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MLP-KH Command/Magic/Ability/Drive/Limit List
First, some terminology and explanation.
-HP: A character's health. In typical KH, if the party leader is reduced to 0 HP, the game is over. However, in this, the party leader can be switched on demand,
so game over is only obtained when all current party memebers are reduced to 0 HP.
-AUTO-REVIVE: Defeated party members will automatically revive after 30 seconds, though with only 1 HP and in MP Charge (unless Abilities say otherwise.)
-CRITICAL MODE: Occurs when a party member's HP falls below 25%. They will say an "I need help" quote, their portrait will look tired and flash red.
Certain Abilities will only function while in Critical Mode.
-COMMAND: Special attacks avaliable to a character. Consists of pure physical attacks, physical-magical hybrids, and certain, esoteric types of spells.
Does not use any MP, but instead each skill as a recharge time after use before it can be used again.
-MAGIC: Exactly what it sounds like. Magical spells that have little-to-no physical influence. Can be used without pause, as long as enough MP is remainin.
-MP: Magic points. If a spell costs more MP than is avaliable, it can be cast, but will be at a lower power, and when MP is reduced to 0 through this or
any means, MP Charge is triggered.
-MP CHARGE: If MP becomes 0, then a timer starts, after which MP is restored to full. During this time, any MP-restoring effects instead reduce the timer.
By default, the timer is 15 seconds, though this can be changed by Abilities.
-ABILITY: Passive effects that are always active once acquired. Simple as that.
-DRIVE: A super-form that a character can enter. In this form, their entire fighting style can change, often becoming dramatically more powerful, and gaining
access to new, often unique, Commands and Abilities. (new Magic isn't learned, but existing spells are often dramatically powered up in some way.)
-DRIVE FORCE/POINTS: Keeps track of Drive energy. Refills very slowly by landing attacks. Once Drive mode is entered, the meter depletes rapidly,
ending the transformation when it runs out. Drive cannot be entered if the meter isn't full, even if the last Drive was ended
early.
-LIMIT: Extremely-powerful, character-specific attacks. Very potent, but only rarely usable. There are two ways to trigger a limit: MP, and Critical Mode. While
in Limit Mode, the Starter is performed first, then the player can freely choose which Limit Commands to perform (no other actions can be taken during
this time, however.) After a maximum of six commands, or a time limit of twenty seconds, the Finisher is performed automatically, and the Limit ends.
-MP LIMIT: Instantly consumes all remaining MP to trigger a Limit. Power of the limit is directly based on the percentage of current MP when activated.
Power drops if less than 100% MP is used. MP Charge is not entered until the Limit is complete.
-CRITICAL LIMIT: When a character is in Critical Mode, they can perform a single Limit at no MP cost. Once used, a Critical Limit cannot be used again for
30 seconds. Critical Limits can never be dual Limits.
-DUAL LIMIT: A Limit performed with two or more characters. Unique and very, very powerful, but requires specific characters in the party, and all involved
must have full MP, which will be consumed. Often several orders of magnitude more powerful than standard Limits.
-LIMIT STARTER: The attack used when a Limit is first triggered; the "opener" attack of the limit.
-LIMIT COMMANDS: A command exclusive to a Limit. Every party involved has a single Limit Command if there is more than one; otherwise the sole performer
has two avaliable. The player can trigger them as many times and in any order they wish. Once a maximum of six (6) Limit Commands are
performed, the Finisher is performed immediately afterwards.
-LIMIT FINISHER: The final command of a Limit, always the most powerful and flashy. The Limit ends immediately afterwards.
----------------COMMANDS----------------
LEGEND:
[P] = Physical command. Powered by the Strength stat.
[M] = Magical command. Powered by the Magic stat.
[PM] = Physical-Magical command. Powered by both Strength and Magic.
[X] = Special commands. Blocks, evasions, advanced platforming.
[?] = Abnormal command. Has unique method of determining power.
LEVEL = The command's maximum level. A command is at it's full power once it is leveled to max (through both defeating enemies, and through use of the command.)
Rank = * Basic/ ** Advanced/ *** Ultimate
Charge [x] = The command's base recharge time, in seconds.
{Status Effect} = Dictates which status effect (if any) the command inflicts.
COMMON SKILLS:
[P] * Quick Blitz - A quick jumping downward strike on a nearby foe. (Level 3, Charge [6])
[P] * Blitz - A combination of three jumping downward strikes on a nearby foe. Press X when prompted for each subsequent attack. (L3, [8])
[PM] * Magic Blitz - Magically perform a combination of three downward, overhead strikes on a distant foe. Press X when prompted for each subsequent attack. (L3, [8])
[PM] * Spell Edge - Teleport a short distance and perform a magic-infused jumping downward strike. (L3, [8])
[PM] * Poison Edge - Teleport a short distance and perform a poison-based jumping downward strike. {Poison} (L3, Charge [9])
TWILIGHT SPARKLE:
[PM]
RARITY:
APPLEJACK:
PINKIE PIE:
RAINBOW DASH:
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