Which Spells From Kingdom Hearts Does Riku Use?

Riku, a young man from Destiny Islands, is a major playable character in Kingdom Hearts Chain of Memories and Kingdom Hearts 3D: Dream Drop Distance. He is best friends with Sora and Kairi and is known for his ability to use dark fire spells and other darkness-type attacks. Riku is a keyblade wielder who can utilize various magic spells using his Keyblade as a conduit.

In the fight against Ansem, the Seeker of Darkness, Riku is best friends with Sora and Kairi. With the help of Riku and others, Sora seals Kingdom Hearts for good. Riku also possesses various abilities that combine his dark powers with Sora’s light powers, such as using a new Dark Aura that fires Dark Fire.

Riku’s strength was that he overpowered Xehanort and could use dark magic due to his sheer strength of heart. However, from DDD and on, he threw all that magic. To counterattack, Riku can equip Cure, Areo, Thunder or Fire, Sonic Blade, Ars, and Dark Aura.

In Kingdom Hearts 2, Riku is introduced as a keyblade wielder, capable of using various magic spells and using his Keyblade as a conduit. He is best known for his ability to cast Dark Firaga and Dark Shield, and his ability to use light magic and healing magic.

In summary, Riku is a calm, cool, and collected teenager from Kingdom Hearts who is known for his ability to push boundaries and use dark magic.


📹 The most GAME BREAKING Kingdom Hearts Abilities

What do you think should be the most broken move in Kingdom Hearts 3? Oluvids …


Who does Sora have a crush on?

In Kingdom Hearts, Sora and Kairi first meet as young children, and they become close friends and possibly have childhood crushes. They share a paopu fruit, which is believed to intertwine their destinies. In Kingdom Hearts I, they play and talk together before their home falls to darkness. Kairi’s heart rests inside Sora’s while he goes on an adventure to find her. Sora finds her body with Riku in Neverland and tries to save her.

He fights Ansem, the Seeker of Darkness, to protect her and stabs himself with a keyblade to release her heart. Kairi protects him in turn, and her powers as a Princess of Heart restore him to human form when she hugs him.

Sora takes Kairi to Traverse Town, and after refusing to fight with him in the final battle against Ansem, she gives him a traditional Wayfinder charm. Kairi expresses her faith that Sora will return to her in the game’s ending.

In Chain of Memories, Naminé’s interference erases most of Sora’s memories, including those of Kairi. However, Sora chooses to sleep for a year to have his memory restored. In Kingdom Hearts II, Kairi seems to have not forgotten Sora completely, but she remembers another boy she played with and writes a letter to him.

Who is Sora's lover?
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Who is Sora’s lover?

Kairi x Sora, also known as Sokai, is a ship that connects Sora and Kairi, originating in Kingdom Hearts I. It is named after the kanji for sky and sea. Kairi is a Princess of Heart with a pure light heart and potential for magic. She lives on the Destiny Islands but spent her childhood in Radiant Garden. Her past is mysterious due to her amnesia, but she is determined, loyal, and thoughtful.

Sora, the protagonist of the series, is an adventurous, optimistic, and friendly teenage boy from the Destiny Islands. He wields the Kingdom Key keyblade and traverses the worlds, with his primary motivation being to reunite with his childhood friends, Riku and Kairi. Throughout the series, he often helps those he meets along the way. The ship has gained popularity due to its early existence and extensive canon content.

Does Kairi have a crush on Sora?
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Does Kairi have a crush on Sora?

In Kingdom Hearts, Sora and Kairi first meet as young children, and they become close friends and possibly have childhood crushes. They share a paopu fruit, which is believed to intertwine their destinies. In Kingdom Hearts I, they play and talk together before their home falls to darkness. Kairi’s heart rests inside Sora’s while he goes on an adventure to find her. Sora finds her body with Riku in Neverland and tries to save her.

He fights Ansem, the Seeker of Darkness, to protect her and stabs himself with a keyblade to release her heart. Kairi protects him in turn, and her powers as a Princess of Heart restore him to human form when she hugs him.

Sora takes Kairi to Traverse Town, and after refusing to fight with him in the final battle against Ansem, she gives him a traditional Wayfinder charm. Kairi expresses her faith that Sora will return to her in the game’s ending.

In Chain of Memories, Naminé’s interference erases most of Sora’s memories, including those of Kairi. However, Sora chooses to sleep for a year to have his memory restored. In Kingdom Hearts II, Kairi seems to have not forgotten Sora completely, but she remembers another boy she played with and writes a letter to him.

How old is Riku currently?
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How old is Riku currently?

In Kingdom Hearts: Chain of Memories, Riku and his friends Sora, Donald, and Goofy defeat Ansem, who opened the door to the realm of darkness. They attempt to close the door, but Heartless appear on the other side, and hope seems lost until they are slain. King Mickey, who destroyed them with the dark realm’s Keyblade, reveals himself as Riku, and encourages Sora to help him close the door for good. Riku’s last words to Sora are “Take care of her”, and they seal the door from both sides with their Kingdom Key Keyblades.

Riku awakens in a strange space, where he hears a voice urging him to stay asleep between light and darkness. The voice tells him that after they closed the Door to Darkness, he came drifting there alone, either because he was not strong enough to overcome the darkness or was close to it. Riku responds that he is no demon, and the voice repeats that he should stay asleep. A card imbued with the world emblem of Hollow Bastion appears in the air, and the voice states that it is a door to the truth. Riku takes the card, stating that it would end his sleep as he took his first step towards the truth, though the truth would bring him pain.

Riku finds himself in the 12th basement of Castle Oblivion, where he uses the card to find himself in Hollow Bastion. The voice informs him that his memories of his time there created a card, which created that world. Riku asks if he would learn something or meet someone there, and the voice replies that he would meet the people in his memories.

Riku heads deeper into the castle, encountering Heartless and the voice again. He finds the entrance hall empty, and the voice asks why he wasn’t meeting anyone from his memories. The voice tells him that he cast everything aside in pursuit of darkness, and Riku denies this. The voice questions this as Riku runs deeper into the castle, eventually meeting Maleficent in the castle chapel.

Maleficent reminds Riku that she is merely a figment of his memories, and he once turned to her out of his hunger for darkness. Riku agrees that he would never turn to the darkness again, as the darkness had nothing to offer. Maleficent also warns Riku that he will destroy himself first, as he too is a being of darkness. Riku agrees, saying that he turned to the darkness out of weakness and hates that weakness.

In the story, Riku is a character who has been shunned by Maleficent due to his fear of darkness. He is eventually revealed as Ansem, the Seeker of Darkness, who is a powerful figure in the world. Ansem explains that he was weak and needed darkness to defeat Sora. He then tells Riku to surrender to him again, but Riku refuses, leading him to bow to darkness.

Another voice, King Mickey, appears, telling Riku that he is not alone in his struggle with darkness. He assures Riku that the light will never give up on him and that he will always find it even in the deepest darkness. Riku is comforted by this advice and declares that he won’t lose to darkness.

