Information

Dec. 29th, 2035 03:57 pm
unlimitedskies: (☆ Take My Hand ☆ Friendship)
Sora
Kingdom Hearts
alias: Jr. Hero age: 16
species: Human gender: Male
sexuality: Demisexual voice: "They can take your world..." "Yo ho, yo ho..."
A boy who wields a Keyblade. Having surmounted countless challenges, he was at last given a chance to complete the Mark of Mastery examination, but the attempt ended in failure. He was overtaken by the darkness, and lost nearly all of his powers and strength in the process.

Together with Donald and Goofy, he has set forth on a new adventure to reclaim that lost strength and acquire the power of waking in order to prepare for the looming battle with Master Xehanort.



My friends... are my power!


Sora gives the first impression of being a friendly, upbeat, helpful teen who wants to become a true hero with a slice of naivety thrown in for good measure. He seeks out people in every world he goes to and often ends up befriending them, even if some of them are a little rough around the edges. While visiting each world, he has done his best to protect the people in and save them from the Heartless and falling into darkness. Making friends is easy for him with his cheerful attitude, and he's willing to help them in a heartbeat. Sora strives to be a true hero, though he's been stuck at Jr. Hero for quite some time due to setbacks. There's no danger he wouldn't face with his friends by his side, and there are plenty of things that he's naive to - such as romantic love all through KH3.

Underneath, Sora is a sincere individual who is always willing to lend a hand. He never asked to become a Keyblade Wielder, but he opened his heart to someone who was sad and that gave him the ability. It was a role and duty that he took on, despite the many hardships he would undergo, and one he takes seriously. Sora is driven to help his friends, but simply keeps making more along the way and comes to genuinely care about them. While bummed by all the times he's had to start over learning abilities, Sora shows endless determination and courage to do it all over again. He has an optimistic sort of personality for the most part, only sliding into depression and sorrow in extreme circumstances.

He has a very forgiving heart, and while Sora has no patience for those who would seek to do harm to others - so long as he feels they are genuine in their remorse and willing to do better, he will forgive people. Yet Sora also has a temper hidden under his otherwise cheery personality, best shown in Chain of Memories when he gets angry with Donald and Goofy to the point of leaving them. He isn't very good at hiding his feelings, often showing his emotions upon his face and when angry, his hand will clench into a tight fist.

His most famous line is that his friends are his power, and he knows it. This is both a strength and a flaw that he is aware of and is his actual one as well. His friends are the driving force behind his entire journey as he sets out to find both Riku and Kairi. Over the course of his journey, Sora makes many more friends along the way, often relying on their strength in battle and the connections he makes with them. He will go to extreme lengths to save them and look after them, even doing his best to help their friends that he hasn't met yet. Sora has unlocked his own heart to create a Heartless and Nobody so that he could save Kairi in KH1, he has risked his own existence to bring back his friends in KH3 and Re:Mind, and even chased after visions during DDD that resulted in him diving too deep into the dream and putting himself in the Organization's hands. Yet he's also saved so many worlds, new friends, old friends, and even enemies because the bonds he has make him stronger.

However, he is also keenly aware that this is a weakness for him - as there have been multiple instances where he's lost his friends in some way and simply broken down. Often times, Riku is the one who steps in to save him in some way, whether that's getting his memories restored or physically defending him from an attack. Donald and Goofy have both also risked their life to help save Sora from those moments where he just freezes up. The sacrifices Sora has made for his friends have caused many side affects to happen: Rage Form where Sora is overtaken by his Darkness and becomes reckless in fights, the constant loss of his abilities and having to start over, or the self-sacrificing and needing a rescue. Sora just feels the loss of his friends too keenly and it can even result in him getting angry and snapping at the people who are trying to help.

Sora often follows his heart, which is how he ends up in most of these situations. It leads him into danger and has him making reckless mistakes where Sora ends up sacrificing himself for the people he cares about. While Sora would never deny following his heart, it's just a good thing that he has friends who can help him out in return. Yet it also steers him in the right direction in the end, allowing him to protect more than just his friends, but whole worlds and Kingdom Hearts too. His bonds are so strong they reach across time and make him that much stronger.

KH3 showed us a lot of Donald and Goofy teasing Sora about being a half-pint and how three half-pints make a whole. That he's not a true hero. But together they make up a hero, and while that may be true in some aspects such as how he continuously loses his abilities and does rely on his friends, Sora is the one everyone seems to depend on in the end. He is the one who saved Riku, Mickey, and Aqua from the Realm of Darkness, he is the one who saved Kairi's heart, who sacrifices his own power and life to save the people he cares about, who reached Xehanort after defeating him. And while there were friends at his side for the majority of the time, he's the one who carries the weight. Sora is already a hero where it really counts, his heart.

