Magic Carpet: Carpet Vertical Spin Swing |
Attack | |
Die Form: Dice Attack | Attack | |
Card Form: Card Attack | Attack | |
Roxas: Dual-wield Ground Cross Swing Roxas: Dual-wield Ground Horizontal Swing Roxas: Dual-wield Ground Continuous Swing Roxas: Dual-wield Aerial Thrust Roxas: Dual-wield Aerial Upswing Roxas: Dual-wield Aerial Spin Wing |
Attack | |
King Mickey: Left-Right Swing King Mickey: Rising Spin King Mickey: Jump Thrust King Mickey: Falling Continuous Thrust King Mickey: Vertical Spin Swing King Mickey: Continuous Swing King Mickey: Turn Swing |
Attack | |
Donald Duck: Vertical Swing Donald Duck: Continuous Swing Donald Duck: Aerial Downswing Donald Duck: Aerial Upswing |
Attack | |
Pride Lands Donald Duck: Flying Downswing Pride Lands Donald Duck: Flying Upswing |
Attack | |
Goofy: Shield Rush Goofy: Shield Swing Goofy: Shield Spin Goofy: Aerial Downswing Goofy: Aerial Upswing |
Attack | |
Pride Lands Goofy: Shell Rush Pride Lands Goofy: Shell Spin Pride Lands Goofy: Aerial Body Blow Pride Lands Goofy: Aerial Upper |
Attack | |
Ping: Vertical Swing Ping: Vertical Swing Tumble Ping: Up Thrust Ping: Aerial Swing |
Attack | |
Mulan: Horizontal Swing Combo Mulan: Vertical Swing Combo Aerial Vertical Spin Swing Mulan: Aerial Horizontal Spin Swing |
Attack | |
Beast: Ground Right Claw Swing Beast: Ground Left Claw Swing Beast: Ground Diagonal Swing Beast: Rising Claw Swing Beast: Falling Claw Swing |
Attack | |
Auron: Ground Horizontal Swing Auron: Ground Vertical Swing Auron: Aerial Upswing Auron: Aerial Downswing |
Attack | |
Jack Sparrow: Mow Down Jack Sparrow: Ground Combo Jack Sparrow: Aerial Thrust Jack Sparrow: Aerial Vertical Swing |
Attack | |
Aladdin: Vertical Swing Aladdin: Left-Right Swing Aladdin: Aerial Upswing Aladdin: Aerial Vertical Swing |
Attack | |
Jack Skellington: Both Hands Punch Jack Skellington: Horizontal Spin Attack Jack Skellington: Aerial Spin Kick Jack Skellington: Aerial Axe Kick |
Attack | |
Simba: Body Blow Simba: 2-Stage Body Blow Simba: Upkick Simba: Aerial Punch |
Attack | |
Tron: Disk Piercing Throw Tron: Disk Reflection Throw Tron: Disk Spin Tron: Disk Rising Spin |
Attack | |
Riku: Ground Combo Riku: Aerial Combo |
Attack | |
Jump (Thrust) | Attack | |
Upper Slash | Action Ability | Knocks a target into the air during a combo with . |
Horizontal Slash | Action Ability | Unleashes a powerful attack that hits a target from left to right during a midair combo with . |
Retaliating Slash | Action Ability | When knocked down, quickly regains balance and counterattacks with . |
Slapshot | Action Ability | Rapidly attacks a nearby target without getting flung back. |
Dodge Slash | Action Ability | Unleashes an attack that deals damage to nearby enemies. |
Flash Step[KH II FM] | Action Ability | Unleashes a guard-piercing attack on a slightly distant target while keeping up your own guard. |
Slide Dash | Action Ability | Instantly closes in on and attacks a far target. |
Guard Break | Action Ability | Unleashes a powerful finishing combo move that pierces through a target's guard. |
Aerial Sweep | Action Ability | Unleashes a powerful leaping attack on targets in midair. |
Aerial Dive[KH II FM] | Action Ability | Unleashes a powerful aerial attack on distant targets. |
Aerial Spiral | Action Ability | Closes in on far targets in midair and unleashes spinning attacks. |
Aerial Finish | Action Ability | Unleashes a powerful finishing combo move to a single target in midair. |
Brave Shot | Action Ability | Unleashes a powerful finishing combo move and knocks a single target off its feet. |
Brave Beat | Action Ability | Unleashes a powerful finishing combo move that successively attacks several targets at once. |
Sonic Strike | Action Ability | Unleashes a powerful finishing combo move that pierces through a single target. |
Sonic End | Action Ability | Unleashes a powerful finishing combo move in a rapid midair attack to several targets at once. |
Over the Horizon | Action Ability | Leaps towards a target in a rapid attack with . |
Zantetsuken[KH II FM] | Action Ability | Unleashes a finishing combo move on a single target. This powerful attack can instantly eliminate weaker enemies. |