As Riku reaches the 11th basement, he detects a strange scent and identifies it as the smell of darkness. He is consoled by King Mickey’s reappearance, who manifests a form onto him and asks Riku to fight the darkness inside of him. He reminds Riku that even in the darkest darkness, there is still light, which they had both seen firsthand. The light of Kingdom Hearts would show him the way.

Riku fights through Traverse Town, where he faces Guard Armor, and Agrabah, where he faces Jafar’s genie form. At the exit of the 10th basement, Vexen appears from a corridor of darkness and confronts him. Vexen reveals that he is not Ansem, but rather a “Nobody” who belongs to neither light nor darkness. Riku tells him to cut riddles, and Vexen states that they have much in common.

Riku admits that there is darkness left inside of him, but darkness is still his enemy. Vexen engages Riku in a battle, and upon his defeat, he thanks him for providing him with invaluable data. Riku grumbles briefly about the trick, but shrugs it off as he continues through the castle.

Does Riku have feelings for Sora?
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Does Riku have feelings for Sora?

Dream Drop Distance is a Kingdom Hearts game where Riku and Sora participate in the Mark of Mastery exam, focusing on finding each other. Riku’s affection for Sora leads to a vision of his face in Traverse Town, forming their own Keyblade (Gayblade) and being revealed as his Dream Eater. This game is essential for Riku’s character as he accepts his darkness and risks his life to save Sora.

Kingdom Hearts 3 pushes Sora and Kairi more with the paopu scene and Sora’s sacrifice for Kairi. However, it falls short compared to the scenes Sora and Riku share together, such as Sora arriving just in time to save Riku from Aqua and Riku sacrificing his life for Sora in the Keyblade Graveyard. Sora thinks the light he’s following to come back to life is Riku.

Why does Riku turn evil?
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Why does Riku turn evil?

Riku is a fictional character from Square Enix’s Kingdom Hearts franchise, introduced in the 2002 game. As a teenager, Riku aspires to visit other worlds with his friends Sora and Kairi. After opening a way to other worlds, he meets the evil fairy Maleficent, who forces him against Sora. Riku falls into darkness and is possessed by Ansem, the Seeker of Darkness. Despite being freed by Sora, Riku returns as a protagonist in subsequent games. Created by Tetsuya Nomura, Riku’s character arc represents the series’ main theme of choosing light or darkness.

He is voiced by Mamoru Miyano and Eiji Shima in Japanese and David Gallagher and Ty Panitz in English. Riku’s critical response has been praised for his redemption arc and David Gallagher’s performance.

Does Riku have a love interest in Kingdom Hearts?

The first game of the series showed romance between Sora and Kairi, and Riku’s unrequited love for Kairi. Riku’s actions in the game revealed his secret love for Kairi, even though he initially saw her only as a friend. The character’s actions were more intense than Sora’s. The creators are not changing their sig until Gravity Rush 3 is announced. The translation of Riku to land and Kairi to sea is supported by the Atlantica song “A New Day Is Dawning”, which features the line “land and sea have come together”.

What are the dark Riku's abilities?
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What are the dark Riku’s abilities?

Dark Riku, a form of the Riku Replica, wields the power of darkness and can enter Dark Mode to channel his abilities. He can use corridors of darkness to traverse the three realms at will and open portals to other dimensions, such as the alternate dimension where the original Baymax was lost. He is also capable of telekinesis, sending Darkubes into the alternate dimension and levating the combat chip into Dark Baymax.

In combat, Dark Riku’s basic attacks mirror those of his other incarnations, such as his three swing combo, V-shaped dark shockwave, and energy slash. He uses his desperation move, a combination of Dark Aura and Helm Split, to rise into the air in a dark aura and slam down onto his target. Some of his abilities are identical to Ansem’s, albeit color-swapped into a purple color. These attacks consist of summoning a half ring of crystal mines, which explodes if anything comes into contact, and summoning a pool of darkness that homes below his target for a few moments before manifesting into a larger pool of darkness that unleashes multiple dark claws.

Who does Riku see Xion as?
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Who does Riku see Xion as?

In the manga, Riku and Xion form a relationship that evolves over 358/2 Days. Xion seeks Riku due to his Organization coat, despite not aligning with them, and Riku is seeking a way to repair Sora’s memory. During their first meeting, Riku initially doesn’t see Xion as herself and questions her identity and place in the Organization. Xion, already struggling with her identity, retorts by calling Riku himself a sham.

Despite the fight, Riku shows concern for Xion, cautioning her to stop hanging around Organization XIII and walking away from the fight. He later asks Naminé if there’s a way to recover Sora’s memories without harming Xion, demonstrating his genuine concern for her.

Who is stronger Sora or Riku?

Sora wins in every game except Dream Drop Distance, consistently being Riku’s superior at every turn. This is largely due to his position as the keyblade’s “second choice” in KH1, whether it’s the 2nd or 50th choice. Riku only wins one round and hopes for a high diff in KH2. Tidus believes Riku’s superiority in Kh1 is due to his 3v1 win against other island kids. If you win and beat Riku Sora on Destiny Islands, you’re on par with him.

Why is King Riku hated?
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Why is King Riku hated?

Doldo, a benevolent king, was admired by the people of Dressrosa for his kindness and benevolence. However, Doflamingo’s control of the kingdom led to his downfall, causing the citizens to hate Doldo and his family. They even wanted to kill Doldo’s granddaughter, Rebecca, and the Riku family, claiming they had “dirty blood”. Doldo is remorseful for his actions and expresses hatred towards Doflamingo.

During Doflamingo’s “Birdcage” game, the citizens realized Doldo was innocent and wanted to capture him alive. They released the captured prisoners and asked Doldo for his help to return Dressrosa to its peaceful kingdom. As the Birdcage shrinks and destroys everything in its path, Doldo raises their morale, giving them the will to survive until Luffy defeats Doflamingo. The citizens of Dressrosa are now unsure of their true identity and are determined to return to their peaceful kingdom.


📹 Riku Math

“The numbers don’t lie, and they spell DISASTER for you.” Music Creds: Neku / HorrorShop #kingdomhearts #kh2 #kh3 …


Which Spells From Kingdom Hearts Does Riku Use?
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  • The most broken move in kh1 is stop+gravity combo which deletes bosses. For kh2 is easily reflega final form firaga fenrir with megative combo and zantetsuken with last Arcanum. And for kh3 it’s easily infinity circle and Ultima form that does insane damage with combo boost and when we are talking about normal mobs every form is basically over powered except second form.

  • There is many broken combos you can do in KH2. Final form fire is the big one where you can stun lock most bosses. Finishing plus magnet with Zigbar and Xaldin. Berserk charge with Final form or horizontal slash on Zigbar or Terra. The PC port of Duck Flare does fantastic damage while stun locking things for you for set up. Peter Pan against Saix and Terra has loops. Stitch plus magnet thunder spam where you can almost unlimited about of MP while stun locking most mob fights. Chicken Little early game is super good for stun locking most mob fights. Many many broken combos in KH2

  • If there is one move that is broken in KH3, it’s speed slash. It’s a finisher that has Sora do 3 heavy slashes that can juggle multiple enemies with positioning, and if timed right, you can juggle bosses as well. It moves very fast, and can be cancelled with a dodge to mix with a magic spell, or give you time to heal.

