Post by Samael on Aug 16, 2007 12:26:04 GMT
- Guard : Cost: 2AP --
By pressing Square when standing still, Sora puts up his keyblade to block
incoming attacks.
- Upper Slash : Cost: 4AP --
In the middle of a ground combo, hitting Square knocks the enemy into the air,
if possible.
- Horizontal Slash : Cost: 2AP --
In the middle of an air combo, hitting Square adds an attack to the combo.
- Finisher Leap : Cost: 5AP --
At the end of a combo, instead of pressing Circle to do a finisher, pressing
Square will send Sora's keyblade into the ground to launch enemies into the
air.
- Retaliating Slash : Cost: 3AP --
When hit into or while in the air, pressing Square will cause Sora to counter
attack.
- Slapshot : Cost: 2AP --
Sora rapidly attacks a target.
- Dodge Slash : Cost: 2AP --
When an attack misses Sora, Sora returns with an Evade & Counter type attack.
- Slide Dash : Cost: 2AP --
When the enemy is too far away to hit normally, Sora closes distance by
dashing across and whacking the enemy.
- Guard Break : Cost: 3AP --
Finisher Move. Sora pulls back his keyblade and thrusts it into the enemy,
normally knocking them into the air.
- Explosion : Cost: 3AP --
Finisher Move. Sora finishes his combo by creating balls of energy around him,
and exploding them, causing multiple hits to the surrounding enemies.
- Aerial Sweep : Cost: 2AP --
Sora attacks aerial enemies by spinning in the air, sweeping up surrounding
enemies.
- Aerial Spiral : Cost: 2AP --
Sora closes distance between enemies by flipping through the air to his
target.
- Aerial Finish : Cost: 3AP --
Finisher Move. While in the air, Sora finishes his combo by spinning his
keyblade multiple times, knocking enemies nearby, and delivering a powerful
blow to the enemy in front and back at the end.
- Counterguard : Cost: 4AP --
After successfully guarding against an attack, hitting Circle swings the
keyblade horizontally infront of Sora, hitting enemies.
- Auto Valor : Cost: 1AP --
When in critical health, pressing Triangle transforms Sora to Valor Form.
- Auto Wisdom : Cost: 1AP --
When in critical health, pressing Triangle transforms Sora to Wisdom Form.
- Auto Master : Cost: 1AP --
When in critical health, pressing Triangle transforms Sora to Master form.
- Auto Final : Cost: 1AP --
When in critical health, pressing Triangle transforms Sora to Final form.
- Auto Summon : Cost: 2AP --
When in critical health, pressing Triangle summons recently summoned summon.
(LOL, sorry for bad wording)
- Trinity Limit : Cost: 5AP --
A Limit move. Sora does 2 sets of multiple slashes on enemies in front of
him. If Donald and Goofy are in party, attacks extend to use attacks based on
STR level, MAG level, and FORM level, as well as a powerful finisher that hits
all enemies.
~Grow~
- High Jump LV? : Cost: 2AP --
Ability learned from Valor form that causes Sora to jump higher. Higher the
LV, the more height Sora gets. LV1 @ LV3 Valor, LV2 @ LV5 Valor, LV3 @ LV7
Valor.
- Quick Run LV? : Cost: 2AP --
Ability learned from Wisdom form. By pressing Square, Sora executes an evasive
dash in the direction he's facing (have to be moving if Reflect Guard is
equipped). LV1 @ LV3 Wisdom, LV2 @ LV5 Wisdom, LV3 @ LV7 Wisdom.
- Aerial Dodge LV? : Cost: 3AP --
Ability learned from Master form. After jumping, pressing O again will cause
Sora to do a spin, pushing him further into the air. While executing, Sora
reflects attacks targeted at him. LV1 @ LV3 Master, LV2 @ LV5 Master, LV3 @
LV7 Master.
- Glide LV? : Cost: 3AP --
Ability learned from Final form. While in the air, pressing Square will make
Sora glide in the air. Higher the level, the faster you glide. LV1 @ LV3
Final, LV2 @ LV5 Final, LV3 @ LV7 Final.
~Support~
- Scan : Cost: 2AP --
Shows amount of HP enemy has.
- Aerial Recovery : Cost: 2AP --
When hit in/into the air, pressing O will recover Sora, allowing for faster
reactions.
- Combo Plus : Cost: 1AP --
Adds 1 hit to a combo.
- Air Combo Plus : Cost: 1AP --
Adds 1 hit to an air combo.
- Combo Boost : Cost: 3AP --
Executing a finisher after a combo does more damage.
- Air Combo Boost : Cost: 3AP --
Executing a finisher after an air combo does more damage.
- Reaction Boost : Cost: 2AP --
Damage from Reaction Commands are increased.