Hurricane Period[KH II FM] | Action Ability | Unleashes a powerful finishing combo move consisting of an aerial barrage. |
Master Strike | Action Ability | Unleashes a powerful finishing combo move that successively attacks a single target. |
Final Arcana | Action Ability | Handling the Keyblade with great skill, unleashes a powerful finishing combo move to a single target. |
Final Strike | Action Ability | While spinning in midair, deals a powerful finishing combo move to a single target. |
Final Arts | Action Ability | Unleashes a powerful finishing combo move to get rid of several targets at once. |
Combo Upper | Action Ability | Knocks a target into the air during a combo with . |
Aerial Impulse | Action Ability | Tackles and attacks a target in midair during a combo with . |
Retaliating Smash | Action Ability | When knocked down, quickly regains balance and attacks with . |
Running Tackle | Action Ability | Unleashes a rapid tackle on a single target while attacking during Dash. |
Goofy Tornado | Action Ability | Creates a vortex to draw enemies close and attack them! MP Cost: 10 |
Goofy Bash | Action Ability | An effective ranged attack, throwing a shield at the enemy from afar. MP Cost: 10 |
Goofy Turbo | Action Ability | Dashes through enemies, bouncing them towards Sora. MP Cost: 10 |
Ferocious Rush | Action Ability | Attacks the enemy successively with a rush of enraged tackles. MP Cost: 10 |
Divider | Action Ability | Attacks nearby enemies while flying through the air. MP Cost: 10 |
No Mercy | Action Ability | There is no escaping from this attack! MP Cost: 10 |
Rain Storm | Action Ability | Throws weapons at the enemy successively. MP Cost: 10 |
Slash Frenzy | Action Ability | Stops enemy movements with a rapid swarm of attacks. MP Cost: 10 |
Quickplay | Action Ability | Pounces on the enemy to obtain orbs. |
Fierce Claw | Action Ability | Attacks the target successively. MP Cost: 10 |
Scouting Disk | Action Ability | Releases a disk that automatically finds and attacks an enemy. MP Cost: 10 |
Dark Aura | Action Ability | Stops enemy movements with dark magic spells as commanded when Sora's combo is about to end. MP Cost: 10 |
Dark Shield | Action Ability | Blocks enemy attacks with a shield of darkness as commanded. MP Cost: 10 |
Sonic Rave: Sonic Rave[KH II FM] Sonic Rave: Rave[KH II FM] Sonic Rave: Finish[KH II FM] |
Limit Command | A Limit Command that unleashes an attack on an enemy as you pass by. Press at the right tempo for a combo. (60 MP) |
Last Arcanum: Last Arcanum[KH II FM] Last Arcanum: Bash[KH II FM] Last Arcanum: The End[KH II FM] |
Limit Command | A Limit Command that unleashes a powerful combo attack. Press for a consecutive combo. (75 MP) |
Strike Raid: Strike Raid[KH II FM] Strike Raid: Raid[KH II FM] Strike Raid: Judgment[KH II FM] |
Limit Command | A Limit Command that allows you to throw the Keyblade at the target. Press for a combo. (65 MP) |
Infinity: Infinity[KH II FM] | Limit Command | A Limit Command that can be unleashed by pressing after an aerial combo. (80 MP) |
Chicken Little: Ball Chicken Little: Firecracker |
Summon | |
Stitch: Counter Shoot | Summon | |
Peter Pan: Forward Thrust Peter Pan: 2-Stage Thrust Peter Pan: Continuous Thrust |
Summon | |
Trinity Limit: Break Trinity Limit: Ultima Trinity Limit: Major Drive Trinity Limit: Combo Start |
Limit | A Limit Command that uses teamwork to unleash the powerful Trinity attack. Consumes all of Sora's MP. |
Tornado Fusion: Whirli-Goof Tornado Fusion: Whirli-Goofra Tornado Fusion: Whirli-Goofga |
Limit | A Limit Command that unleashes Goofy's spinning attack, Whirli-Goof. |
Teamwork: Knocksmash Teamwork: Duo Raid Teamwork: Cosmo Boost |
Limit | A Limit Command that unleashes Goofy and Sora's joint attack, Knocksmash. Consumes all of Sora's MP. |
Overdrive: Bushido Overdrive: Shooting Star |
Limit | A Limit Command that unleashes Auron and Sora's joint attack, Bushido. Consumes all of Sora's MP. |
Treasure Isle: Jackknife Treasure Isle: Slasher |