  • Are you just forgetting they went out of their way to nerf magic in KH3 because Sora could shred everything not immune to fire, by beating his empty skull into the Firaga shortcut? You can eat to improve the chance of getting certain Grand Magic. You’re also missing how amazing that fast move option inside Shot Locks are. Chain of Memories I think you listed very safe examples, but those are the lame examples you won’t actually use other than to farm. Lethal Frame is also only in RE:CoM and while awesome, let me suggest a few more entries. Firaga + Fire Boost Enemy Card in both GBA and remake shreds bosses and it’s not hard to farm Fire cards and Red Nocturnes due to Traverse Town spawning the latter and Fire being your only magic card for any lucky Moogle shops. Blizzaga/Blizzard Raid + Blue Rhapsody sweeps mob fights in both versions until you get Thunder Cards and their boost. After that all you need is to carry a Blizzard Raid or 2 for Thunder resistant enemies. Also, you forgot 3 Cloud cards will destroy anything with Omnislash. Also, for GBA Sonic Rave hits a lot of bosses and many times due to the limited room and hitboxes, while making you very safe due to i-frames. Jafar + Ars Arcanum for RE:CoM is funny and brainless. KH1’s magic is arguably the most intelligently broken as most things don’t nullify Gravity and Stop magic, so Stop something and then chunk it’s HP with a few Gravigas and then laugh about it. Also, don’t bother with Trinity, just strike everything with Thundaga like you’re Zeus.

  • For Re:Coded, I’d also consider rising rush and round blitz. Rising rush is both a gap closer and combo extender, it leads really well into any aerial attack, especially exo spark. Round blitz is a strong, quick, cheap, and fast-reloading circle attack that’s always reliable. If we were to include finish commands, I’d also suggest zone of ruin.

  • For kh3, i would say its Fire/water/blizzard spells with spear/hammer transformed keyblade. I don’t remember if you can do it with thunder, but with these 3, and some proper timing, you can stunlock any enemy or boss to death, and since its really quick, it gives you time enough to pop a ether and proceed spamming. Aeroza its really great too. Not only does a lot of damage when you use it, it also creates 3 smaller tornados to hit incoming spawning enemies

  • As someone who’s played re:coded quite a lot, I’ll add that the chain rave and judgement triad skills are amazing. Chain rave can do big amounts of damage to any regular enemy, only problem is that range is a little short so you may not get to hit many enemies with it, but the range isn’t that bad. (In the move, Sora spins his keyblade forward, slicing things ahead.) That’s where judgement triad comes in. Pretty much as long as you’re locked in, it will hit and it’ll do some great damage. If you line yourself up right, it can clear a lot of enemies since the projectiles don’t dissipate and keep on going. (You throw three keyblades ahead, and home in if you’re locked on.) Other than that, thunder spells are pretty good simply because of the fact that they can fill up your clock gauge so fast. Just use it near some blox, purple ones being the best since they can take three hits each. (In case you’ve never played recoded, you fill up the gauge to the max to do a finisher you have set, and along the way to building it up, you get bonuses according to the keyblade you have set. (Imo, best finisher is zone of ruin, a huge sword slash ending in a giant explosion, but there are other good ones, noticeably spinner ray and faithblade) And blox are just.. blocks you can hit. There’s tons of them in basically every room.)

  • I would like to point out that mine square and seeker mine on ventus and aqua in BBS make the optional bosses borderline easy, since the two can basically maintain permanent i frames with their dodges, stopping for one second to put down a little spot of free damage when the boss isnt attacking makes every boss trivial.

  • I think the most broken thing in any Kingdom Hearts game is the combination of Second Chance and MP Rage/Damage Syphon. It effectively makes you unkillable in any fight as long as you’re not terrible at the game, and it also makes it so that getting hit by enemy attacks is a net positive. Throw in Leaf Bracer and it means that you should never die in any fight.

  • I dunno if anyone’s already said this but a while ago I saw a article on Reddit of someone destroying Yozora’s HP with a combo that I know included one of the shooting star type keyblades? I forget the name of it but it’s keyblade form (which is used in the article) is similar to Wisdom form. If I find the article I’ll link it, and I don’t know if combo-attacks count, but thought that might be something to look into for OP abilities.

  • May I add three things here? – You severely understated the use of Reflega, especially how it’s a no-brainer for speedrunners and is also known to utterly decimate numerous bosses on its own, one of them being Sephiroth himself – While not inherently broken in itself, magic in KH3 has gotten pretty strong, to a point where literal or tactical spam even rewards the player with -za magic. Combined with certain keyblades you’re able to deathtrap many bosses in a magic cycle too. – The Ultima shotlock is quite powerful too, especially against the 13 Xehanort armors, though that’s more of a technical cause.

  • Oh god I remember all the Mine spells in Birth By Sleep being absolutely broken and easy to cheese with, especially if you had a lot of magic haste abilities equipped since you could practically spam them. Mine square would absolutely shred through most bosses, they were almost as broken as the Balloon spells in DDD

  • As someone who didnt get a console till much later, I only played recoded and dream drop distance as a kid. I literally mastered everything about recoded to the point I was able to beat the game on critical level 1. People underestimate how easy it is to break the game, especially when you start getting special traits like fast reload on moves like judgement triad

  • An interesting mention for KH1 speedrunning. EXP Stop limits all XP gains but after executing a combo your next attack deals double damage… Except with spells, it doesn’t expire. Yes it breaks the rules against summons but some bosses can be nuked by doing a combo and then summoning either Genie or Mushu to burst them down. You can actually beat Oogie Boogie in about 25 seconds or Ansem 1 in less than 40 seconds with this strat.

  • For Re:coded, Judgment Triad. A well leveled Judgement Triad is able to basically 2 shot the final boss. To elaborate, judgement Triad shoots several magic keyblade buzzsaws at the opponent, which strike in a pincer like attack. It also has slight homing properties, so if you’re facing the enemy it will very likely hit, even if they move quickly. The other one that might work (but is… arguably banned due to the rules) is Zero 1’s (I think it’s Zero one? Been a few years since I last played…) final clock ability. Basically, the clock abilities are like BBS finisher commands, but you get cool abilities as you progress towards the finisher. Zero’s final ability lets you hit enemies from a distance. With your melee strike. And it isn’t like, an extra 5 or 10 feet or keyblade lengths, no, I’m talking like ROOM length strikes. So you can enter a room, swing the keyblade in the air, and everything in a 30 foot cone in front of you dies, without you even needing to get close. Just walk in, swing, bam, done. Earlier clock levels (which are kept as you progress) let you have “All critical”, so every strike you do it a crit., so you can hit from a room away with critical strikes. Enemy HP bars utterly MELT The only weakness is that its the final clock level, so you have to get to that point to use it (like in BBs, goes up by smacking enemies), and once you get level 4 filled you use your finisher and reset to level 1, thereby removing the ability until you get back to level 4. So you don’t get to have it for long, but holy crap is is strong!

