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  1. StarSeeker99
    I was wondering if we had a Kingdom Hearts 1 Final Mix section.

    Either I'm totally blind and can't find it anywhere, either there isn't one.


    There is one such section for Kingdom Hearts 2 Final Mix, but apparently not for the first game.

    Also, from personal research, I found less info online about KH1FM, compared to KH2FM.

    Many people post their questions about KH1FM on the Kingdom Hearts 1 section, or the Help Section, so my suggestion may not be essential, but I'm suggesting it anyway.
    Thread by: StarSeeker99, Jun 26, 2009, 1 replies, in forum: Feedback & Assistance
  2. StarSeeker99
    The countless, countless labs I've had to do this last session obviously corrupted my mind.
    I felt like measuring the strength of all the attacks in the game. It's not yet complete, only did Normal Sora and Limit Sora, and I won't finish this task unless enough people get interested...


    So, I basically used a flexible ruler to measure the damage dealt, directly on my TV screen. Because of this rather unprofessional method, I made sure to be as precise as possible. But for some reason, the results were often very round.

    The numbers are all centimeters on my TV screen. Not an official unit, but you can only use those tables for comparative purposes.

    Btw, I hate when the computer compresses images for no reason. It looks blurry.


    [​IMG]
    [​IMG]



    [​IMG]



    [​IMG]

    Attacks written in italic are nameless attacks, that Sora uses for lack of a better equipped ability.

    These measures were made in the Saix Data Fight, level 99, Kingdom Key, all stats over 80, with no Support Abilities except Scan, Aerial Recovery, Leaf Bracer, Second Chance and Once More, and with Party Members stripped of all Abilities.

    Saix Data has 3400 HP, distributed among 17 HP bars. So each full HP bar = 200 HP.
    On my TV, a full HP bar is 21.5 centimeters long.

    Therefore, 1 cm = 9.3 HP.


    Keep in mind that some enemies have more Defense than others. 15 HP worth of damage might jump to 20 if you hit something else.




    Interesting observations

    - Almost all attacks were mysteriously well-rounded. They nearly all fall exactly on a centimeter, half or a quarter of centimeter. I guess I got lucky with my TV's screen size.

    - Without any Combo Boosts, Finishers aren't that strong, compared to the other hits. But Combo Boost makes a huge difference, which I'm yet to measure.

    - Guard Break and Finishing Leap are equal in power.

    - Most attacks hit more often that you might think. Aerial Finish, for example, clearly shows four hits, visually and through sound, but it actually hits five times.

    - I'm not sure how Reflega works. I've tested it against Saix's non-berserk slash, and his slide dash move, and got the same results.

    - Sometimes, enemies don't flinch, but aren't invincible, and still take damage. When that happens, they still receive 100% of the damage.

    - Zantetsuken can be made at the end of a combo in Limit Form, or directly after Guarding in Limit Form. Both have the same strength, unless you equip Combo Boosts.

    - Firaga seems to be unpredictable. The last hit often misses.

    - Blizzaga and Thundaga are equally as powerful.

    - Slide Dash acts differently from Normal Sora to Limit Sora. Whether this is a strange thing, or I have miscalculated something, I do not know.

    - The numbers given for Limit Form's Limits assume that you complete the attack fully.
    As for Ragnarok, after the initial combo, you have 4 Reaction Commands :
    "Impact" (shoots 10 homing lasers), "Mega Impact (I don't know how many it shoots...), "Giga Impact" (shoots 25 lasers), and then "Impact" again.

    Keep in mind that some lasers can miss. Especially if you're near a wall.


    - The single, stand-alone, most powerful attack in the game, is Zantetsuken. However, all of Limit's Form Limits overpower it, at the cost of MP.

    - Aerial Dive is stronger than Aerial Sweep. If you equip it and unequip Aerial Sweep, it will replace it 95% of the time. Therefore, never equip Aerial Sweep, as you'll waste 2 AP.

    - Horizontal Slash is insane :shocked:!!! It's stronger than Guard Break and Finishing Leap! Berserk Charge + Horizontal Slash = :guns3:

    - In RE:COM, Ars Arcanum was said to hit 13 times. I measured only 12 hits in KH2FM.