Sora is not all sunshine and light, he too struggles with the darkness in his heart. While he fights for the light, and makes the gummiship run on happy faces, he is just a person underneath it all. He feels sorrow, heartbreak, anger, mistrust, who gets scared but faces down powerful enemies anyway. After Ventus' pure light heart is returned to him, Sora does become more serious - and while that could be due to the upcoming fights - I'm interested in exploring what Sora is like now that the Heart Hotel is empty and there are no longer outside factors that can influence it other than the connections he makes with people in his life.

Sora loves pirates. While he doesn't get along well with the true rough and rowdy, will betray you for a coin kind of pirate, Sora was ecstatic to play among the waves with Captain Jack Sparrow. He was even able to get his own boat in his last adventure in the Caribbean and was happily humming a sea shanty. Christmas also seems to be one of his favorite holidays and he was happy beyond belief to meet Santa Claus in one world, even if he stopped believing some time ago.

Over the course of his journey, we find that Sora has and learned many skills. Singing, dancing, cooking, skateboarding, random tricks, gummiship driving - he does it all. He seems to enjoy learning new skills and keeps an open mind to new experiences. It can lead to some interesting combination of abilities (quick time events) where he suddenly uses a whole chandelier to attack an enemy.




height: 5'6" hair: Brown
build: Lithe eyes: Blue
features: Spiky hair that defies gravity
Description: Sora is a teenage boy who has blue eyes and spiky brown hair that looks impossibly soft. He stands at a height of about 5'6" and has a lithe but muscular build after a couple of years training with the Keyblade fighting monsters. His clothes are mainly black, with hints of red and gray and big yellow and black shoes. There is usually a hood on his jacket, and his pants stop mid-thigh while containing many pockets. A silver crown necklace is always present around his neck, and he has a pair of "gloves" on (they're arm warmers in KH3).

His outfit is magical as it was made by three good fairies, and can change depending on which Form he is in. This mostly just changes the coloring on the outfit, a list of images can be found below. He does have a pirate outfit, and the clothes have changed him into a toy, a monster, and into a black-and-white cartoon depending on the world.

Second Form
Guardian
Strike Form
Element Form
Blitz Form
Ultimate Form
Rage Form
Light Form
Dark Form
Double Form
Monster Appearance (fur, hair, and clothes change color based on above forms)
Pirate Appearance (parts of his outfit changes color based on above forms)
Toy Appearance (parts of his outfit changes based on above forms)


First Impressions: Lorem ipsum



Like is any of this for real or not?
A boy who wields a Keyblade. He has used its power to save the worlds from crisis more than once.

The Story So Far....




KEYBLADE:

Sora gained the ability to use the Keyblade (the Kingdom Key) after his heart connected with Ventus, it allows him to summon the mystical weapon and wield it like a sword. It is effective against Heartless, Nobodies, Unversed, and Dream Eaters, though there is a downside which is that the weapon attracts enemies - particularly the Heartless. The Keyblades are able to Seal or Open barriers between the worlds as well as to "lock" a world's Heart - which simply protects it from enemies. It can also open up normal locks such as on doors, treasure chests, or gate (which he will not be doing to sneak into people's houses at random).

Through the use of Keychains, one can change the weapon's appearance and abilities - including into different types of weapons (these abilities/changes are listed below in Keyblade Formchange section). While they can change into vehicles known as the Keyblade Glider, Sora has not yet obtained this ability beyond what the specific Keychains allow.

Keyblades are natural conduits for using magic, but Sora is not completely reliant on this as he has used magic spells while unable to summon a Keyblade. Some Keyblades simply have better magic stats to boost his spells.

There are times when Sora can dual-wield Keyblades, though he's more prone to a one-blade style.

POWER OF WAKING:

An ability Sora unlocked within that last game that allows him to wake slumbering people who may have lost their hearts but didn't become a Heartless or Nobody. It returns the heart to a living, previous stage and allows them to recover. He has become an advanced enough user to be able to return hearts to their original world, even reaching through time to the past to restore it. I don't see this as something he'll be using in Iyashikei, since it's a chill game and there probably won't be many people losing their hearts. And because, you know, he abused the power so much to save his friends that he lost it (and we don't yet know if he can regain it bc that's for KH4).

COMBINED KEYBLADE
Nightmare's End and Mirage Split:

This is where Sora and Riku both combined half of a Keyblade together to form one massive attack against an enemy. It was first acquired during the events of Dream Drop Distance, but was used in KH3 again. While Sora wields the light half, Riku wields the dark and only together can they bring the blades together. They can use it to attack enemies or split buildings with several slashes of an energy blade.

