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Kingdom Hearts

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1Kingdom Hearts Empty Kingdom Hearts on Mon Apr 13, 2020 5:13 am

TheFirmament1

TheFirmament1
B-Rank
So out of recommendation, as well as it being in my backlog, I got started today. @Khayyaam was really helpful, and gave me a bit of a test, which... Well, it let me learn quite a few things. And I was probably more observant in said test than I ever had been when playing a video game. So yeah, big thanks to him.

A few notes regarding some stuff:
- Parrying: Time an attack in sync with the enemy, and you nullify their attack. Kinda like DmC's, and NG04's intercept. It looks like enemies can parry you as well, but you get i-frames when Sora flinches. You can also hit projectiles back at enemies, but considering the amount of enemies on screen, I imagine that this won't be happening very often.
- The basic ground attack string can have different animations. I haven't been able to figure out what triggers them exactly, but so far, you have the overhead swing, which looks helpful for anti-air, the thrust which has reach, and the horizontal swing, which is helpful for crowd control. There's a bit of recovery on each attack.
- I just got this ability named "Dash Slide" which is essentially a distance closer; If you're out of reach, Sora slides over, and hits them. Good reach, and it also damages enemies on the way, so I'll probably keep that equipped for some time.

Oh yeah, and for those who care, the story seems like your pretty average JRPG, but I hear it devolves into complete nonsense in later games.

I'll try to stay updated.

2Kingdom Hearts Empty Re: Kingdom Hearts on Mon Apr 13, 2020 6:01 am

Khayyaam

Khayyaam
D-Rank
So, I've been summoned again... (I'm not trying to stay away from this forum, life just gets in the way, haha). Most people who know me pretty much see me as "the Tales guy" because of how into that series I am and how much I shill it, but I've been playing Kingdom Hearts for longer, and I basically replay every title (even the ones I don't like that much.) I may not like this series as much as pure action games, but if it weren't for Tales I'd think it was the best Action RPG series, for sure.

I claim to be a super player, and have been spending the last year recording videos of challenge runs in this series. Specifically, my claim to fame is proving that the majority of the bosses in this series are possible to do without moving (that is to say, no jumping or touching the left stick.) My point here is, I'm pretty confident in my skill and knowledge of Kingdom Hearts. So I'll answer questions and stuff, but I won't be putting a guide here out of respect for the sanctity of figuring things out yerself which is where half the fun is in RPGs (and most games in general). (oh and if anyone's interested in some of my challenge run videos, I'll gladly share!)

I'll respond to these though.


@TheFirmament1 wrote:
- Parrying: Time an attack in sync with the enemy, and you nullify their attack. Kinda like DmC's

Not really Kingdom Hearts related, but I wanna point out that this type of parry (having your attack clash with an enemy's) is a staple mechanic of Devil May Cry, not just DmC. Arguably it's the most important in DMC1, but it's definitely present in 3, 4 and 5 and useful too.


@TheFirmament1 wrote:
- The basic ground attack string can have different animations. I haven't been able to figure out what triggers them exactly, but so far, you have the overhead swing, which looks helpful for anti-air, the thrust which has reach, and the horizontal swing, which is helpful for crowd control. There's a bit of recovery on each attack.

I'll explain this. Attacks in Kingdom Hearts are context sensitive. You're going by the very basic beginning of the game moveset. At the very beginning of KH1, there's 3 grounded attacks + combo finisher and 2 aerial attacks + combo finisher.

First is overhead. This is the "Default" attack for when there's no target, and also what Sora will do next to a grounded target. If he starts with this and there's still only one target near, he'll go to...
Thrust. Defaults to second hit of his basic combo, however, if you're slightly away from your target, Sora will pull this off as his first move, which makes overhead the second hit.
Third is Horizontal swing. This is the most obscure of his basic attacks, but this activates whenever there are multiple targets all close by, most likely when you're not directly locked on to an enemy. Can be first or second hit of a combo.

And then of course there's the basic combo finisher, which inflicts knockback. How enemies react to knockback is different per enemy (some simply move away while others will straight up get knocked down). This is the crux of combat in the series, basically.

