Nothing
Combat Mechanics
New HUD
The HUD has been remade to a fresh and an enhanced one.
OLD vs NEW
Now you can use
like in modern Kingdom Hearts instead of the 4th slot.
And you can access to Magic, Summon & Limit Commands with only the 2nd slot of your command list. You can choose the type of commands you want and while you are choosing your command, time slow down what allows you to select Summons & Limits easily:
A Second Shortcut Menu has been added to
which give you access to Items, Cure and Aero.
Summons
Summons now can be used out of the battle, alone and more than once but they cost all of your MP (minimun 4 MP). Simba has been removed because of being very OP and lack of skill.
Animation Cancelling
Dodge Roll, Guard, and Jump can be used to cancel Attacks & Deflects. This can also be used to cancel the recovery of your Finisher. You can cancel out of the animation as soon as your hit lands, and start attacking or moving again much faster.
Additionally, you can use Jump to cancel out of Guard & Dodge Roll, and you can use Glide & Superglide to cancel out of Aerial Attacks. This both allows you to attack sooner, while also giving you a short burst of invincibility during the roll.
Critical Hits
Critical Hits can happen on certain Finishers, and the Onslaught ability. Critical Damage adds an amount of strength to your Critical Hits. The Basic Ground Finisher, Judgement, Hurricane Blast, and Zantetsu Prime, benefit from Critical Damage, and have very high Critical Damage boosts. The Basic Air Finisher has very low Critical Damage.
Each Keyblade has a base Critical Strike Chance. This is multiplied for each copy of Critical Plus sora has equipped (1 copy will double it, 2 copies will triple it, etc.). Additionally, each Keyblade has an amount of Critical Damage, which adds to the Critical Damage that the finisher has.
Guarding, Countering & Guard Breaking
Sora is invincible for a period after deflecting with Guard, and can immediately cancel out of a deflect with any action. Sora can cancel his Guard recovery after a short time. When you land a Guard, Sora will deflect. Guarding from idle counts as the first hit of a combo.
When the Critical Counter ability is learned, you can Counterattack into a finisher after deflecting with Guard. This Sttack and Finisher will both have invincibility frames, boosted Critical Damage, and the ability to Pierce shields. This ability also allows Guard Breaking. Attacking out of a guard will have the Guard Break property, causing Sora to enter Critical Counter if the Guard Break is deflected.
Magic Combos & Magic Finishers
Using magic will progress your combo, and can be chained in and out of attacks. At the end of your combo, your max MP will be boosted by 2, increasing the power of Magic used as a Finisher. This also increases the damage of Ripple Slide. Magic Combo Boost increases the MP Boost by 1 each.
Bursting
Finishers that fully end Sora's combo can be followed up with
Burst by pressing
.
Burst has a 100% Critical Rate and restores a large amount of MP on hit, but cannot be cancelled by any action other than an Attack. Sora can also retaliate with
Burst if he is hit to low HP.
Burst speed is improved during Solo Link.
Quick Cancelling - ADVANCED
Pressing the
button when a Finisher connects will instantly cancel the recovery, allowing you to begin a new combo much faster than usual if the player continues pressing the Attack Button.
Every Finisher has its own timing for Quick Cancelling. The Dream Sword will automatically cancel your combos. Magic Quick Cancelling involves casting a spell at the exact moment after Quick Cancelling a Finisher Attack. This requires very precise timing, but can greatly increase overall combat speed when learned.
Combo Stalling
Using Magic will require Sora to perform a Regular Attack before going into a Finisher. This can be used to stall Finishers, and remain at the end of your combo. For example, a basic 3 hit combo of:
becomes a 5 hit combo when magic is placed directly before the Finisher:
Bonus System
Rank Bonuses
World Bonuses
Every World you sealed will give you a specific bonus.