Full list of Abilities



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Permissions

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BACKTAGGING: Yes, definitely.
THREADHOPPING: Yep!
FOURTHWALLING: Go for it.
OFFENSIVE SUBJECTS: There isn't a lot that offends me. Sora is part-Disney, so please take that into account when dealing with anything that could be considered offensive.

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HUGGING: Oh yes, Sora likes the physical contact.
KISSING: On the lips, no. Friendly cheek, forehead, head kisses are fine though.
FLIRTING: Go for it, though Sora might not always recognize it.
FIGHTING: He's a "Keyblade genius". Yes, he's a fighter though his morals will make him hesitate at killing. Unfortunately, Sora has and will kill if it's the only choice, if it's the only way to save people/stop his friends from hurting others.
INJURING: Yes, the only limit I have is chopping off limbs.
KILLING: Yep.
TELEPATHY/MIND READING: Go for it. Though Sora has the habit of speaking what's on his mind. Also, fair warning it's a mess in there if someone tries to poke through his memories. Chain of Memories and the beginning of KH2 really played with his head.
ABILITIES: Most of these

HEALING: For your reference, Sora's healing spell will be up to you to decide how effective it is on your character. This is due to the fact that it is GodModing to just cast a spell and remove even a scar. I just want you all to be able to say if your character is completely healed or still has a small injury or scar afterwards.

If you need help figuring out things like Cure or Cura, versus Curaga (complete healing) then think like this: light bruising, shallow cuts, scrapes and other minor injuries can be nearly completely healed. There might be faint scarring or the faint remains of a bruise after.

For deep cuts, sprains, large/deep bruising, burns (light-mild) - it's enough to take some of that pain away, close up wounds, lighten bruises and soothe burns. Basically, you can consider your character heading into the better stages of healing.

For major injuries like: broken bones, head trauma (concussion, coma, unconsciousness, etc), internal injuries/organ loss, severe burns - it'll be a totally different story. Sora will have to set that broken bone first before healing it and then put a brace on it. Anything else will just be in the very early stages of healing. Like, the doctor just saw you and set you on the road to recovery. Don't push yourself and none of those injuries will get worse.

THIS IS JUST A HANDY GUIDE. You don't have to follow it, I simply wanted to give you an idea of how things can go.




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killthecake
KEYBLADE
Keyblade:

Sora gained the ability to use the Keyblade (the Kingdom Key) after his heart connected with Ventus, it allows him to summon the mystical weapon and wield it like a sword. It is effective against Heartless, Nobodies, Unversed, and Dream Eaters, though there is a downside which is that the weapon attracts enemies - particularly the Heartless. The Keyblades are able to Seal or Open barriers between the worlds as well as to "lock" a world's Heart - which simply protects it from enemies. It can also open up normal locks such as on doors, treasure chests, or gate (which he will not be doing to sneak into people's houses at random).

Through the use of Keychains, one can change the weapon's appearance and abilities - including into different types of weapons (these abilities/changes are listed below in Keyblade Formchange section). While they can change into vehicles known as the Keyblade Glider, Sora has not yet obtained this ability beyond what the specific Keychains allow.

Keyblades are natural conduits for using magic, but Sora is not completely reliant on this as he has used magic spells while unable to summon a Keyblade. Some Keyblades simply have better magic stats to boost his spells.

There are times when Sora can dual-wield Keyblades, though he's more prone to a one-blade style.

Power of Waking:

An ability Sora unlocked within that last game that allows him to wake slumbering people who may have lost their hearts but didn't become a Heartless or Nobody. It returns the heart to a living, previous stage and allows them to recover. He has become an advanced enough user to be able to return hearts to their original world, even reaching through time to the past to restore it. I don't see this as something he'll be using in Iyashikei, since it's a chill game and there probably won't be many people losing their hearts. And because, you know, he abused the power so much to save his friends that he lost it (and we don't yet know if he can regain it bc that's for KH4).


COMBINED KEYBLADE
Nightmare's End and Mirage Split:

This is where Sora and Riku both combined half of a Keyblade together to form one massive attack against an enemy. It was first acquired during the events of Dream Drop Distance, but was used in KH3 again. While Sora wields the light half, Riku wields the dark and only together can they bring the blades together. They can use it to attack enemies or split buildings with several slashes of an energy blade.