Next is the aerial attacks. Only 2 basic ones- a downward swing and an anti-air swing, usually in that order. The special thing here is that you can do the anti-air swing from the ground if your target is in the air. Otherwise you'll usually start with the downward swing, and of course there's an air combo finisher too. Here's a special tip- since the downward swing is the least volatile attack Sora can do and comes out fast, it's the most reliable for parries in most situations, since no matter what if you short-hop (tap jump for a second) and immediately attack you'll basically always get this attack.

I know not having direct control of your attack types is weird, and something that turns a lot of people off, but it's not really a big deal (and there are similar things in games like Ninja Gaiden). Rather than thinking of it as not having control of your attack, think of it as *having* control, except instead of a button input, it's situational control. When I'm not doing challenge runs that restrict my movement, I often find myself repositioning just to get the attack I want out, and it's really fun and unique. And keep in mind, KH1 has a *lot* of attacks you learn later, *especially* Final Mix, and it only grows throughout the series. Since those are learned abilities they actually have descriptions that help you get an idea of how they're used, too.

@TheFirmament1 wrote:- I just got this ability named "Dash Slide" which is essentially a distance closer; If you're out of reach, Sora slides over, and hits them. Good reach, and it also damages enemies on the way, so I'll probably keep that equipped for some time.

I'll try to stay updated.

Ah, sliding dash, that's one of my favorite moves in the whole series. Fun fact, it never reappears (except chain of memories which, for various reasons, doesn't count). In this case, the situation that causes sliding dash to come out is further than the thrust attack, with no upper limit. It's one of those things that keeps me coming back to KH1... and it's not because it's a distance closer. I'm sure you'll understand as you experiment.

Ok, here's one tip: Keep an eye on the targetting icon. If you're locked on (it's blue), you'll notice the shape changes. That's based on your distance to the enemy, and it can help judge when you're in range for specific attacks.

@TheFirmament1 wrote:@Khayyaam was really helpful, and gave me a bit of a test, which... Well, it let me learn quite a few things. And I was probably more observant in said test than I ever had been when playing a video game.

Here's the real reason I'm here.

I'm writing an analysis of the beginning of Kingdom Hearts 1, so to collect data and... for fun, basically, I test all my friends and anyone who's starting out Kingdom Hearts 1 on this, and I'm interested in testing more people, especially here on a forum for action game fans! It doesn't take much to set up, it's just something you can do at the beginning of the game. I won't go into detail on the test because it'd probably give away the answer, but the results have been fascinating for me and helps people who take part appreciate this game more. It certainly helped me.

If anyone here is interested in said test, feel free to DM me. Or reach out to me on twitter where I'm currently putting up most of my challenge runs.

All that said... have fun, feel free to ask for help and I sincerely hope more people get into this series. I know the fact that it's, well, literally for children, a disney game, a wacky japanese game and a game with a reputation of a complicated story makes it hard for people to take it seriously, but the core action really is solid, fun and most of all unique.

3Kingdom Hearts Empty Re: Kingdom Hearts on Mon Apr 13, 2020 11:55 pm

TheFirmament1

TheFirmament1
B-Rank
Just beat Wonderland. Haven't gotten any new abilities from the level beyond Blizzard, which I couldn't find much use for. Would love for someone to tell me the applications for it. There are also some unopened chests I haven't reached yet, like the one in the tea party room.

The boss took me about 25 minutes to beat in total. I can tell that that guy is quite a barrier for most people. Kind of an meh boss, wasn't really a fan of the whole "bottom half is immune, and you gotta jump off a platform to hit him" gimmick. The fire phase was kind of interesting, though.

4Kingdom Hearts Empty Re: Kingdom Hearts on Tue Apr 14, 2020 3:48 am

Khayyaam

Khayyaam
D-Rank
Well, Blizzard is useful in the level for disabling the boss' fire, but the main use of blizzard is that it's, essentially, a shotgun. Don't sleep on it for being able to clear out crowds of enemies in front of you.

And yeah, there's moments where the game feels more like a platformer, and that boss is one of them. It makes sense though, the biggest game inspiration behind the game was actually Super Mario 64. They wanted to make something like that before they got Disney involved.