  • Limit form, reflect, trinity limit.berserk charge, horizontal slash, Peter Pan, stitch, chicken little, firaga, thundaga, magnega It’s kinda hard to decide. Kh2, through synergy had a massive op move library. I liked the solo trinity limit with combination boost, limit form, ars arcanum a second trinity limit, and possibility the berserk charge horizontal slash combo, myself. With a Peter Pan human shield for indefinite revives

  • The obvious answer under your rules for KH3 is the Aero family of spells. It’s like Thunder, but it juggles enemies in the air for like 4 seconds. That’s a long time for an action game! Also, casting is basically free in that game since you can wait out MP recharge with situation commands. So I’d say that’s the most busted. Fire, pre-ReMind, is another contender as a no-risk boss killer with insane MP efficiency. You can kill all bosses with Firaga before running out of item slots. But if we’re disregarding your rules about no summons: the obvious answer for KH3 is Simba. In Critical mode, especially, where you can’t spam magic as often. Absolutely braindead crowd control. Also, fire is the easiest element to boost early game, so it gets too good too early. A big element of balance is timing. Like, Magnega is insane, but you only get it around the time Nobodies immune to magic damage show up. Reflectga is insane, but it gets more value the more ferociously enemies attack. So compared to, say, the magnet command in BBS, it’s balanced… for the time it appears naturally in the game. I think the only option that breaks this rule is Stitch. Stitch is a MONSTER. Tangent; The saving grace of KH3 is the variety of boss designs and focus on gimmick fights. So, as an example, the Toybox UFO can’t be cheesed with Simba because he’s floating high up. You can use Thunder or shotlocks that jump on top of enemies, and so on. But the majority of the game, there isn’t much variety in how normal enemies react to spells (especially compared to KH1 and 2), so the focus on Musou-sized mob fights falls kinda flat.

  • i’m surprised you mentioned DDD balloon/balloonra but not BBS mine shield/seeker mines, they were essentially that games versions of balloons and while they maybe weren’t AS busted as balloon, i’d definitely say they’re better than the surge moves. I’ve played BBS a lot and i know plenty of times in a pinch seeker mine would save my ass in the same way balloonra did in DDD (a little extra, i don’t know if it would count as ‘busted’ or not since it wouldn’t work on mysterious figure but practically every other boss is good, but thundaga shot and triple firaga/blizzaga is personally a favorite of mine to use as aqua, thundaga shot is especially broken if you combo it with magnet to clear enemies)

  • Kingdom Hearts 3 Fire magic, magic build spam Fire/Fira/Firaga and you can just melt boss life bars with one round of Fire magic, and all the -za spells that pretty much trivialize mob fights especially with their idea of including accessory and even some Keyblade that can make them pop without even using the corresponding spells.

  • As one of the people who played Union X, KH3 Kairi was so frequently used because of how easy it was to get, and it’s relative power that early on. By endgame though, it’s just about worthless since it only boosts your damage by a couple of hundred million. Instead, I’d say that in a magic heavy keyblade, SN++ KH3 Aqua was the most broken because, leaving out all the complex descriptions many won’t understand, proper use of this medal could boost your damage output by a few trillion. Yes, trillion. It was indeed possible to do that much damage if you had a good build and knew what you were doing.

  • Wanted to mention bbs Magnets were super broken against mobs. Almost every unversed can get sucked in it and you get free hits in the meanwhile they are. Also against all enemies, even bosses, mine spells and most importantly, renewal block, a block that heals your hp. Union x was always busted every time a Kairi medal or copycat one came out. Always super broken during its Era and very long lasting. Also the most broken thing about kh3 combat wasn’t a specific move that unbalanced it, it was how easily accessible everything was pretty much since the start of the game that made everything else seem broken.

  • What about thundaga in 3? With the ability to cast multiple times while moving, and with multiple casts chaining to allow you to do thundaza, clearing entire rooms in seconds becomes a literal cakewalk, even bosses can be caught off guard with it, I beat data marluxia with less than a second to spare by casting it. Also, if you’ve ever done the grind to level 99, you know just how broken thundaga can be.

  • About KH3: Keyblade Formchanges ARE Drive Forms. Or rather, they’re paired with them. If you look at the ability list for each Keyblade, you’ll see that the list is divided between the Formchange’s abilities and a Drive Form’s. That combination system is what differentiates “clone” Keyblades from each other. For example, the Shooting Star’s Double Arrowguns Formchange is paired with Element Form, which grants abilities like Doubleflight and Magic Combo Thrift. The Hunny Spout’s Hunny Blasters Formchange at first glance is exactly the same, but it’s actually paired with Guardian Form, granting abilities like Second Chance and Barrier.

  • KH1 and 2 limits in general are pretty broken, as long as one has enough MP to keep supplying them. The only downside some of them have is that they require party members to be alive, which…there are alternative limits if they aren’t. KH Days: Thundaga is honestly closer to what one would call broken. It is more siturational than Limit Breaks, but it just works incredibly well when it does. Limitbreaks meanwhile…sometimes don’t. Some characters have an awful limitbreak(Dual wield roxas has insane damage. Too bad it almost never hits anything) or it exposes them to a threat of dying because it throws away defence completely. I agree with fire tho, it basically takes care of most things Thundaga doesn’t work on. KH Recoded: Anyone who didn’t play this, please do. Anyhow, I agree with judgement triad and for a crazy good spell, I’d take Triple Pursuit. It’s just rediculous, it’s a bunch of icicles of doom that destroy anything and everything, except some bosses.(And even then, they can sometimes stall those bosses until Judgement Triad is back in action) KH3D: Balloonga. Normal balloon is ok(except for julius, who gets obliterated by it) and ra has the highest damage but leaves you open for getting hit, which can give you a game over(I played Crit for the most part without once more and without second chance for about half of it too, I’d know.). Ballonga however is effectively completely free damage and even stuns most enemies to give you an opening to cast Balloonra. Balloonga is so stupid good that it argubly shouldn’t exist in this series.

  • For KH3, triggering Za magic is probably the op move, most keyblades unlock one of them(with one key letting you use all of them), it melts and staggers bosses, and clears hordes of enemies. As for KH2, depends on what you are doing. Magnet magic paired with lightning or other aoe magics basically cleared most rooms I was fighting in.

  • Personally I’m in agreement with most of this, though I never use reflect unless I’m grinding for experience so I suppose I’d go with magnet spiral but i digress. I’m surprised to hear someone else say 3 has good combat, I’ve had this steadfast belief for years and I’m either bombarded with talks of summons or attractions and I’ve always found it weird given that summons and links in 2 are always given a pass so thanks for the conformation there. Love the article on the whole btw very concise and well spoken.