ABILITIES
Aerial Recovery: Rights self after being knocked into the air.
Payback Strike: Allows him to perform an attack after a successful Aerial Recovery.
Block: Block frontal attacks.
Counter Slash: Performs a counterattack slash that sends enemies flying. (Only one of the three counters can be equipped.)
Counter Impact: Performs a counterattack that sends enemies flying after a successful block.
Counter Kick: Counters with a diving kick at far enemies.
Final Blow: Follows up on a counterattack by closing distance to keep up attack.
Risk Dodge: Allows him to perform a variety of evasive actions after guard is broken.
Quick Slash: Performs a quick upward strike.
Flash Step: Unleashes a guard-breaking attack on a slightly distant enemy, while keeping up own guard.
Radial Blaster: Launches projectiles at enemies.
Aerial Sweep: Leaps at an aerial enemy and performs a spiraling attack.
Aerial Dive: Launch a vertical spinning attack toward a target down below.
Falling Slash: Slash down on enemies from the air.
Speed Slash: Performs three consecutive strikes.
Triple Rush: Closes in on an enemy as they attack.
Magic Flash: Uses a flash of magic to send foes flying.
Last Charge: Charges into an enemy.
Rising Spiral: Allows user to launch enemies into the air, in the middle of a combo.
Groundbreaker: Slams enemies towards the ground mid-combo.
High Jump: Jump higher than normal.
Doubleflight: Performs a second jump mid-air for more height.
Dodge Roll: Executes a forward roll that makes the user invulnerable to enemy attacks.
Air Slide: An aerial dash at ground level while running.
Aerial Dodge: Allows a dodge in mid-air.
Glide: Allows Sora to ride the wind or travel over distances in the air.



MAGIC
Fire/Fira/Firaga/Firaza: Launches fireballs (of varying sizes) towards the enemy.
Water/Watera/Waterga/Waterza: Surrounds self with water that arcs towards targe and creates splash on impact. (varying sizes)
Blizzard/Blizzara/Blizzaga/Blizzaza: Launches ice chunks (of varying sizes) towards the enemy, may freeze.
Thunder/Thundara/Thundaga/Thundaza: Strikes enemies (areas of varying sizes) with lightning, making them harmful to other foes.
Aero/Aerora/Aeroga/Aeroza: Create a whirlwind (varying sizes) to pull in enemies, use whirlwind as springboard.
Cure/Cura/Curaga/Curaza: Restores HP (in varying amounts).



FORMCHANGE
SECOND FORM
Triggered by: Kingdom Key, Starlight, Midnight Blue, Phantom Green, Dawn Till Dusk, Elemental Encoder, and Advent Red Keyblades
Formchange Performance Attack: Generate short-range shockwave by the Formchange.
Explosion: Hit enemies with a ring of revolving orbs.
Lunge 'n' Launch: Lunge at foes with powerful strike, then launch skyward.
Ripple Drive: Generates magical aura that engulfs surrounding enemies.
Hurricane Winder: Sumersault at enemies and hit with powerful series of blows.
Aerial Finish: Unleashes a powerful finishing combo.
Magnet Burst: Draws foes in, then expells with devastating blast.
Stun Impact: Project a shockwave that stuns enemies.
Sonic Blade: Strike enemies as you run by.
Ars Arcanum: A flurry of attacks, typically thirteen in number.
Ancient Light: Summons five columns of crisscrossing light to destroy surrounding foes.


GUARDIAN FORM
Triggered by: Hero's Origin, Hunny Spout, and Classic Tone.
Aerial Recovery: Rights self after being knocked into the air.
Barrier: Creates a shield of light around user, fending off enemy attacks.
Counter Blast: Allows a counterattack after Barrier is broken.
High Jump: Jump higher than normal.
Combo Master: Contine combos even if swings miss.
Second Chance: Always retain 1 HP.
Withstand Combo: Always retain 1 HP, while also protected throughout enemy combo.
Hidden Potential: Gain additional strength and magic when battling powerful foes.
Defender: Increase defense when HP is low.


STRIKE FORM
Triggered by: Favorite Deputy, Happy Gear, and Wheel of Fate.
Combo Master: Contine combos even if swings miss.
Hidden Potential: Gain additional strength and magic when battling powerful foes.
Omega Finale: Perform combo finishes at any point mid-combo.


ELEMENT FORM
Triggered by: Shooting Star and Ever After
High Jump: Jump higher than normal.
Doubleflight: Performs a second jump mid-air for more height.
Combo Master: Contine combos even if swings miss.
Leaf Bracer: Always finish casting recovery magic, even if hit.
Magic Combo Thrift: Reduces MP cost with each successive cast.
Magic Galvanizer: Increase damage of magic with each length of combo.
Magic Treasure Magnet: Automatically draw in prizes.
MP Hastega: Recover MP 30% faster.
Hidden Potential: Gain additional strength and magic when battling powerful foes.


BLITZ FORM
Triggered by: Crystal Snow, Nano Gear, and Grand Chef.
Air Slide: An aerial dash at ground level while running.
Glide: Allows Sora to ride the wind or travel over distances in the air.
Super Slide: Allows the user to travel long distances.
Combo Master: Contine combos even if swings miss.
HP Walker: Recover HP while walking or running.
MP Walker: Recover MP while walking or running.
MP Hasteria: Recharge MP 20% faster.
Hidden Potential: Gain additional strength and magic when battling powerful foes.