- Finishing Plus : Cost: 5AP --
After using a finisher successfully, pressing Circle again does another
finisher.
- Negative Combo : Cost: 2AP --
Takes one hit off an air and ground combo.
- Berserk Charge : Cost: 5AP --
While MP is recharging, combos continue forever, until MP is recharged fully.
- Damage Drive : Cost: 3AP --
Taking damage boosts your Drive gauge.
- Drive Boost : Cost: 3AP --
Drive gauge recovers faster.
- Form Boost (Fuo-mu Bu-suto) : Cost: 5AP --
Sora will stay in a drive form longer while fused.
- Summon Boost (Samon Bu-suto) : Cost: 5AP --
Summons will stay out longer when called.
- Combination Boost : Cost: 4AP --
More time is allowed for attacks during a Limit move.
- Experience Boost : Cost: 3AP --
When in critical health, amount of EXP gained is doubled. With 2 EXP Chances,
EXP gained is tripled (Ability and Keyblade).
- Leaf Bracer : Cost: 1AP --
Casting Cure will continue even when attacked.
- Magic Lock-On : Cost: 1AP --
Automatically sends magic in direction of enemy, even if you don't manually
lock-on.
- Draw : Cost: 3AP --
Attacts HP, MP, Munnie, Drive, and prize balls towards you.
- Jackpot : Cost: 4AP --
Chance of recieving Munnie, HP, and MP prize balls are increased.
- Lucky Lucky : Cost: 5AP --
Chance of recieving Prize Boxes is increased.
- Fire Boost : Cost: 3AP --
Fire damage is increased.
- Blizzard Boost : Cost: 4AP --
Blizzard/Ice damage is increased.
- Thunder Boost : Cost: 5AP --
Thunder damage is increased.
- Item Boost : Cost: 2AP --
Items used on the field have a greater effect.
- MP Rage : Cost: 3AP --
Recieving damage boosts recovering MP faster.
- MP Haste : Cost: 3AP --
MP recovers faster.
- Defender : Cost: 3AP --
When in critical health, DEF is increased.
- Second Chance : Cost: 4AP --
Keeps HP at 1 after an attack that would normally kill you.
- Once More : Cost: 4AP --
Keeps HP at 1 during a combo that would normally kill you.
- Hyper Healing : Cost: 3AP --
Donald quickly revives from KO with more HP.
- Auto Healing : Cost: 3AP --
When Donald is switched for a member, his HP is automatically recovered.
By pressing Square when standing still, Sora puts up his keyblade to block
incoming attacks.
- Upper Slash : Cost: 4AP --
In the middle of a ground combo, hitting Square knocks the enemy into the air,
if possible.
- Horizontal Slash : Cost: 2AP --
In the middle of an air combo, hitting Square adds an attack to the combo.
- Finisher Leap : Cost: 5AP --
At the end of a combo, instead of pressing Circle to do a finisher, pressing
Square will send Sora's keyblade into the ground to launch enemies into the
air.
- Retaliating Slash : Cost: 3AP --
When hit into or while in the air, pressing Square will cause Sora to counter
attack.
- Slapshot : Cost: 2AP --
Sora rapidly attacks a target.
- Dodge Slash : Cost: 2AP --
When an attack misses Sora, Sora returns with an Evade & Counter type attack.
- Slide Dash : Cost: 2AP --
When the enemy is too far away to hit normally, Sora closes distance by
dashing across and whacking the enemy.
- Guard Break : Cost: 3AP --
Finisher Move. Sora pulls back his keyblade and thrusts it into the enemy,
normally knocking them into the air.
- Explosion : Cost: 3AP --
Finisher Move. Sora finishes his combo by creating balls of energy around him,
and exploding them, causing multiple hits to the surrounding enemies.
- Aerial Sweep : Cost: 2AP --
Sora attacks aerial enemies by spinning in the air, sweeping up surrounding
enemies.
- Aerial Spiral : Cost: 2AP --
Sora closes distance between enemies by flipping through the air to his
target.
- Aerial Finish : Cost: 3AP --
Finisher Move. While in the air, Sora finishes his combo by spinning his
keyblade multiple times, knocking enemies nearby, and delivering a powerful
blow to the enemy in front and back at the end.
- Counterguard : Cost: 4AP --
After successfully guarding against an attack, hitting Circle swings the
keyblade horizontally infront of Sora, hitting enemies.
- Auto Valor : Cost: 1AP --
When in critical health, pressing Triangle transforms Sora to Valor Form.
- Auto Wisdom : Cost: 1AP --
When in critical health, pressing Triangle transforms Sora to Wisdom Form.
- Auto Master : Cost: 1AP --
When in critical health, pressing Triangle transforms Sora to Master form.
