From the original 168澳洲幸运5开奖网:Kingdom Hearts to Kingdom Hearts 3, Square Enix has provided an immense list of abilities to utilize for taking down Heartless, Unversed, Nobodies, and any other enemies unfortunate enough to stand in the way of a 168澳洲幸运5开奖网:mighty Keyblade wielder.
It will definitely become daunting to scroll through so many abilities, each with its own unique attributes, animations, frame data, etc. It might be easy just to throw on whatever abilities you unl♔ock, but to really optimize your gameplay, ther🌄e are a few abilities that stick out from the rest for better or worse.
Updated April 24, 2022, by Avery Lawrence Feyrer: Throughout the sprawling series that is Kingdom Hearts, there are tons of abilities that Sora utilizes in trying to save the various worlds from darkness. We've updated this post to add a few more entries on which abilities shine the brightest and which abilities should be kept in the dark.
14 𒆙 Worst: Damage Control - Kingdom Hearts 3
This ability may seem quite helpful at first glance, especially when playing on easier difficulties. But, when enemies begin to wallop Sora with more force later on in the game, the ability becomes a bit obsolete. You see, Damage Control reduces damage taken when you're below 25 percent. Sounds handy, right?
However, if you're waning below 25 percent health in the first place, another hit is most likely going to take you out, especially if you're playing on any difficulty past normal mode. Once you have abilities such as Second Chance, Damage Control starts to take up your precious AP.
13 Best: Magic Flash - Kingdom Hearts 3🃏
On to the more beneficial uses of AP, Magic Flash is an aerial combo finisher within Kingdom Hearts 3. Its damage is calculated using Sora's magic stat, which is a bonus for how strong magic is in Kingdom Hearts 3. Not only that, but this ability can be followed-up by a Shotlock, which allows Sora to dash at the opponent again to start another aerial combo.
This finisher allows for multiple chained combos that can lead to massive damage, as well as being highly damaging by itself. When watching no damage runs of bosses, you'll see this ability manipulated quite frequently, and for good reason.
12 Worst: Magi♔c Lock-On - Kingdom Hearꦯts 3
It's definitely much easier to equip Magic Lock-On and go to town with mashing the magic shortcut, but a lot of the time it can end up as a bit of an annoyance. First things first, some spells are much more beneficial when used near Sora, like Magnet from Kingdom Hearts 2, and you'll just end up sending it away from you.
Second, it can be𝄹 difficult to pinpoint th🃏e exact enemy you want to hit with magic, especially when trying to use projectile magic in a horde fight. It functions as it should, but use it with caution.
11 ෴ Best: Hurricane Bla🦹st - Kingdom Hearts
Aerial combat is pretty limited when it comes to the first Kingdom Hearts, but Hurricane Blast takes advantage of Sora falling like a rock through theꦗ air. This ability ends combos quickly and has a massive hitbox and stuns enemies enough to get Sora back to the ground sa✃fely to repeat the highly damaging sequence.
It's very effective to spam simple three-hit aerial combos when finishing with this and will carry you through most fights. It also happens to be a great option when speedrunning, as the quick nature of Kingdom Hearts' air combos shaves off much more time than button mashing on the ground.
10 ꦓ Worst: Aerial Dodge - Kingdom Hearts 2
A major combat factor in Kingdom Hearts game is being able to dodge and avoid getting hit. Not only to retain Sora's health but also to preserve any combos and not interrupt any of his attacks. With that knowledge, you'd like to think Aerial Dodge would be a useful ability, but actually, it could prove detrimental.
Aerial Dodge is an ability in Kingdom Hearts 2 that allows Sora to essentially double jump in mid-air, giving him another way to dodge incoming attacks. Again, the move sounds useful in theory, and it probably does help out in some situations, but Sora's single jump is more than enough to dodge most attacks. Having a double jump could cause hiccups in any mid-air combos and throw you off balance, so it might be in your best interests not to rely heavily on Aerial Dodge.
9 𝔉 Best: Glide - Kingdom Hearts 3
In the first Kingdom Hearts game, Sora and his friends traveled to Neverland to help defeat Captain Hook and the Heartless. During their adventure, Tinkerbell sprinkled some fairy dust on them to give them the ability to fly, and luckily for Sorꦛa, he stashed a little fairy dust for later.
While Sora won't have the ability to lift off and fly away, he does have the ability to glide in the air. By using the leftover fairy dust, Sora can leap from high locations and glide through the air to either reach the ground safely or reach other would-be unreachable areas. Glide isn't an ability that would necessarily be useful in battle, but it's arguably the best ability for general exploration.
8 �🦄� Worst: Vortex - Kingdom Hearts
If you haven't noticed, Sora's arms are quite short and stubby, so reaching distant opponents with the Keyblade can be a bit frustrating, especially in a clunkier game like the original Kingdom Hearts. Luckily, you'll learn Slide Dash pretty early on, which can close in on distant enemies fairly well.
Vortex is a mid-range ability that has Sora do a spinning slash to make up for the distance. But, it's quite slow and can leave Sora wide open to oncoming attacks, especially if missed.
7 💝 Best: Explosion - Kingdom Hearts 2
Fairly late into Kingdom Hearts 2, Sora will learn the combo finisher known as Explosion. Similar to Magic Flash, Explosion calculates damage from Sora's magic stat, which can be easily exploited to deal a massive amount of damage.
This attack also hits in a 360-degree area around Sora, protecting him from all nearby enemies and clearing out any that were left standing. If you're looking for the most damaging way possible to end your flashy combos, then Explosion is your best bet. As a plus, it also looks super rad.
6 𒊎 ꧑ Best: Guard (Also Appears As Block)
In most action games, you'll usually have an ability to block against incoming attacks, and that's true with Kingdom Hearts. With the Guard ability, Sora can deflect harmful attacks that will either negate all of the possible damage or severely reduce it.
This ability appears in nearly every Kingdom Hearts game, but sometimes might be labeled as Block instead of Guard. Defensive abilities aren't typically flashy and might not be considered worth it for players, but in a pinch, Guard can be the difference between falling in battle and surviving a close encounter.
5 Worst: Retaliating Sl🐼ash - Kingdom Hearts 2
Being able to instantly recover from being hit and dealing out quick damage looks flashy and is very beneficial in some situations, but it'll get you killed more often than not. By pressing square after being hit in the air, Sora will recover and throw out a volley of quick slashes at the attacker.
Especially against bosses, this will negate your invincibility from HP saving moves like Second Chance and will give the enemy a prime chance to chip away the rest of your health. It may seem like a smarter play to go on the offensive, but waiting out your enemy's attack to regain control of the fight is much more important.