ULTIMATE FORM
Triggered by: Ultima
Spiral Drove: Summon a circle of blades that dive at enemies like birds.
Radiant Brands: Attack enemies from underfoot with blades of light.
Circle of Light: Call forth blades of light that coil their way outwards.
Blade Barrier: Guard from attacks from all directions.
Counter Blade: Counterattack after successful block with blades of light.
Finish: Attacks fifteen times with countless blades flying around, then releases seven pillars of light in all directions that launch struck enemies.
Teleport: Instantly close distance to target.
Hover: Skate along the ground.


RAGE FORM
Downswing & Scratch: Using Riskcharge adds a light pillar attack, adding one pillar with each Riskcharge.
Scratch & Fighting Spirit Release: Performs a barrage of slashes and scratches, unleashes a burst of darkness. Riskcharge adds tendrils of darkness, adding more tendrils with each Riskcharge.
Raid: Throws weapon at attacking enemy, if hit, it spins and strikes target for eight hits.
Riskcharge: Unleashes fighting spirit, consumes HP, strengthens and lenghtens Formchange duration.
Finish: Surrounds self with orbs of darkness, then causes them to scatter sparks in a wide area.


LIGHT FORM
Triggered by: Oathkeeper
Quick Slash: Performs a quick upward strike.
Flash Step: Unleashes a guard-breaking attack on a slightly distant enemy, while keeping up own guard.
Radial Blaster: Launches projectiles at enemies.
Aerial Sweep: Leaps at an aerial enemy and performs a spiraling attack.
Aerial Dive: Launch a vertical spinning attack toward a target down below.
Falling Slash: Slash down on enemies from the air.
Rising Spiral: Allows user to launch enemies into the air, in the middle of a combo.
Groundbreaker: Slams enemies towards the ground mid-combo.
Combo Master: Contine combos even if swings miss.
Hidden Potential: Gain additional strength and magic when battling powerful foes.
Zantetsuken: Hold Keyblade in reverse grip, launch charging attack.
Finishing Leap: Plant Keyblade and create shockwave to blow away nearby enemies.
Black Hole: Summon a pillar of light that sends foes flying.
Triple Edge: Unleash flurry of attacks that send enemies reeling
Spinning Rush: Unleash flurry of attacks that send enemies hurtling.
Spiral Charge: Spin Keyblade while charging enemies.
Light Guard: Guards against attacks from all directions.
Light Burst: After successful guard, sends nearby foes flying.
Sonic Dodge: While grounded, roll in various directions to evade attacks.


DARK FORM
Triggered by: Oblivion
Quick Slash: Performs a quick upward strike.
Flash Step: Unleashes a guard-breaking attack on a slightly distant enemy, while keeping up own guard.
Radial Blaster: Launches projectiles at enemies.
Aerial Sweep: Leaps at an aerial enemy and performs a spiraling attack.
Aerial Dive: Launch a vertical spinning attack toward a target down below.
Falling Slash: Slash down on enemies from the air.
Rising Spiral: Allows user to launch enemies into the air, in the middle of a combo.
Dark Syphon: Recover MP when taking dark damage.
Combo Master: Contine combos even if swings miss.
Hidden Potential: Gain additional strength and magic when battling powerful foes.
Zantetsuken: Hold Keyblade in reverse grip, launch charging attack.
Finishing Leap: Plant Keyblade and create shockwave to blow away nearby enemies.
Dark Break:Plant Keyblade and release dark energy to attack surrounding enemies.
Triple Edge: Unleash flurry of attacks that send enemies reeling
Spinning Rush: Unleash flurry of attacks that send enemies hurtling.
Spiral Charge: Spin Keyblade while charging enemies.
Dark Guard: Guards against attacks from all directions.
Dark Burst: After successful guard, sends nearby foes flying.
Sonic Dodge: While grounded, roll in various directions to evade attacks.


DOUBLE FORM
Triggered by: Oathkeeper, Oblivion
Aerial Sweep: Leaps at an aerial enemy and performs a spiraling attack.
Spinning Strike: Launch a vertical spinning attack toward a target below.
Launching Thrust: Launch enemies into air.
Combo Master: Contine combos even if swings miss.
Guardbreaker: Prevent weapon from being deflected
Dark Syphon: Recover MP when taking dark damage
Hidden Potential: Gain additional strength and magic when battling powerful foes.
Double Blast: Unleash a forward shockwave to send enemies flying.
Equilibrium Burst: Call forth both light and darkness to attack enemy.
Flash Charge: Sweeping strike followed up by devastating thrust.
Mirage Thrust: Pierce enemy with light and darkness.
Dual Guard: Guard from all directions.
Dual Smasher: Counter after successful block with crossed Keyblades.
Sonic Step: Roll to evade attacks in all directions.
Ultimate Finish: Unlock's Keyblades full potential to perform a powerful move.



