Abilities (KHCOM)
From the Kingdom Hearts Wiki, the Kingdom Hearts encyclopedia
Jump to navigationJump to search
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. As a result, Sora's only free-to-use ability is Dodge Roll. Riku is also given a pair of movement abilities.
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[edit]
Sora[edit]
Ability | Description | Obtained |
---|---|---|
Dodge Roll (ドッジロール Dojji Rōru ) |
Roll away from harm. | Available from the beginning. |
High Jump[KH Re:CoM] (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[KH Re:CoM] (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[KH Re:CoM] (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. | Castle Oblivion Room of Rewards |
Riku[edit]
Ability | Obtained |
---|---|
High-Speed Step (高速ステップ Kōsoku Suteppu ) |
Available from the beginning. |
Double Jump (2段ジャンプ/二段ジャンプ 2-Dan Janpu/Nidan Janpu ) |
Available while in Dark Mode. |