    If you have anything to say, correct, add, etc., feel free.

    And let's try to stick on the topic, and not on why I started this Thread. I should've never mentionned that.
    Thread by: StarSeeker99, Jun 20, 2009, 9 replies, in forum: Kingdom Hearts HD II.5 ReMIX
  3. StarSeeker99
    I noticed that the Data Battles change when the enemy's HP reaches 0. I know some people already noticed this for this or that Organization Member, but I actually tested them all, just now. So, just for fun, I'll report what I've discovered :

    So basically, you must let the Member live when it reaches 0HP. Hold off on your Finisher, and watch. Unfortunately, not all start acting funny.


    Here are the Members that do something special...

    Xemnas 1 - I don't think he does anything special, except of course if you've just done the Facedown Reaction Command on him. As everyone probably knows, using the 3rd RC brings Xemans down to 0 HP, and he'll just stay there until you kill him. (actually, if you hit, but don't kill him, he CAN counter. I got killed once because Sora missed his Finisher for no apparent reason).

    Xemnas 2 - After the 1000 lasers, he doesn't move at all. Once again, nothing too special here, because everyone noticed it.

    Zexion - He stops attacking (outside of the book world, of course). He just looks at you... peeks into his book, and glides away. Then, he repeats. If you go too far, he'll start walking towards you, but as soon as he's close enough, he'll restart gliding.
    I tried to see what's in his book, btw, and I could see a "T" and... something that looked mysteriously like a crossword puzzle.

    Saix - At 0HP, if not Berserk, he'll just try to go Berserk again, never using his other moves. When he does get Berserk, he's use his DM, but his Berserk Bar will automatically deplete after the move.

    Demyx - He does his RC move 3 times, and then summons Water Clones again... but only makes 1 Clone in 99 seconds (or was it 60?). Obviously an Easter Egg. This is awesome, as you can finish him with the RC, as well as go FPS and look at him play :)

    Luxord - I know for a fact that he did this also in his normal fight in KH2 : At 0HP, he uses that move where he throws a deck of cards at you... then stands there, saying "Don't squander your time", forever. If you hit him, he'll throw another deck of cards at you, and resume repeating his quote. At least he turns around to face you.
    He does this after you successfully pass his last game, and also if you bring his HP down to 0 without ever going through that game (the latter being more complicated without killing him).

    Marluxia - He forgets all his attacks, except the slash combo that leads to the 2 Reaction Commands. Awesome, as you can finish him with the RC.
    You can also use the alternate RC to raise your Doom Counter (however, after 2 or 3 RCs, it only raises it by 1. I wonder if it can go above your original level).

    Larxene - When her HP goes to 0, she apparently goes in a coma. She stands there, looks at you... looks at you... ignores Donald and Goofy beating her... suddenly Thunders you once or twice, and then goes to sleep again.



    Here are the Members of which I'm not sure of

    Xaldin - I think that he varies his moves a little, instead of teleporting all over the place yelling "SORA!". Most likely a coincidence. (also, it's very hard to bring his HP down to 0 without killing him, because of his Aeroga).

    Vexen - I'm not sure if it's normal, but he never does his DM at 0HP. Did anyone see him do his DM more than once?

    Roxas - I think he does his Duel, but it appears he does it when he enters his last bar of HP, not when he's at 0. I'm not sure about Roxas' case.

    Xigbar, Lexaeus, Axel as well as Sephiroth and Terra have no apparent special action.



    If you know something more, or noticed a mistake in what I wrote, don't be shy.
    Thread by: StarSeeker99, Jun 13, 2009, 2 replies, in forum: Kingdom Hearts HD II.5 ReMIX
  4. StarSeeker99
    Hello everyone,

    So I surprised myself by having me and my friend actually stopwatch the MP Charge in Kingdom Hearts 2 Final Mix.
    The thing is, I suspected the MP Abilities, such as MP Haste, to dysfunction in the game, and not work as they should. In the end, I came up with this.

    It's helpful to know how long it takes for your MP to come back.