SHOTLOCKS
King of Hearts: Fire a burst of magical projectiles from the end of Keyblade. (Kingdom Key, Midnight Blue, Phantom Green, Dawn Till Dusk, Elemental Encoder, Advent Red)
Ragnarok: Fire streams of brilliant light that fly at targets. (Kingdom Key, Midnight Blue, Phantom Green, Dawn Till Dusk, Elemental Encoder, Advent Red)
Drain Shock: Absorb HP from targets. (Hero's Origin)
Atomic Deluge: Use a shield to scatter lightning in all directions. (Hero's Origin)
Meteor Shower: Spin your Keyblade and send shooting stars careening toward targets. (Shooting Star)
Diving Barrage: Rain magical arrows down on targets from directly overhead. (Shooting Star)
Cluster Cannonade: Launch a giant rocket that splits into many smaller projectiles. (Shooting Star)
Ghost Horde: Create avatars that charge at targets repeatedly. (Favorite Deputy)
Drill Dive: Warp around and fly at targets repeatedly. (Favorite Deputy)
Shimmering Drops: Absorb HP from targets. (Ever After)
Spectral Rays: Attack by surrounding yourself with reflectors and bouncing magical light off them. (Ever After)
Snakebite: Fire a burst of snake-like projectiles from the end of your Keyblade. (Happy Gear)
Warp Trick: Create a network of portals and attacks from all directions. (Happy Gear)
Diamond Dust: Launch a series of spinning ice blades toward targets. (Crystal Snow)
Frozen Crescents: Slash at targets repeatedly with blades of ice. (Crystal Snow)
Hunny Burst: Fire a burst of honey projectiles from the end of your Keyblade. (Hunny Spout)
Hunny Drizzle: Rain honey down on targets from directly overhead. (Hunny Spout)
Sweet Surprise: Launch a giant glob of honey that splits into many smaller projectiles. (Hunny Spout)
Cubic Stream: Spin your Keyblade and send block-like projectiles careening toward targets. (Nano Gear)
Zone Connector: Create a network of portals and attack from all directions. (Nano Gear)
Blade Storm: Launch a series of spinning wind blades toward targets. (Wheel of Fate)
Flag Rampage: Slash at targets repeatedly with blades of wind. (Wheel of Fate)
Blades of the Round: Launch a series of spinning blades of light toward targets. (Starlight)
Union Ragnarok: Fire streams of brilliant light that fly at targets. (Starlight)
Steam Spiral: Spin your Keyblade and send fireworks careening toward targets. (Grand Chef)
Fruit Crusher: Use a shield to scatter fruit in all directions. (Grand Chef)
Phantom Rush: Create avatars that charge at targets repeatedly. (Classic Tone)
Noise Flux: Warp around and fly at targets repeatedly. (Classic Tone)
Infinity Circle: Gather magical forces and unleash them, devastating the surrounding area. (Ultima Weapon)
Sunray Blast: Spin your Keyblade and send shards of light careening toward targets. (Oathkeeper)
Bladefury Eclipse: Launch a series of spinning dark blades toward targets. (Oblivion)
Stellar Inception: Blast enemies with a galaxy of stars. (Oathkeeper, Oblivion)
Focus Siphon: Uses a special Shotlock that absorbed energy from enemies.



SUMMONS
Meow Wow (Meow Wow Balloon): Ride on Meow Wow's back to attack enemies.
Wreck-It Ralph (8-Bit Blast): Ralphs builds, then destroys explosive blocks.
Simba (King's Flare): Ride on back of a large fiery Simba.
Ariel (Sea Spectacle): Jump in and out of the ground (watery) to shoot water orbs at enemies.
Stitch (Plasma Encounter): Creates an enclosed area filled with electricity.



FLOWMOTION
Sonic Slash: Closes in on enemies and performs to slashes.
Buzz Saw: Performs a horizontal spin attack.
Somersault: Performs a spinning attack while swinging from a horizontal pole
Sonic Cleave: Performs a heavy downward strike from above.
Wall Kick: Allows user to bounce off walls and perform other Flowmotion actions.
Pole Spin: Slides towards vertical poles/columns and spins around them to knock enemies hit into the air.
Pole Swing: Slides towards horizontal poles/columns and swings around them.
Super Jump: Allows the user to jump higher than usual.
Super Slide: Allows the user to travel long distances.