  • Technically for the khux, the most broken medals are the ones after that kairi medal. Due to how severe the powercreep has gotten. Further making the game more p2w than ever. Cause those medals have supernova and increase the strength for players. Nevertheless the kairi medal is more or less the common medal type that players uses. Which are medals gives maximum buff to the players. As well as healing, and other benefits.

  • IMO KH3 could go a few ways: 1) The shotlock dash ability is imperetive to continuing combos on some bosses, so it essentially doubles your damage. However, this is kinda niche since it is only really used on humanoid/staggerable bosses. 2) ultima shotlock is just crazy for the size it takes up and the damage it does, making it good for bossing and for mobbing, but it has a slow startup and can be missed on bosses like vanitas that won’t fucking sit still. 3) Firaga plus firaza band just SHREDS bosses and borderline trivializes them. It has great tracking and staggers bosses too. Tbh I would go this this one. Lastly, I would throw into the mix firaga on keyblade transformations ala claws or hammers. The pseudo-KH2 fire can be used to infinitely combo the data bosses when you have infinite magic equipped. The stagger is also long enough that you can ether when you run out and continue it. I just find it humorous that they made the spinning fire act the same as it did in kh2, which could be used similarly.

  • Kh3 doesn’t have a broken move or something so far I can tell. It doesn’t have much special moves either. It’s all about the forms and attractions that makes it easier. Or the cheat menu. It doesn’t have those fancy dandy movesets I think they didn’t want to anymore. In the kh4 trailer u see they stick with the idee of forms and shotlocks rather than special movesets.

  • For KH3, I think Shimmering Drops deserves a mention (the non-fully locked on shotlock for the Ever After keyblade). If you’re playing on critical mode and have second chance and once more, all that really matters is staying above 1 HP. And if you just get even the tiniest activation of Shimmering Drops, you’ll get some HP. Doesn’t even matter if the enemy had i-frames or not. As long as you can target them, you can siphon HP from them. And since you can just do a tiny activation, it’s basically an infinite free small heal Other than that, air-stepping is kinda busted too. So good for closing the distance on fast bosses, and especially bosses with short vulnerability periods (aka. Limitcut + Secret Episode)

  • For kh1 another move to mention is Strike Raid, which is used alot casually since it gives full immunity and it has range. Most just dont realize the ars arcanum iframes because of the 2nd half not having them as for com i personally prefer sonic blade over lethal frame for 2 reasons. a) since its all attack cards, using just hi potions lets you completely recycle them, causing your deck to be filled with far more of them since the lethal frame combo basically needs elixirs to be efficient (cause hi ethers still need a manual reload. and b) the last boss before the final boss has a tendency to not get caught by lethal frame. Can confirm with more recent memory that baloon and balloonra are both good. ga not really because the damage is just worse especially with how much time it takes for those that dont know. balloon is mines on the floor and balloonra is 4-5 homing projectiles. which is busted as hell because someone just gave them the big damage heck balloon can, if used right, stunlock the post game boss. As for kh3. the wierd part is on crit i dont know anything broken because of how little mp you get but on proud that balance kinda is dead cause firaga feels incredibly strong in it. it has homing again and is a really good boss killer. I do have to agree tho that the real busted stuff is links tho. cause simba deletes mobs and ralph, stitch and / or ariel delete bosses if used right.

  • fire in COM is also worthy of mention I feel like KH2 sonic blade in particular is the best limit form move cause it completely stomps Roxas and Axel also BBS magnet is just so busted for mobs DDD I’d say Ballonra is infinitely better than ga, just worked better in my experience also I reckon the shotlock was the best part of Ultima weapon and most keyblades tbh, before ultima I reckon the Toy Story drill and the tangled staff have the best ones, tho I am restarting the game rn

  • I’d also mention Aeroga in KH1 for the same reasons as reflega in KH2. Admittedly, it’s not AS powerful, but the fact that you can have a shield on you reducing damage you take while also dealing damage to anything in physical contact with you WHILE you go about your normal keyblade swinging is pretty rad

  • if you want a riku broken move in chain, probably the card duel winner moves riku has. and while its transformation related, having riku with low DP has some interesting side effects. high power, easy to get in or out of dark mode, and either transform has invincibility frames. second or third place in kh1, is fire on shortcut. semi auto homing shot. and becomes even more busted when you have bambi immediately refill the mp you used to fire them off

  • Magic is busted in 358/2, in fact i’d say enemies esp. in Wonderland start having inflated HP values is main incentive for using it Alot of it is OP but especially Blizarra and Blizzaga, the frozen status effect gives a 3x damage bonus which you can follow up with even more magic, and they have a very high chance of inflicting it And paneling enough casts + ethers becomes very trivial after progressing a bit in the game

  • kh3 is my favorite game and i love the combat. with that being said, fire + magic galvanizer + magic combo thrift + mickey clasp. you can spam fire until spells use 1 mp with the mickey charm and magic combo thrift, then switch to firaga, which does big damage already, increased by magic galvanizer. there’s a article of this strategy being used to obliterate dark inferno.

  • Finally someone gets it with 358/2 days, Fire is the only spell I ever used for attack because every other spell either didn’t do good damage, or it completely sucked. Even against enemies that had a resistance to fire, the amount of damage it dealt made the enemy resistance to it redundant. I also despise the panel system.

  • For KH3 i agree with everybody and say Grand Magic (Specifically Waterza/Thundaza for a full screen nuke and Aeroza to force stun any boss, including Yozora). The reason it’s because of meals and Magic Roulette, which also helps you to obtain any Grand Magic at random. I could also argue on Curaza, being a multi-Cure to all the party (not sure if also dispels status effects).

  • I really like kh3, but ultimate form is definetely a win button. I’m not complaining though. I love having an easy mode switch available whenever I want for when the going gets tough, but it’s defiantly the most busted thing in that game. The ultima weapon’s shot lock also absolutely melts bosses. Lots of fun to use

  • I agree with your kh3 take but I got a COMPLICATED broken move for you, so If you get the mickey clasp? or whatever it is from getting all the photos in kh3, you get an broken magic ability that decreases the cost of magic each time you use it, so you start with spamming fire fire fire… and after like 10 15 fires switch to firaga’s that use only a FRACTION of your mp bar, meaning now you got a consistently high damaging easy spam with no effort at all

  • In all honesty, I’m surprised you didn’t mention Megaflare for BBS. With high enough magic, you just clear entire rooms of enemies instantly. Or in some cases, like the Keyblade Graveyard tornadoes, depending on the encounter, you can clear the entire tornado encounter with just one Megaflare. It’s usually my go-to when I wanna start levelling up skills for endgame/fusions to get all abilities. Also, once you unlock it, Final Form just kinda destroys everything, even bosses. Like, the strat I used to defeat Lingering Will was Final Form Firaga spam.

  • I completed Re:Chain of Memories several times and I got this to say. You’ve already mentioned Mega Flare, but since in that game, it is a fire move, it won’t take out fire-immune foes, thus Holy comes in handy as a very powerful followup to clear what remains. For bosses, what is the most broken will surprise you : Fire All you have to do is to fill your deck with Fire (While adding a fire boosting heartless card) and spam triangle non-stop. You just win with little thinking required. The exception is against Axel because of his immunity, so you switch to Blizzard for him.