    Now, enjoy my ultra-nerdy efforts (Hey, why not use what we learn in school for something useful once in a while?) :

    WARNING :
    Lots of nerdyness below


    [​IMG]

    [​IMG]



    This chart simply shows how long the MP Charge will last, depending on your MP Abilities setup. Note that the two lone dots, the red and green one, have absolutely no link with the X axis. I just put them where they can be seen.

    So until now, things DO make sense :

    - MP Haste = MP recharges 25% faster
    - MP Hastera = MP recharges 50% faster
    - MP Hastega = MP recharges 75% faster

    As you can see, 3 MP Hastes yields the same result as one MP Hastega, because 75 = 25*3. Likewise, 4 MP Hastes = 2 MP Hasteras, because 50*2 = 25*4.

    To calculate the exact time, I came up with a formula that works well enough. Add all the bonuses, in percentage, add 1, and divide the initial MP Charge time by the answer.

    So if you have 6 MP Hastes, 2 MP Hasteras, and 1 MP Hastega...

    .25*6 + 0.5*2 + 0.75 = 3.25

    3.25 + 1 = 4.25

    49.91 / 4.25 = 11.74 seconds

    I timed 11.46 seconds, so there is some margin of error, despite having tried my best at stopwatching. Or this formula is wrong. Whichever you like most.



    So yeah, if you actually find this useful, hope this helps you.



    NOTE 1
    The Ability setups ARE possible.

    You can get 7 MP Hastes ; Marluxia's Accessory(+) X4, Circle of Life Keyblade, Sora's Ability, and a Final Form Ability.

    You can get 2 MP Hastera : Obtained for being on Critical Mode, and a Master Form Ability.

    You can get 3 MP Hastegas : Ultima Weapon Keyblade, and two times as a Wisdom Form Ability.


    NOTE 2
    The best you can get is 6 MP Hastes, 2 Hasteras, and 1 Hastega.
    Equip 4 of Marluxia's Accessory(+), wield Circle of Life and Ultima Weapon, equip Sora's MP Haste Ability, equip MP Hastera (Critical Mode required), and Drive in Master Form.


    NOTE 3
    Your allies' Abilities and weapon Abilities DO NOT affect YOUR MP Charge. I've tested. I'm not sure about their Accesories though. Think of Draw Ring and Lucky Ring, whose effects stack for the whole Party. But anyway, I took all their items off for my tests.


    NOTE 4
    When you check a given Form's abilities, don't get fooled. The Support Abilities (the ones in green) include both the Form's abilities, as well as Sora's natural abilities. You might get tricked into thinking a Form has more abilities than it really does.
    Thread by: StarSeeker99, May 25, 2009, 9 replies, in forum: Kingdom Hearts HD II.5 ReMIX
  5. StarSeeker99
    I noticed that there already is a “favorite ability” section, but that’s in the actual game. Now though, I’m attempting to take this to the real life.



    So, as the title says, what are your top FIVE Kingdom Hearts moves you’d most want to do in real life?

    This includes pretty much everything ; attacks, abilities, growth abilities, magics, sleights, summons, Limits, from all KH games, including Final Mixes.
    You can include moves that come from Drive Forms, but not a Form itself.

    This implies that you’d be able to do the moves perfectly, anywhere and anytime, even if it means using magic, floating mid-air, etc.


    EDIT : If possible, what are the reasons you pick these moves? Is it for looks, power, usefulness, fun, or what?


    So, unleash your creativity…



    As an example, here’s my own opinion :

    5. Sonic Rave – It would be useful for moving around the town. There’s always Quick Run, but I also like Sonic Rave, so I chose it instead.

    4. Reflect – Real life or in-game, you always have moments where Reflect saves you.

    3. Magnet Splash – For looks, but attracting objects would be useful too.

    2. Ripple Drive – Just for the looks. I guess it’s not that useful in real life. It can probably serve as a short-term flashlight.

    1. Aerial Finish – I just love it. For me, it’s the most iconic attack of KH2, if not the whole series, and it would look awesome for real.
    Thread by: StarSeeker99, Apr 18, 2009, 19 replies, in forum: General & Upcoming Kingdom Hearts