KEYBLADE FORMCHANGE
HERO'S ORIGIN
Counter Shield: Transforms the Keyblade into a shield, allowing for strong counters and throwing attacks.
Shield Spin: Spin horizontally at enemies with shields.
Lightning Circle: Raise shield and strike area with lightning.
Wrathful Fist: After charging shield with Charge, attack foes with a giant fist and send them flying, dealing Thunder damage.
Wrathful Flurry: After fully charging shield, repeatedly attack foes with a giant fist and send them flying, dealing Thunder damage.
Finish: Ride around in a chariot while cast Thunder on enemies.


SHOOTING STAR
Double Guns: Transforms the Keyblade into twin arrowguns and assail enemies with magic shots.
Burst Shot: Fire a volley of simultaneous projectiles.
Falling 6 Consecutive Shots: Used when above a target.
Sliding Shot: Blast projectiles while evading with a slide.
Auto-Shot: Continously fires projectiles.

Magic Launcher: Transform the Keyblade into a cannon and launch magic orbs at enemies.
Rising Blast: Knock enemies away then blast with projectile.
Artillery: Used when targeting an enemy at mid-to-long range.
Final Impact: Fire a projectile that results in a wide blast.
Charged Shot: Charge up energy and release as projectile, the longer the charge, the bigger the damage and blast radius.
Finish: Fire a projectile in a curved arc and explodes on contact. Wide radius, dealing damage, tripping struck enemies, knocking airborne enemies down.


FAVORITE DEPUTY
Hyper Hammer: Transforms the Keyblade into a hammer and bombard enemies with strong attacks.
Ground Wallop: Slam a giant hammer into the ground, causing a shockwave.
Aerial Wallop: Smack downward with a giant hammer.
Flying Clobber: Swoops down and swings hammer, forming small fissures and launching enemies.

Drill Punch: Transforms the Keyblade into a drill and rush into enemies.
Corkscrew Uppercut: Launch foes into the air with a giant drill.
Drill Pillars: Call for countless drills from beneath enemy feet.
Dire Drill: Lunge towards foes with giant drill.
Diving Dodge: Dodge that involves diving under ground.
Finish: Transforms weapons into an arm-like model, grabs enemy with it and throws them violently five times. May strike nearby enemies.


EVER AFTER
Mirage Staff: Transform the Keyblade into a staff, granting access to illusory attacks of light.
Golden Rays: Blast enemies with a crisscross of magical light.
Revolving Rays: Fire blasts of magical light as turning.
Avatar Barrage: Sora and clones fire projectiles at target
Finish: Plants staff into the ground, spawning a tower, joins forces with two clones to summon rays of light from top of tower.


HAPPY GEAR
Agile Claws: Transforms the Keyblade into twin claws and tear into enemies with quick slashing attacks.
Gear Maelstrom: Tear into foes with huge, rotating claws.
Offensive Slide: Deal damage to enemes while in Superslide.
Winding Strike: While in Flowmotion, execute a flurry of attacks.
Offensive Dodge: Deal damage while performing evasive maneuvers, cartwheel to dodge.
Offensive Backslide: Slide backwards and avoid, dealing damage to enemies on the way. A spinning slash attack at end of slide.

Twin Yo-Yos: Transforms the Keyblade into twin yo-yos and assault the enemy with rapid, swinging attacks.
Backspin: Face away from enemies as yo-yos spin.
Walk the Dog: Enlarge yo-yos and fling them at foes.
Anchor Shot: Hook yo-yos on distant foes to pull self closer.
Finish: Transforms yo-yos into the form of a monster's head, moves slightly forward while the head bites down. Damages enemies repeatedly.


CRYSTAL SNOW
Blizzard Claws: Transforms the Keyblade into a pair of icy claws and tear into enemies with quick slashing attacks.
Ice Vortex: Tear into foes with huge, rotating claws, dealing Blizzard damage
Offensive Slide: Deal damage to enemes while in Superslide.
Winding Strike: While in Flowmotion, execute a flurry of attacks.
Offensive Dodge: Deal damage while performing evasive maneuvers, cartwheel to dodge.
Offensive Backslide: Slide backwards and avoid, dealing damage to enemies on the way. A spinning slash attack at end of slide.

Blizzard Blades: Transforms the Keyblade into ice skates and arm-blades and assault enemies with a barrage of icy attacks.
Winter Breeze: Spin at foes and repeatedly attack with arm-blades
Absolute Zero: Summon icicles from the ground that send foes flying.
Blizzard Storm: Execute a spin kick that cuts through enemies.
Offensive Dodge: Deal damage while performing evasive maneuvers, cartwheel to dodge.
Offensive Backslide: Slide backwards and avoid, dealing damage to enemies on the way. A spinning slash attack at end of slide.