5Kingdom Hearts Empty Re: Kingdom Hearts on Sat May 02, 2020 7:49 am

TheFirmament1

TheFirmament1
B-Rank
Got a bit further in Kingdom Hearts today (Haven't had much time lately), finished Olympus, and started Deep Jungle. The boss Cerberus wasn't too hard, took me about 15 minutes of trying, but in the end, I beat him without using items. Had to keep running around the arena to dodge his fireballs + Dark pulses (There was probably a more efficient way of doing this, i.e parrying, but oh well).

Bite attack killed me in 2 hits, but it was easy to dodge since he just locks in place, and only attacks in one direction for a while. So I just stood back, hit him a few times, and waited for him to finish biting. Maybe I could've parried it, but I didn't bother. My deaths came from mistiming the opportunity to attack, and then ending up getting hit while falling.

Sonic Blade sounds like it could be useful, but I don't have enough AP to equip it unless I remove Slapshot, Slide, or Roll. In which I don't want to remove any of them.

Currently lost in Deep Jungle.

I think the most perplexing part of the game so far is the bizarre amounts of precision that it can sometimes demand of you in terms of platforming. But since it was inspired by Mario 64, I guess that's not too surprising.

6Kingdom Hearts Empty Re: Kingdom Hearts on Sun May 03, 2020 4:00 pm

Khayyaam

Khayyaam
D-Rank
Cerberus is a toughie the first time around. So far as I know it's the first real introduction to unblockable attacks- specifically, the dark pulses, which are also unparryable. The projectiles are blockable and parryable however. I don't remember if you should have guard yet, but as a rule of thumb blockable attacks are parryable attacks (though parries generally have more reward)

The bite's weird since it's parryable, but the timing is unusual because Sora *will* use his anti-air slash. Really it's a simplistic boss though, he just hits hard.

Deep Jungle... if you know where to go it's a fun level but, the first time around you're not gonna know where to go. Cutscenes vaguely hint at where to go, lots of back and forth, multiple paths, one area where you're set back if you fall. A lot of people stop playing at this point either because they're lost, or they can't beat the boss. But pretty much you can go back and forth between the cabin and the tent and you'll progress the plot.

Stick with it though, the game opens up a bit in terms of mechanics (RPG and otherwise) and abilities and fights get tougher after Deep Jungle.

7Kingdom Hearts Empty Re: Kingdom Hearts on Tue May 05, 2020 6:42 am

TheFirmament1

TheFirmament1
B-Rank
Yeah, just beat Deep Jungle. Can't say I had a great time, even after your advice. I get why people would stop here.

Didn't have much fun with the boss either, wasn't a fan of the whole invisibility gimmick. Couldn't quite get down when he rushed at me or not. Not to mention that the camera automatically faces away from the boss when you start, for some reason. This was definitely my least favourite part so far.

I'm trying to figure out when I should parry, because I've mostly been rolling. Wondering if the Jungle Key is worth using for it's more consistent damage, despite the lower critical rate. And I haven't gotten block yet, I invested in the sword, and I'm level 17.

Oh yes, and I feel I should mention something about the story, because I always watch the cutscenes on a first run as a formality. It's really fucking stupid. There, that's it.

8Kingdom Hearts Empty Re: Kingdom Hearts on Tue May 05, 2020 1:53 pm

Khayyaam

Khayyaam
D-Rank
The characters with the most screentime are cartoon characters donald duck and goofy lol, don't take the plot too seriously.

Jungle Key is absolutely worth using... though most players may not notice why, necessarily.

Oh, and Stealth Sneak is actually ridiculously easy for one reason and one reason alone: You don't have to fight him. You can just focus on Clayton. Stealth Sneak can be pretty passive.

You have cure magic now so you should be less afraid to get more aggressive (though it can take up a precious shortcut slot).

As for parrying, at this point you should be more receptive to enemy patterns and used to your attacks. If you picked sword you should have Counterattack now-that alone should incentivize parries, since it lets you cancel the parry animation with a new attack (on the ground anyway.) The command list will even change the "attack" command to "Counter" if you're able to do it (though it's so fast you may not notice) Shorthop slashes are also good for parries, but the best parry move is Sliding Dash since sora will hold his keyblade out in front of him for the whole duration. It's basically an advancing guard and to be honest when I go back to the game I find myself retreating to use Sliding Dash parries more than I find myself guarding. And with counterattack I can keep up the offensive (and counterattack can, itself, parry).

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