Limit | A Limit Command that unleashes Jack Sparrow and Sora's joint attack, Bluff. Consumes all of Sora's MP. |
Trick Fantasy: Speedster Trickster: Quickplay Trickster: Trickster |
Limit | A Limit Command that unleashes Aladdin and Sora's joint attack, Speedster. Consumes all of Sora's MP. |
Applause, Applause: Dance Call Applause, Applause: Downbeat Applause, Applause: Synchronization Applause, Applause: Finale |
Limit | A Limit Command that unleashes Jack and Sora's joint attack, Dance Call. Consumes all of Sora's MP. |
King's Pride: X-Claw King's Pride: High Fang |
Limit | A Limit Command that unleashes Simba and Sora's joint attack, Wildcat. Consumes all of Sora's MP. |
Complete Compilement: Setup Complete Compilement: Cluster Code Complete Compilement: Burst Pulse Complete Compilement: Reprogram |
Limit | A Limit Command that unleashes Tron and Sora's joint attack, Setup. Consumes all of Sora's MP. |
Eternal Session: Session Eternal Session: Last Saber Eternal Session: Dark Cannon Eternal Session: XIII Blades Eternal Session: Master Hearts |
Limit | A Limit Command that unleashes Riku and Sora's joint attack, Session. Consumes all of Sora's MP. |
FPS Mode: Balls FPS Mode: Firecracker |
Limit | |
Ohana!: Shoot Ohana!: Blast |
Limit | |
Sonic Rave: Sonic Sonic Rave: Rave |
Limit | |
Final Arcana: Arcana | Limit | |
Infinity: Infinity | Limit | |
Never Land: Tiny Fairy Never Land: The Flying Boy Never Land: Journey's End |
Limit | |
Cyclone | Reaction Command | Sora leaps backwards before diving over a Soldier with an attack. |
Full Swing | Reaction Command | Sora hits a midair Large Body or Fat Bandit with a charged batting strike. |
Kickback | Reaction Command | Sora rapidly attacks the Large Body six times with both arms, the final attack knocking it into the air. |
Air Twister | Reaction Command | Sora grabs an Air Pirate or Aerial Viking and swings it around, drawing other enemies in similar to a Magnet effect. |
Bat Cry | Reaction Command | Sora latches the Keyblade onto a Hook Bat's or Beffudler's hook. He then spins into the air with a series of attacks, hitting airborne enemies with the captured Hook Bat or Beffudler. |
Speed Trap | Reaction Command | Sora spins his Keyblade to stop any charging Rapid Thrusters right in front of him. |
Aero Blade (except final hit) | Reaction Command | Sora performs a spinning attack that generates a wide force of wind and damages nearby enemies. |
Quick Blade | Reaction Command | Dash with enough speed to disappear, and attack Magnum Loader quickly from behind. |
Tornado Ride | Reaction Command | Sora rides a spinning Tornado Step and extends his Keyblade, using to move around and damage enemies. If Sora makes contact with an upward incline, the attack is instantly canceled. |
Heal Stomp | Reaction Command | Sora stomps a Crescendo, deflating it and healing the party. |
Rising Sun | Reaction Command | Sora dives a good distance through the enemy up to 5 times, dealing massive damage and hitting any nearby enemies in his way. |
Wind Dance | Reaction Command | Sora leaps into the air and attacks any Neoshadows above him. |
Duel Stance | Reaction Command | Sora must select "The End" in the Command Menu before time is up to slash through the Samurai, but if too much time passes, Sora will lose the duel and gets slashed instead. In the Japanese version of Kingdom Hearts II Final Mix, Sora has to hit the "O" in the Command Menu to slash through the Samurai; hitting any one of the three "X's" or not hitting at all will result in getting slashed. |
Warp Snipe | Reaction Command | Sora warps in front of an arrowgun bolt and reflects it back at the shooter with a swing of the Keyblade. Can be used multiple times in succession. |
Eclipse | Reaction Command | Sora, holding a Berserker's hammer or Saïx's Claymore, flips backwards and hits the enemy. The combo can be continued for two more attacks. |
Magna Storm | Reaction Command | Sora, holding a Berserker's hammer or Saïx's Claymore, does a combo starting from the ground until mid-air, hitting the enemies nearby and the ones that got pulled by the weapon. This also neutralizes Saïx's berserk state. |