HUNNY SPOUT
Hunny Blasters: Transforms the Keyblade into twin guns and fire honey projectiles at enemies.
Burst Shot: Fire a volley of simultaneous projectiles.
Counter Blast: Allows a counterattack after Barrier is broken.
Sliding Shot: Blast projectiles while evading with a slide.
Auto-Shot: Continously fires projectiles.

Hunny Launcher: Transforms the Keyblade into a cannon and fire honey orbs at enemies.
Rising Blast: Knock enemies away then blast with projectile.
Artillery: Used when targeting an enemy at mid-to-long range.
Final Impact: Fire a projectile that results in a wide blast.
Charged Shot: Charge up energy and release as projectile, the longer the charge, the bigger the damage and blast radius.
Finish: Fire a projectile in a curved arc and explodes on contact. Wide radius, dealing damage, tripping struck enemies, knocking airborne enemies down. Slows enemies 10%.


NANO GEAR
Nano Arms: Transforms the Keyblade into a variety of nano weapons.
Rocket Fist: Morph nano arms into a giant fist and send foes reeling.
Nano Counter: After successful block, send foes flying.
Offensive Dodge: Deal damage while performing evasive maneuvers, cartwheel to dodge.
Finish: Hide in a dimensional gate that appears overhead, repeatedly lunges out with block pillars.


WHEEL OF FATE
Highwind: Transforms the Keyblade into a halberd, allowing long-ranged thrusts.
Spear Rush: Summon host of halberds to strike at foes.
Spear Rain: Rain twelve halberds down on foes.
Spear Dive: Swoops with weapon pointed straight downward, generating spreading shockwave.

Storm Flag: Transforms the Keyblade into a flag and use wide, sweeping attacks.
Storm Spinner: Launch enemies, unleash a series of attacks.
Cyclone: Whip up a violent storm.


GRAND CHEF
Frying Pan: Transforms the Keyblade into a skillet-like shield, allowing for fiery attacks and counters.
Shield Spin: Spin horizontally at enemies with shields.
Flame Circle: Raise shield and scorch the area with fire.
Flame Torrent: After charging shield, scorch foes and send flying.
Flame Barrage: After fully charging Shield Charge, scorch foes with multiple flame blasts and send flying. More powerful.
Finish: Slam a giant frying pan into enemies.


CLASSIC TONE
Boom Hammer: Transforms the Keyblade into a hammer and bombard enemies with strong attacks.
Ground Wallop: Slam a giant hammer into the ground, causing a shockwave.
Aerial Wallop: Smack downward with a giant hammer.
Flying Clobber: Swoops down and swings hammer, forming small fissures and launching enemies.

Clock Drill: Transforms the Keyblade into a drill and rush into enemies.
Corkscrew Uppercut: Launch foes into the air with a giant drill.
Drill Pillars: Call for countless drills from beneath enemy feet.
Dire Drill: Lunge towards foes with giant drill.
Diving Dodge: Dodge that involves diving under ground.
Finish: Stops time while dealing damage to surrounding enemies, advances giant clock hands and attack repeatedly.



ATTRACTIONS
Mountain Coaster: Board a steam locomotive and bombard the enemy with fireworks.
Move Marker: Changes location of Chimney Flare's attack.
Chimney Flare: Fires projectiles at marker's location that explode on impact.
Finish: Generates massive explosion at marker's location.

Pirate Ship: Summon a pirate ship to swing at and splash enemies with water attacks.
Change Direction: Turns ship left or right on spot.
Swing: Temporarily accelerates ship's swinging, increasing damage it inflicts. When swung towards the bow, fires five water projectiles in the same of a fan.
Finish: The ship spins around three times, flinging water projectiles each time.

Mad Tea Cups: Slide and spin around in large teacups to ram enemies with.
Change Course: Changes the sliding direction of the cup.
Cup Slide: Accelerates cup for one second, increases Cup Rush's power.
Finish: Sparks scatter from the spinning cups, dealing 5-7 times damages as cups come together.

Blaster Blaze: Fire at enemies from a first-person view.
Thruster Boost: Hovers blaster cart for a short time.
Blaster: Shoots a projectile straight ahead, cart can move to change directions.
Finish: Fires a projectile in a curved arc that explodes on contact.

Splash Run: Jump around in a splashing ride.
Change Course: Changes course while leaving behind a trail of water.
Jump: Makes the boat jump, attacking enemies upon landing. Can double-jump.
Finish: Quickly travel backwards over the water rails left by boat, upon reaching starting point, splashes water to deal damage to surrounding enemies.

Magic Carousel: Ride on an enchanted carousel while making well-timed button presses to blast enemies with sound waves.
Sound Wave: Emits sound waves in all directions.
Finish: Emit sound waves in all directions, blowing enemies away.
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