  • I think looking at Speed runners alone isn’t a really good indicator of what’s good in the game. What you really need to look at is the Speed Running Randomizer Community. There’s reasons why people get certain items and stop checking chests. For instance, I learned that Duck Flare is perhaps the best move in KH2. Reflega is great survivability and can obliterate enemies with high magic stat, but Duck Flare is a continuous stream of damage on a single target, makes you invincible for the duration, and stuns bosses hit by it. Duck Flare can absolutely hold down any Single target boss encounters, like every Organization XIII member (Normal or Data). People use Duck Flare to stagger lock bosses through phase changes (like Xigbar or Xaldin) and since it’s Donald’s Limit, you can still move and attack with Sora. It’s also where I found out that BBS’ Mine spells are the older, crankier version of the Balloon spells, and absolutely trivialize boss fights (especially the Xehanort fights). Seeker Mine in particular. It’s like Balloon, but it homes in on targets and explodes to knock up enemies.

  • I would have left summons on this list, just because I don’t find there to be so many broken ones to have their own article… But if there was a MOST broken summon, you gadda know it’s the triple Cloud card sleight, Omnislash in both the OG CoM and Re:CoM. Stock up your deck with nothing but Cloud cards and a few elixirs at the end for bosses and you will be unstoppable.

  • Hey Bro nice article, i think that the only thing you missed in the article was explaining why these habilities are broken and how these affect the gameplay, for example i dont know why the kh3 Kairi charm in the Mobile game is broken because i have not played the game enough to know, but overall pretty entertaining

  • From my experience. KH1: Strike Raid & Sonic Blade give you full i-frames for the duration Re:CoM: Sonic Blade is easy to spam due to its high value, while Jafar makes Ars Arcanum usable. I’d say the Jafar card is the most busted thing due to the versatility. KH2: Reflect just carries you. BBS: Thunder Surge DDD: Balloons KH3: has a number of candidates. I would like to mention the water magic has the lovely quirk of being able to hit shadows that try to flatten to avoid your attacks. All three of the counter moves have good utility

  • I’d say the most busted attack in kh3 is Fira. When you have the mickey charm from getting all the hidden symbols, another accessory to reduce mp cost, and the ability you can easily get Fira down to 1MP per cast and without having a combo end. It’s insanely fast, has excellent seeking, and does a huge chunk of damage when going through on a magic build.

  • Kh3. Cure converter. Or focus siphon. While some look at game breaking abilities in way of damage, I look at them in way of support. Kh3, for example, relies on resource and time management. Shotlocks, for example, are heavily restricted. Unlike bbs, you can only restore them with save points, items, monster drops, and this ability. There are shotlocks strong enough to take several bars, there are shotlocks that heal, and locks that nuke. But you can only nuke or shred twice. Unless you have focus siphons Cure converter, when timed,’ jumps the player to the highest form change or its finisher. Mirage staff, wheel of fate, favorite deputy, classic tone, and crystal snow are particular keyblades of interest when concerning exploiting shotlocks Element form keyblades, single form change keyblades and high nuke finisher blades all benefit from cure converter.

  • For KH2, I would honestly say Flare Force. Limits in general are broken because Sora’s invincible while using them, but Flare Force stunlocks all enemies, including bosses, and you still have full control over Sora during it, so Sora can beat up the enemies while Donald keeps them stunned by pelting rockets into their face. Plus, if you have enough Elixirs, you can have Sora use one during the Limit, restoring his MP to full and allowing him to use it again immediately after it ends.

  • Judgement Triad is THE command of Re:Coded. But Re:Coded is so well done (unironically!!) that it stops you from spamming it. Magnega, Exo Spark, Judgement Triad, Quake… these commands are hard to get AND have high memory cost! Re:Coded gives an specific cost to each command, higher tier commands tend to have higher costs. It is true that you can reduce this resource if you overlevel these commands and get the special bonuses, but they are still pretty costy. You cannot have a deck full of 8 Judgement Triads even if you max them!

  • Like kh2 could say Negative combo with fenir which i guess is more then 1 skill But you can straight up stun luck bosses even optional ones but does require beating Sephorith i guess So you can cheese all bosses after Sephorith that can be stun lucked honestly having only finishers as your attack is really strong

  • KHIII does have the busted abilities mostly relegated to it’s various forms of Summons, Shotlocks, Formchanges, etc.. But it’s also just an easier game overall. It’s fast, it’s frantic, your attacks send you across the area and your spells are really powerful. Even bigger enemies will die in seconds as you progress just from magic or normal attack spam. You don’t really… need to use broken abilities, at least not outside of challenge runs.

  • I’d say Sonic Blade and Strike Raid are better than Ars Arcanum because the first two have better invincibility frames. Are Arcanum only protects you for about 6-7 attacks before you’re vulnerable. They might not hit quite as hard but they are pretty reliable and cost less MP per use. They’re even more overpowered in KHII. Final Form lets you regain health when using them. Landing every possible hit could heal you to full health.

  • Honestly, KH3’s Double Form / Oathkeeper/Oblivion Formchange Shotlock is what I’m gonna offer. As extra keyblades, their utility makes having both of them way better than having actually 3 formchanges to choose from, not to mention their shotlock is honestly kind of a bit TOO busted for what it wants.

  • As someone who plays the KH2 randomizers, Reflera is better than Reflega Too much stuff is too close to get hit by reflega because of enemy tracking. If I ever get Reflega too early into a seed, before bosses and enemies are larger and have better positioning (like roxas), Then it’s always a bit of a bleh moment. Magnega has the same problem, but other -ga magic fixes that issue.

  • 8:46 “maybe outside of these rules i set for myself there really isnt anything wrong with kh3’s combat and people who complain just want to say kh2’s combat was better” as somebody who played kh3 before 2, i can say that kh3’s combat is extremely unbalanced in almost everything it does lol. while playing on the hardest difficulty given to me on my first playthrough, i only died once during the entire main story. the reason you cant find anything wrong with the combat is because you banned most of the things wrong with the combat, being the summons and attractions which make this game extremely easy, even for me who at the time had only ever played half of kh1 over 5 years ago at that point. overall, still a cool vid, i still love kh now that ive played some more of the games, and i obviously dont have a vendetta against you personally or anything lol

  • In my opinion for kh3 I’d say the counters in this game are waaaay too broken, counterkick avoids attacks and drills through the enemy/counter impact is a giant shockwave/counter slash is notorious for close counters barrage attacks, add them all with Final blow + Critical counter and look at that HP melt however this counter is my personal favorite: Risk dodge the moment ur guard breaks u can evade the incoming hit by pressing the jump button and counter in a variety of ways 8:57

  • For KH2, you could say the most broken thing it’s either – Negative Combo + Fenrir: bosses’ revenge value goes on vacation; – Horizontal Slash + Berserk Charge: same as above but airborne… at least as long as you are in MP Charge; – Master Form Magnega + Thundaga combo: normal Magnega + Thundaga is hilarious how useful can it be, so let’s spice up things with the Master Magic ability to extend Magnet’s duration and unleash six devastating thunderbolts on target at the price of one; – Limit Form Sonic Blade: because healing + full invincibility + damage is balanced; – Final Form Firaga build: more of a meme but noteworthy for how much raw power it has. For BbS, honorable mention goes to Aero magic: it can interrupt almost any boss and lift them enough time for you to deal ton of damage. For KH3, the most broken thing it’s just two words: Air Walk. Free, plenty of time to lock on thanks to KH3 slowing time down during Shotlocks, instant range annihilator, combo extender, endlag destroyer, makes Sora invincible and drops him at the enemies’ foot, works with literally every kit in the game. What’s more to ask?