Abilities
Sora's Abilities
| Ability | Description | AP | Obtained | Example |
| Dodge Roll |
Roll by pressing the
|
1 | 1 |
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| Guard |
Guard by presing the
|
2 | 1 |
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| Streak | Rush and strike a distant enemy at extreme speed. (Attack) | 1 | 1 |
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| Impulse | Close the distance to nearby enemies with a sweeping strike. (Attack) | 1 | 1 |
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| Onslaught | Rapidly strike enemies ahead of you. Capable of dealing critical damage. (Attack) | 1 | 1 |
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| Aerial Rush | Leap at an airbone enemy and strike with extreme speed. (Attack) | 2 | 1 |
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| Hurricane Blast | Unleash a powerful aerial somersault, dealing massive critical damage. (Finisher) | 2 | 1 |
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| Spark Blitz | Shock nearby enemies, stunning them for a duration. (30% Chance)(Finisher) | 2 | 1 |
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| Crescent | Slide toward the enemy, unleashing a magic burst. Damage based on MP. Can be followed up. (Finisher) | 3 | 1 |
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| Ripple Slide | Slide toward the enemy, unleashing a magic burst. Damage based on MP. Can be followed up. (Finisher) | 3 | 1 |
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| Black Hole | Create a gravity well that crushes nearby enemies. Can be followed up. (30% Chance)(Finisher) | 2 | 1 |
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| Zantetsu Prime | Rush trough the enemy, dealing immense damage. (30% Chance)(Finisher) | 2 | Defeat Kurt Zisa |
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Press
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2 | 1 |
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Press
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2 | 1 | |
| Critical Counter | Counter-attack after a succesful guard with a powerful finisher or spell. Capable of piercing shields. | 5 | 1 |
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Repeatedly shred the enemy with the keyblade. (Limit)(Cost: 2MP) | 3 | 1 |
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Repeatedly dash through enemies, stunning them for a duration. (Limit)(Cost: 2MP) | 3 | 1 |
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Unleashe a flurry of strikes on the enemy, follow up for a double combo. (Limit)(Cost: 3MP) | 4 | Defeat Captain Hook |
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Barrage the enemy with aerial strikes. Attack at right time to unleashed Ragnarok. (Limit)(Cost: 3MP) | 4 | Defeat Dark Riku 2 |
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Channel the party's remaining MP to crush surrounding foes. Minimum 5MP. (Limit)(Cost: All MP) | 1 | 1 |
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Support Abilities
| Ability | Description | AP | Obtained |
| Scan | View an enemy's HP gauge during battle. | 1 | 1 |
| Combo Plus | Extends ground combo attack by one step. Equip more to extend it further. | 1 | 1 |
| Air Combo Plus | Extends aerial combo attack by one step. Equip more to extend it further. | 1 | 1 |
| Critical Plus | Doubles critical strike chance. Equip more to triple, quadruple, etc. | 2 | 1 |
| Treasure Magnet | Attracts nearby orbs, munny and items. | 2 | 1 |
| Jackpot | Receive more munny and HP/MP balls in battle. Equip to entire party to boost effect. | 2 | 1 |
| Lucky Strike | Raises luck so that enemies drop rare items more often. Equip more to boost effect. | 2 | 1 |
| MP Haste | Increases MP recharge rate of attacks. Equip more to boost effect. | 3 | 1 |
| MP Rage | Recover MP whenever you're hit in battle. Heavier damage restores more MP. Equip more to boost effect. | 3 | 1 |
| Magic Combo Boost | Increases Finisher MP Boost by 1. | - | 1 |
| Leaf Bracer | Prevents damage while using Cure. | 5 | 1 |
| Item Bracer | Prevents damage while using an object. | - | 1 |
| Item Haste | Increases the item's speed animation. | - | 1 |
| Encounter Plus | Increases enemy encounters. | 1 | 1 |
| Enemy Detector | Changes enemy encounters. Increases chance of encountering special enemies. | 2 | 1 |
| Accelerate | Increases the speed of Sora and Enemies by 20%. | 2 | 1 |
| Master Combo | Continues the combo even if you miss a hit. | - | 1 |
| Second Chance | If your HP is >=2 when you're being hitted, it garantees you at least 1 HP. | - | 1 |
| Cheer | Increases the summons' MP gauge. Equip more to boost effect. | 1 | 1 |
| Rage | Boosts critical damage by 5, but causes damage taken to be increased by 20%. | 1 | 1 |
| Second Wind | Recover from KO status quickly with HP fully restored. | 3 | 1 |
Keyblades' Stats & Abilities
Keyblade
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Description | Obtained |
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1 |
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1 |
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1 |
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2 |
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2 |
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2 |
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2 |
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3 |
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3 |
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- |
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5 |
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- |
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1 |
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2 |
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2 |
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- |
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// GIF