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.