- Auto Final : Cost: 1AP --
When in critical health, pressing Triangle transforms Sora to Final form.
- Auto Summon : Cost: 2AP --
When in critical health, pressing Triangle summons recently summoned summon.
(LOL, sorry for bad wording)
- Trinity Limit : Cost: 5AP --
A Limit move. Sora does 2 sets of multiple slashes on enemies in front of
him. If Donald and Goofy are in party, attacks extend to use attacks based on
STR level, MAG level, and FORM level, as well as a powerful finisher that hits
all enemies.
~Grow~
- High Jump LV? : Cost: 2AP --
Ability learned from Valor form that causes Sora to jump higher. Higher the
LV, the more height Sora gets. LV1 @ LV3 Valor, LV2 @ LV5 Valor, LV3 @ LV7
Valor.
- Quick Run LV? : Cost: 2AP --
Ability learned from Wisdom form. By pressing Square, Sora executes an evasive
dash in the direction he's facing (have to be moving if Reflect Guard is
equipped). LV1 @ LV3 Wisdom, LV2 @ LV5 Wisdom, LV3 @ LV7 Wisdom.
- Aerial Dodge LV? : Cost: 3AP --
Ability learned from Master form. After jumping, pressing O again will cause
Sora to do a spin, pushing him further into the air. While executing, Sora
reflects attacks targeted at him. LV1 @ LV3 Master, LV2 @ LV5 Master, LV3 @
LV7 Master.
- Glide LV? : Cost: 3AP --
Ability learned from Final form. While in the air, pressing Square will make
Sora glide in the air. Higher the level, the faster you glide. LV1 @ LV3
Final, LV2 @ LV5 Final, LV3 @ LV7 Final.
~Support~
- Scan : Cost: 2AP --
Shows amount of HP enemy has.
- Aerial Recovery : Cost: 2AP --
When hit in/into the air, pressing O will recover Sora, allowing for faster
reactions.
- Combo Plus : Cost: 1AP --
Adds 1 hit to a combo.
- Air Combo Plus : Cost: 1AP --
Adds 1 hit to an air combo.
- Combo Boost : Cost: 3AP --
Executing a finisher after a combo does more damage.
- Air Combo Boost : Cost: 3AP --
Executing a finisher after an air combo does more damage.
- Reaction Boost : Cost: 2AP --
Damage from Reaction Commands are increased.
- Finishing Plus : Cost: 5AP --
After using a finisher successfully, pressing Circle again does another
finisher.
- Negative Combo : Cost: 2AP --
Takes one hit off an air and ground combo.
- Berserk Charge : Cost: 5AP --
While MP is recharging, combos continue forever, until MP is recharged fully.
- Damage Drive : Cost: 3AP --
Taking damage boosts your Drive gauge.
- Drive Boost : Cost: 3AP --
Drive gauge recovers faster.
- Form Boost (Fuo-mu Bu-suto) : Cost: 5AP --
Sora will stay in a drive form longer while fused.
- Summon Boost (Samon Bu-suto) : Cost: 5AP --
Summons will stay out longer when called.
- Combination Boost : Cost: 4AP --
More time is allowed for attacks during a Limit move.
- Experience Boost : Cost: 3AP --
When in critical health, amount of EXP gained is doubled. With 2 EXP Chances,
EXP gained is tripled (Ability and Keyblade).
- Leaf Bracer : Cost: 1AP --
Casting Cure will continue even when attacked.
- Magic Lock-On : Cost: 1AP --
Automatically sends magic in direction of enemy, even if you don't manually
lock-on.
- Draw : Cost: 3AP --
Attacts HP, MP, Munnie, Drive, and prize balls towards you.
- Jackpot : Cost: 4AP --
Chance of recieving Munnie, HP, and MP prize balls are increased.
- Lucky Lucky : Cost: 5AP --
Chance of recieving Prize Boxes is increased.
- Fire Boost : Cost: 3AP --
Fire damage is increased.
- Blizzard Boost : Cost: 4AP --
Blizzard/Ice damage is increased.
- Thunder Boost : Cost: 5AP --
Thunder damage is increased.
- Item Boost : Cost: 2AP --
Items used on the field have a greater effect.
- MP Rage : Cost: 3AP --
Recieving damage boosts recovering MP faster.
- MP Haste : Cost: 3AP --
MP recovers faster.
- Defender : Cost: 3AP --
When in critical health, DEF is increased.
- Second Chance : Cost: 4AP --
Keeps HP at 1 after an attack that would normally kill you.
- Once More : Cost: 4AP --
Keeps HP at 1 during a combo that would normally kill you.
- Hyper Healing : Cost: 3AP --
Donald quickly revives from KO with more HP.
- Auto Healing : Cost: 3AP --
When Donald is switched for a member, his HP is automatically recovered.