High Counter | Reaction Command | Sora counterattacks the Undead Pirate and sends him flying. |
Return Fire | Reaction Command | Sora reflects shots back at the Undead Pirate, or towards his lock-on target. |
Key Counter | Reaction Command | Roxas' momentarily breaks free of the restraints on his right side to dodge the Twilight Thorn's hand, and then slashes its face as it gets close. |
Lunarsault | Reaction Command | After being thrown into the air by the Twilight Thorn, Roxas narrowly vaults over its downward strike and slashes it in the head while coming down. |
Break Raid | Reaction Command | Roxas performs an Aerial Recovery mid-fall and throws the Keyblade into the energy orb, causing it to explode, and leaving the Twilight Thorn stunned. |
Burst Edge | Reaction Command | Roxas or Sora leaps backwards to avoid Axel's attack, then throws his Keyblade spinning at Axel to damage him and knocking him close, opening him up to further attack. |
Takedown | Reaction Command | Sora pushes Shan-Yu away before leaping over a sword slash then smacking him with the Keyblade. |
Slingshot | Reaction Command | After Dark Thorn throws Sora towards a pillar, Sora uses the momentum to spin around the pillar and launch himself back at the Dark Thorn. |
Dog Paddle | Reaction Command | Sora charges up power and slams down, damaging and stunning Cerberus. |
Attack | Reaction Command | Slash at the Hydra's heads. Can be used repeatedly. |
Overhand | Reaction Command | After juggling a piece of junk, Sora hits it back at Pete, dealing damage. |
Air Slash | Reaction Command | When the Building Site scaffolding becomes unstable, Sora swings the Keyblade like a propeller. |
Twin Counter | Reaction Command | Sora helps Jack Sparrow get back to his senses, allowing the two to perform a joint attack where Jack spins Sora around to knock Barbossa into the air. |
Sonic Dive | Reaction Command | Sora leaps from atop Jack Sparrow's shoulders to slam his Keyblade into the airborne Barbossa. |
Reverse Blade | Reaction Command | Sora strikes Barbossa before he can fire his gun at Sora's head. |
Blizzagun | Reaction Command | Sora plugs the Blizzard Lord's ice breath, causing its power to pressurize, before letting it rapidly deflate into the Volcanic Lord. If it is being fought alone, the Blizzard Lord will fly around and stop on its own. |
Firagun | Reaction Command | Sora hold his Keyblade up as the Volcanic Lord falls onto it and stabs itself. Sora then spins it around, before throwing it at the Blizzard Lord. If it is being fought alone, the Volcanic Lord will fly around and stop on its own. |
Fore! | Reaction Command | Sora swings the Keyblade golfer-style to knock presents up onto Oogie Boogie's platform to shatter the glass floor. |
Call Over | Reaction Command | Call Pumbaa away from the hyenas, causing them to collide with each other. |
Show Stealer | Reaction Command | Sora moves behind Demyx and holds his Keyblade atilt, similar to a mic, and imitates singing as Demyx performs a solo. He then ducks under Demyx's sudden swipe and bats him into the air, leaving him vulnerable to follow-up attacks. If Sora is in Anti Form, the Reaction Command is activated automatically. |
Wild Dance | Reaction Command | Sora grabs a Water Form and swings it around his head, attacking the other water forms in the area or damaging Demyx or Xemnas. |
Vertigo Toss | Reaction Command | Sora strikes the Storm Rider with his Keyblade to launch it high into the sky and lands as it falls to the ground, rendering it temporarily unconscious and vulnerable to attack. |
Aura Shot | Reaction Command | Knock one of Hercules's aura orbs at Hades, knocking him out of his berserk mode and dealing considerable damage otherwise. |
Capture | Reaction Command | Sora knocks a box at Lock, Shock, or Barrel to capture them. Only works when their HP is 0. |
Kickspring | Reaction Command | Sora hurls The Experiment's torso into its other body parts. |
Disc Strike | Reaction Command | Sora sends the disc back at Sark. |
Charge | Reaction Command | Sora and Tron fire a damaging beam at the MCP. Requires repeatedly tapping . |