  • (1/3) In KH1 Ars is probably a shoe-in for the strongest single-target DPS ability in boss fights (though I’m not sure I’d say it’s broken) but that’s really just a reflection of how few tools are actually good against bosses in that game, especially since with normal physical attacks, you can only hit a humanoid boss (the ones that have RV anyway) three times before they break out and (usually) instantly retaliate. For being broken in bosses especially, though its damage isn’t as high as Ars (which only has iframes for the first half of its full combo), I would say Strike Raid is the most broken move in the game. Strike Raid has permanent/infinite iframes. No, I’m serious. You can’t be hit out of it, you’re completely invincible for the entire duration of the combo up until you’re able to move again after using the finisher. Its damage isn’t half-bad against bosses or otherwise, and it provides full invincibility to the player, making it a great tool to cheese Sephiroth’s less fair mechanics. Strike Raid was so broken in KH1 that they nerfed it into the ground when they brought it back in 2FM, and it’s easily the worst ability on Limit Form, as well as one of the worst abilities in that game. I think even Dodge Slash is more usable than Strike Raid in KH2. As for mob fights in KH1, I would say the most broken ability, aside from Stopra(ga) + Gravira(ga)/Thundara(ga) if you have enough MP and good magic equipment, is probably Sonic Blade. Near full invincibility (if not full invincibility), very good damage against even bosses, it covers ground extremely fast and it can stun enemies very easily, making them free, easy targets to attack.

  • KH3 is my favorite game in the franchise. The moves look way better than in previous games. With certain keyblades you still have drive forms. Some keyblades are beyond broken good and just feel amazing to use. Keyblade transformations was the best thing they added. Critical mode makes the game challenging. I would say the only thing I could do without are the minigames. They are frankly boring or uninspired.

  • just going to leave my own opinions here: KH1- has more to abuse than you’d think. Stop, gravity, even thunder for most mobs, trinity, strike raid, ars, even goofy’s MP gift we we’re tossing in non-sora stuff…. KH:CoM/RE:CoM- again, lots to abuse…. but the fact that you pretty much can get Blizzaga in the FIRST WORLD is already saying enough. Most enemies can’t even withstand a -Ra spell yet they tossed a -Ga spell in your hands if you just get the moogle points or card RNG for it. But given you have to be card broken to get interrupted, all non-bosses are shut down by 9 value cards anyway. Even then, cards that prevent card breaks are just as OP on that front. KH2- Would say that Reflect is just far better. Nothing is immune to it (except that gumball machine enemy) and it gives so much damage back to enemies that it’s overtuned. Magnet spells would be my honorable since they do pull in mobs very well. Bosses though, Firaga if you know how to mess with revenge values, blizzaga if you can’t use firaga. in fact, reflect MELTS larxene’s HP bars when her clones take the hit as well haven’t played the mobile game, days, BBS, DDD, or coded, so can’t really say anything on those… did hear surges in BBS were busted, and EVERYONE knows about balloon spells in DDD KH3… GRAND MAGIC…. or just…. magic in general. There’s a REASON why Critical Mode and Pro Codes tried to nerf that…. key word “tried” cause you can still get past that on critical anyway

  • I wanna give an honorable mention to KH1’s Strike Raid. While it’s not stupidly busted per se (and I’m probably cheating here), it gives a ton of i-frames, so much that you can more or less skip any super move from any boss unscathed, provided that you use them all to the fullest. Kinda the only reason why I managed to beat Riku-Ansem and Sephiroth back when I was a little kid in the first place, too…

  • You can say kh3 doesn’t have any outliers cuz they aren’t included in the rule set. But magic spam, alongside attractions and summons. Completely and entirely ruined the game for me. I just recently finished the game this year after being put off by it so much. Even on critical mode. Too many things that detract from actual combat.

  • Reflectga IS the most broken spell in KH2, maybe ever in the entire KH series. Mana cost is miniscule, block all attacks coming at you from all directions and the enemies caught in the barrier explosion pretty much all dies. The damage is so significant you can literally see chunks of boss’s HP melt away. I cheesed through the entire KH2 with this one spell alone. I even had to handicap myself from using this spell just to make the fights more enjoyable. A common tactic is to be near the enemies, cast Reflectga whenever you anticipate an attack, watch the enemies all die. Sometimes you fail the timing and enemies get a few hits in, but that’s fine, when the MP is near zero, just cast Curaga. Then run around fighting with maybe Final Form and wait for the MP to finish its cooldown.

  • Can we talk how in KHRecoded you could just do a normal combo into a comand like fire dash and then start a new combo instantly making super long extended combos with some commands and I believe even infinite if they stay stunned or dont die! Just combo command combo, I really liked that makes it super fun.

  • By far, the most busted thing in KH3 is Wreck-It Ralph. It’s so busted that even on Crit LV1 speedruns, where your Magic stat is much less than other playthroughs, you can one-shot early bosses and two-shot any Organization member. You have to know how to use Ralph well, but he’s by far the most cracked.

  • I don’t think that you realize how BROKEN almost all of KH3’s Magic Abilities are, when paired with the Mickey Clasp’s Infinite Magic Ability, alongside the Flanniversary Badge’s Magic Combo Thrift Ability. Spam Firaga for a bit, then go HAM with Thundaga. The items are a pain to get, sure. But the effort you put into it makes the rewards feel beyond worth it. Even in the Switch version, they’re DISGUSTING.

  • reflectaga is insane, 360 barrier, giant hitbox, you can chain multiple to extend the duration of the barrier on top of (pretty sure) using certain attacks in between barriar activations to further extend the time out and damage given, in certain drive forms you can move while using it, you can activate it in the air, it uses very little mp, does a ton of payback damage in every direction allowing you to clear large groups of heartless and melt bosses Don’t believe me, look at any kh2 garden of rememberance speed run. Reflectaga is used in every fight, and is often used in boss loops to help melt their health. also kh3 you can basically just say magic, magic like fire and water were extremely cheap, extremely strong and gave access to grand magic which was all busted

  • Judgement triad is legit the most ridiculous thing. IT ONE SHOTS THE FINAL BOSS. And it one shots every phase of the easier superboss. As for kh3, the strongest move is keyblade swapping. If you learn how to time it you can legitimately infinitely combo any boss. Other than that, there’s counter shield.

  • To me,nothing will surpass Strike Raid in the OG KH1. Yes,the move isn’t flashy or anything but being invincible while you executed and is easy to pull off is what matters to me. You’re invincible during the entire move,something that other moves doesn’t have when you are about to do the finishing move because the enemy can attack you again at that point.

  • Recoded is my favorite KH game and judgement triad is definitely the most broken 3 uses of that and you can Speedrun the final boss finishing him in a few minutes aswell it clears basically any enemy quickly Hopefully you try recoded at some point the combat in that is better then days BBS and DDD hell even kh1 the story isn’t good at all so the devs compensated with pure gameplay which is almost on par with kh2 in my opinion

  • KHII, Reflect magic is broken. My earliest articles from 15 yrs ago include some where I abuse the hell out of it. For example, taking out all 4 Final Fantasy characters in the Hades Paradox cup in under 30 seconds. Paired with summon Stitch, Demyx and Xaldin are jokes. Breaking the walls against the MCP in Tron is trivial. It’s no wonder to me it never came back as a spell. It was far too strong. Aqua may have had it as a guard in BBS, but it did not have the range or the damage output, nor could it be cast in as quick succession.

  • on the original kingdom hearts the move strike raid is incredibly broken i spammed strike raid to beat sephiroth for example. super easy. the way the original game was setup is you only took damage if the keyblade was in your hands. since strike raid made you throw the keyblade anytime an enemy attacked you you would take no damage it wouldnt hit you. for sephiroth all you had to do was spam strike raid. and spam ethers to regenerate your magic. sephiroth also used a move to leave you 1 HP. i cant remember the method there but i think you used ether then usecure then keep spamming strike raid again. made sephiroth look like a pushover as he was unable to damage you except for that one move he uses that move was also the reason i got killed so many times doing this as you have to be so quick to react to get your magic and health back

  • while KH3 is a bit more balanced technically I still feel like KH2 feels weighter? somehow it just kind of clicks, like I jump, attack, or do another combo with some spacing, but with kh 3 it feels like there is more animation than there is control, and gravity is just lesser, i hate replaying it because it really feels like going through the motions whenever I fight an enemy, I don’t think I just do whatever to end the fight because it doesn’t really feel good playing it basic like kh1

  • What bothers me about this whole topic is people use it as an excuse to claim that KH2 is the best one while claiming that it’s a perfectly balanced game, which is a lie. EVERY KH game (Hell, most games made by Sqaure) have really powerful and broken strategies you can use, but that can be part of the fun. Figuring out these dumb strategies can be some of the most fun parts of these games (part of why i like BBS so much), and speedrunners have been doing this for YEARS now. Here are some in KH2 that you didn’t cover: -Reflega. Costs very little mp, makes you invincible while using it, and does WAY too much damage. -Duck Flare: Donald’s limits give you the ability to attack while using them, as well as total invincibility. You can stay invincible for like a whole god damn minute with it, and it does very impressive to boot! If you have mp recovery items to spare, you can just ignore huge chunks of boss fights. Final Form Firaga: This shit does so much damage and can be used to stunlock bosses for an easy win. Peter Pan: Certain bosses can be stunlocked with proper timing with Pan’s attacks so they can’t fight back. One of those bosses is Lingering Will. Negative Combo cheese: You can cheess Lingering Will by equipping two Negative Combos and do the standard jumping finisher to stunlock Lingering Will, unless you hit a rock. The Blender: In Final Form, your keyblades deal damage in front of you when gliding. If you mash the glide button, you can reset the animation and MELT enemy health bars.

  • I’d say just magic in general in KH3. Grand magic is fucking insane with Waterza and Thundaza, Firaga spam with Magic Galvanizer and Endless Magic destroys bosses and can be very safely spammed from a large distance. You can even move during them, and they will generate Grand Magic commands from the spam! Firaga spam from the Blizzard Claws is broken as well I believe, which is more-or-less Final Form Firaga from KH2. Go nuts. Tbh I’d more say the most broken thing about KH3 is the amount of safety you can have. Spamming magic from a distance, you can almost instantly cancel any attack in a dodge or a block, in the air or on the ground, and have many safety nets with Rage Form, Once More/Second Chance, Leaf Bracer Cure, etc. This is the most mobile and defensively capable he has ever been.

  • Reflectga should be top of the list. Nothing else in any KH game is anywhere close to as broken as Reflectga. It makes you invincible to everything for basically no MP, then does several health bars worth of damage back to bosses. The only ability that’s maybe as broken as Reflectga is KH1 Gravity. Things like Thunder Surge and Balloon wouldn’t actually be good in numbered titles, they’re only broken in BBS and 3D because they let you stay out of harm’s way in games that don’t let you adequately defend yourself against bosses otherwise. As far as KH3, it’s Waterza since you can get the Water Cuff so early.

  • KH1: strike raid, Simba roar, stop, thunder, aeroga. KHRECOM: goofy Spin lvl3, mega flare, lethal frame, Blizaga, Firaga KHdays: havent played KH2: ars arcanum, reflega, final form Firaga, Tron Limit, Jack Skelington Limit. KHBBS: thunder surge, mega flare magnega, sleep KHRECODED: Haven’t played KH3D: Baloon (yay balance!) KH0.2AFP: Firaga, thundaga, counter KHUX: Haven’t played KH3: Firaga (especially the one that functions like KH2 firaga (hammer or claw form)) Thundaza

  • 1 > 2 It just didn’t have the same charm, felt like they threw everything new they could at the board and forgot about all the details they put in on the original, i.e. chest placements and level design felt uninspired. (maybe the lack of map was better) Don’t get me wrong, it’s part of one of the greatest franchises, I like a lot of the additions especially on first playthrough near launch, but 3 feels more polished and true to the original form. I was surprised the ratings on Metacritic are 2 > 3 > 1. iirc

  • Theres a reason why people say KH2 combat is better and its because it is 😂 KH3 has floaty movement that just makes it more annoying to play and honestly just makes it 100x harder to fight bosses in my opinion. KH3 was rushed didnt have any charm like KH1 and had so many boring cutscenes that honestly made all the characters kinda boring way less interesting to listen too compared to literally any of the other games.(who will i have ice cream with) KH2 has some of the most fluid combat and movement I’ve ever seen in a game and not to forget the amount of combos you can create. They literally just upped the style and crazyiness KH1’s combat didnt have. Dont get me wrong i love KH3 but mainly for the story, KH2’s overall gameplay is better like its not me glazing its literally THE truth thats why some of KH3’s worlds were boring like frozen, BH6, pirates and twilight town

  • re:coded is the only kingdom hearts game with actual balancing and combat gameplay. re:coded is a primordial Devil May Cry V. re:coded is a character action game. you just don’t want to play it because the story sucks, and that’s fine, I will give you that. But it’s the best gameplay in the series, bar none. (Except for the autorun shooter “boss” segments, those can go straight to hell.)

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