Break | Reaction Command | Sora parries Xigbar's shot before it hits him, and reflects the bullet towards him. |
Break Through | Reaction Command | Sora and Xemnas clash with their weapons. Sora dodges several attacks and strikes Xemnas firmly from behind, dealing minor damage. |
Finish | Reaction Command | Sora slams his Keyblade into Xemnas's torso, knocks him downward while dashing in pursuit, then performs a combo that ends with him slamming Xemnas into the tower, dealing heavy damage and stunning him. |
Break[KH II FM] | Reaction Command | Sora breaks free from the book in which he was trapped, and deals damage to Zexion's Lexicon. |
Mega Impact[KH II FM] | Reaction Command | Sora briefly raises his power level and performs a powerful uppercut. |
Aerial Strike[KH II FM] | Reaction Command | Sora dodges Marluxia's strike, performs three hits, and knocks Marluxia away. |
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Weakness and Resistance
Party members
Physical Resistance is a hidden stat that can be increased by a select few pieces of equipment.
Equipment | Physical Resistance | Description |
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Petite Ribbon | +10% | Slightly increases all resistances and extremely increases defense. |
Ribbon | +20%[KH II] +15%[KH II FM] |
Increases all resistances and extremely increases defense. |
Grand Ribbon[KH II FM] | +25% | Highly increases all resistances and extremely increases defense. |
Enemies | ||||||||||||
In Kingdom Hearts II Final Mix, the Organization XIII Replica Data has the same resistance as the regular battle or Absent Silhouette unless specified. | ||||||||||||
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Kingdom Hearts Birth by Sleep
Attacks and abilities
Party members
Attack | Type | Description |
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Terra: Ground Combo Terra: Aerial Combo |
Attack | |
Ventus: Ground Combo Ventus: Aerial Combo Ventus: Anti-Air Combo |
Attack | |
Aqua: Ground Combo Aqua: Aerial Combo Aqua: Anti-Air Combo |
Attack | |
Mickey: Ground Combo Mickey: Vertical Spin Swing Mickey: Holy Ball |
Attack | |
Hercules: Right Punch Hercules: Left Punch Hercules: Tackle |
Attack | |
Zack: Jump Downswing Zack: Continuous Sword (Ground Combo) Zack: Blade Beam (Shock Wave Scatter) |
Attack | |
Prince Phillip: Ground Combo Prince Phillip: Jump Downswing |
Attack | |
Experiment 626: Scatter Shot Experiment 626: Two Simultaneous Shot |
Attack | |
Attack | Base Command | |
Finish (Terra) | Finish Command | Smite foes with a powerful jumping attack. |
Finish (Ventus) | Finish Command | Punish foes with a flurry of quick attacks. |
Finish (Aqua) | Finish Command | Launch orbs of magic upward and knock surrounding enemies into the air. |
Rising Rock 1 | Finish Command | Bring enemies down with a spin attack and jumping attack. |
Air Flair 1 | Finish Command | Knock enemies into the air with a flurry of wind-powered attacks. Stuns some foes. |
Magic Pulse 1 | Finish Command | Launch orbs of magic upward and knock surrounding enemies into the air. Confuses some foes. |
Gold Rush | Finish Command | Perform a leaping strike that sometimes causes enemies to drop munny. |
Rising Rock 2 | Finish Command | Smite enemies with a spin attack and jumping attack, after which boulders burst from the ground and knock foes into the air. |
Air Flair 2 | Finish Command | Knock enemies into the air with a flurry of wind-powered attacks and a spin attack. Stuns some foes. |
Magic Pulse 2 | Finish Command | Launch orbs of magic upward, confusing or freezing some foes. |
Twisted Hours | Finish Command | Press at the right times to throw the Keyblade at the enemy repeatedly. Inflicts Stop and Slow on some foes. |
Surprise! 1 | Finish Command | Focus your power and then unleash a jumping attack. Press the button shown and you will earn prizes. |
Dark Star 1 | Finish Command | Smite enemies with spin and jumping attacks, then end by sending a meteor crashing down upon them. Blinds and stuns foes. |
Air Flair 3 | Finish Command | Punish foes with a flurry of wind-powered attacks, then mop up with several spin attacks. Stuns some foes. |
Magic Pulse 3 | Finish Command | Launch orbs of magic upward which confuse, freeze, or bind some foes. |
Heal Strike | Finish Command | Press at the right times for a series of charging and spin attacks. The spin attacks restore your HP. |
Random End | Finish Command | Press at the right times to cause negative status effects with Keyblade throws and charging and jumping attacks. |
Surprise! 2 | Finish Command | Focus your power and then unleash a jumping attack. Press all three of the buttons shown to earn lots of prizes. |
Dark Star 2 | Finish Command | Smite enemies with a spin attack and jumping attack, then end by raining meteors down upon them. Blinds and stuns foes. |
Air Flair 4 | Finish Command | Punish foes with a flurry of wind-powered attacks, then mop up with several spin attacks. Always stuns enemies. |
Magic Pulse 4 | Finish Command | Press at the right times to repeatedly launch orbs of magic upward which freeze, bind, or cause other negative status effects. |
Explosion | Finish Command | Smite enemies with a powerful jumping attack that causes a massive explosion and always stuns enemies caught in the blast. |
Demolition | Finish Command | Rain meteors down on enemies and trigger explosions. Use to move the marker along the ground and direct the meteor strikes. |
Stratosphere | Finish Command | Press the right button for whirlwind boosts that bring you crashing down on foes. Finish with a dive that triggers a devastating storm. |
Teleport Spike | Finish Command | Generate several magic orbs, then press the buttons shown to launch them toward enemies as you teleport from orb to orb. |
Quick Blitz | Attack Command | Perform a jumping attack. |
Blitz | Attack Command | Perform a jumping attack that poisons some foes. |
Meteor Crash | Attack Command | Leap high into the air and bring your Keyblade down on the enemy, along with a slew of meteors. |
Magic Hour | Attack Command | Press the button at the right times to dive repeatedly and create columns of light that send enemies flying. |
Sliding Dash | Attack Command | Punish faraway enemies with a charging attack. |
Sonic Blade | Attack Command | Press the at the right times to perform a series of charging attacks that will reach faraway enemies. |
Zantetsuken | Attack Command | Assail enemies with a single, blindingly fast Keyblade strike that has a chance of destroying them on the spot. |
Strike Raid | Attack Command | Throw the Keyblade at the enemy. Stuns some foes. |
Treasure Raid | Attack Command | Throw the Keyblade at the enemy. Causes some foes to drop prize boxes. |
Spark Raid | Attack Command | Throw the Keyblade at the enemy. If it connects, the Keyblade will split into beams of light that fly in all directions. |
Wind Raid | Attack Command | Throw the Keyblade at the enemy, letting the wind guide it toward your target for multiple hits. |
Barrier Surge | Attack Command | Cloak yourself in a barrier and rush the enemy. |
Aerial Slam | Attack Command | Press the button at the right time to knock enemies into the air and then smack them back down. |
Ars Solum | Attack Command | Assail enemies with a ferocious string of blows. Press at the end to tack on a few extra hits for good measure. |
Ars Arcanum | Attack Command | Assail enemies with a ferocious string of blows. Press the button at the end to tack on a few extra hits for good measure. |
Time Splicer | Attack Command | Inflict Stop on enemies, then press the button at the right times to perform a combo while teleporting. |
Poison Edge | Attack Command | Perform a jumping attack that poisons some foes. |
Wishing Edge | Attack Command | Strike an enemy three times with a single jumping attack. |
Stun Edge | Attack Command | Perform a jumping attack that stuns some foes. |
Slot Edge | Attack Command | Press the button at the right times to perform three jumping attacks and cause symbols to appear; get three of the same to win prizes. |
Confusion Strike | Attack Command | Perform a spinning attack that confuses some foes. |
Binding Strike | Attack Command | Perform a spinning attack that binds some foes. |
Brutal Blast | Attack Command | Knock enemies into the air, then smack them into next year with a powerful spinning attack. |
Tornado Strike | Attack Command | Press the button at the right times to knock nearby enemies into the air with a series of whirlwinds. |
Magnet Spiral | Attack Command | Use magnetic force to pull in surrounding enemies, and then punish them all at once with a single spin attack. |
Windcutter | Attack Command | Create a whirlwind with a spin attack and send surrounding enemies flying. |
Limit Storm | Attack Command | Perform a spinning attack that deals additional damage if you are low on HP. |
Salvation | Attack Command | Perform a powerful spinning attack and hit enemies with lots of columns of light at once. You will also recover HP. |
Collision Magnet | Attack Command | Use magnetic force to pull a single enemy toward you, then send it crashing into other foes. |
Geo Impact | Attack Command | A leaping strike which causes giant boulders to burst from the earth and deal additional damage. |
Sacrifice | Attack Command | Expend HP to perform a single, powerful attack. |
Finish (Terra) | Friendship Command | |
Finish (Ventus) | Friendship Command | |
Finish (Aqua) | Friendship Command | |
Critical Impact: Surge Critical Impact: Critical Impact |
Command Style | |
Fever Pitch: Surge Fever Pitch: Fever Pitch |
Command Style | |
Bladecharge: Storm Bladecharge: Bladecharge |
Command Style | |
Rockbreaker: Storm | Command Style | |
Cyclone: Storm | Command Style | |
Sky Climber: Storm | Command Style | |
Wingblade: Storm | Command Style | |
Ghost Drive: Storm | Command Style | |
Frozen Fortune: Ice Surge | Command Style |
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Weakness and Resistance
Party members
Party members do not have a Physical resistance stat.
Enemies | ||||||||||
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Notes and references
- ^ Deals 2 damage while under the effect of Stop.
- ^ a b Only available in the original release of Kingdom Hearts Re:Chain of Memories.
- ^ a b c Only available in the Kingdom Hearts HD 1.5 ReMIX re-release of Kingdom Hearts Re:Chain of Memories.
- ^ a b c d Only the rush deals Physical damage.
- ^ Only the weapon deals Physical damage.
- ^ Only the sword deals Physical damage.
- ^ Only the earthquake deals Physical damage.
- ^ Only the knife deals Physical damage. In Kingdom Hearts Chain of Memories, the thunder also deals Physical damage if Sora resists lightning.
- ^ In Kingdom Hearts Re:Chain of Memories, only the shield deals Physical damage.
- ^ Frontal attacks only.
- ^ Arms only.
- ^ a b c d Front only.
- ^ Only the backflip deals Physical damage.
- ^ Only the scratch deals Physical damage.
- ^ Only the continuous attack deals Physical damage.
- ^ Only the swinging deals Physical damage.
- ^ Only the trampling deals Physical damage.
- ^ Only the biting deals Physical damage.
- ^ Only the punches deal Physical damage.
- ^ a b c d e f g h i j k l m n o p q Only the weapon deals Physical damage.
- ^ Only the roundhouse kick and somersault deal Physical damage.
- ^ Only the slashes deal Physical damage.
- ^ Only the knife and rush deal Physical damage.
- ^ Only the knife, rush, and dive deal Physical damage.
- ^ Only the kick deals Physical damage.
- ^ a b Only the continuous attack deals Physical damage.
- ^ Everything except the icicles deals Physical damage.
- ^ a b Only deals Physical damage when fought in Terra's scenario.
- ^ Physical damage is only dealt with the thread of light, and during capture.
- ^ Only the shots deal Physical damage.
- ^ Only the biting deals Physical damage.
- ^ Only the rushing deals Physical damage.
- ^ Only the fall deals Physical damage.
- ^ In Aqua's scenario, only the bullet deals Physical damage.
- ^ Only the bullet deals Physical damage.
- ^ Only deals Physical damage during Aqua's scenario.
Elements |
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Physical - Fire - Blizzard - Thunder - Aero - Water - Light - Dark - Neutral |
Stun - Percentage - Stop - Space - Earth - Illusion - Moon - Time - Flower - Rapid-fire |