kingdom hearts Abilities And Spell's


This section Contains an extensive list of ability Guidelines for Rping in the world of kingdom hearts. the attacks are not set in stone they are a basic outline for you to Rp around using the effects of the attack or ability, Now for those who are less experienced at Rping the Effect is written enough to describe what it does giving you enough information to create a simple Rp with.
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Punch:Simple basic attack user will attack using there hand
Kick:Simple basic attack user will attack using there foot
Dubble kick:A little more advance attack of the kick user will kick with one foot and then quickly kick with the next foot
Slash:Basic sword attack user will attack with a weapon at there target causing small cuts and wounds
Dubble punch:more advance attack then the punch the user will punch with one hand and with the other quickly attack
Jump kick:basic attack user jumps into the air and then comes down with a kick
Multi Slash:more advance attack of the slash with this The user attack in a number of 4 slashes
Sky upper cut:The user gets close to target and gives it a smiple upper cut
dancing tiger:The user goes into a tiger pose and dashes around the area hitting with kicks and punches
Slide Dash:When used, the user slides across the field with his keyblade, striking any enemies that are in his way.
Stage 2
Blitz:When used, the user jumps high in the air then comes crashing down on the opponent. He repeats this move two more times.
Stun Impact:When used, the user raises his sword and sticks it into the ground. An orb surrounds The user and stuns any enemies near him.
Zantetsuken:When used, the user twirls his sword and makes a huge slash on his enemy.
Strike Raid:When used, The user flies across the field, sword first. The sword can be controlled when doing this and can do it up to 2 post.
Ars Arcanum:When used, the user jumps on unleashes a furry of blows upon the enemie. the user finishes the combo by coming down with a powerful hit.
Ragnarok:hen used, Sora jumps in the air and points his sword at his enemies. Rays come out of the sword and strike any enemies unlucky enough to be in the way.
Trinity Limit:When used, the user glows yellow and raises his sword in the air, all while a symbol appears below the user. then the user jumps into the air and stabs the blade into the ground. The surrounding area is engulfed with light and does massive damage.
Sonic Blade:Strike an enemy while rushing past
Explosion:Releases a power full strike that will cause manger damage to the target.
Upper Slash:knocks the enemy of there feet into the air causing little damage
Stage 3
Horizontal Slash:Slash Horizontally at the target causing minor cut and wounds
Finisher Leap:will send the users weapon into the ground to launch enemies into the air.
Retaliating Slash:When hit into air the user sings there weapon causing a wave or counter attack.
Final Explosion:the user finishes his/her combo by creating balls of energy around him,and exploding them, causing multiple hits to the surrounding enemies.
Aerial Sweep:User attacks aerial enemies by spinning in the air, sweeping up surrounding enemies.
Scan:See how stronger the target is
Berserk:when the user is near death or heal is low attack power is increased temporarily
Vortex: When running at an opponent and it's in range,the user will do a powerful spinning attack
Second Wind:when the user is down or kocked out the get back up for 3 more post
Rocket:User dashes at the target at high speeds making a devastating blow
Tai li won, among all styles of hand to hand combat, this form involves the most movements. Mainly, it emphasizes mid to long range attacks, in which the opponent is confused by the attacker’s constant motion.
Tai li won is named from the movement of the hands during an offensive. The downward movement of the hand is referred to as tai, while the upward movement is referred to as li. As the name suggests, Tai li won is the circular motion of the hand, much like a windmill. A fist is seldom used. Instead, much of the offensive comes from hands relaxed with fingers extended, being used in a manner resembling a whip. The moves are full of beauty, yet the offenses are sharp and heavy. Many users have slightly modified these attacks by adding their own special touches such as weapons and such.
In Tai li won the moves are smooth and flexible. It demands the greatest degree of flexibility in any known style of Hand to hand combat, for the user must learn to move gracefully and without the stiffness of many forms of hand to hand combats possess. This style becomes increasingly hard to master if the user has added a weapon it only increases the beneficial value of the style
However, while the style is quite fast and fluid, it does lack the raw power of some other hand to hand styles, as such every hit has to count. As a result over the years, countering has become a fundamental aspect of the style, and it has indeed become so recognized as a part of the style that many have expressed a great fear of attacking a user of Tai li won for fear of their devastating counters, and quick movements that are otherwise unavoidable
As a result of this focus on countering, the style has evolved over time to incorporate complete and total muscle control to improve the users reflexes, better equipping them to counter attacks, making it easily the most formidable and most prominent hand to hand combatstyle in the wind country.
Stage One
Power:
At this stage the user can strike slighter stronger than an untrained keyblade user, a solid hit causes minor pain and possibly bruising but not much more than that.
Movements:
Movements are awkward at this stage, lacking the fluid motion that masters of Tai li won possess. The user is still unsure of their stance and move with a bit of difficulty, making each strike rough and slow. Arm movements are difficult to control as the user hasn't learned to keep their arms properly relaxed, and have a tendency to form their hands into fists, which slow down their movements. The adding of a weapon makes them even more awkward, they continually trip and get held up by the weapon as they are not used to the extension of the arm(s)
Flexibility:
Having just begun training their arms and legs to be flexible, they are slightly more flexible than the average hand to hand combat user, though not by a lot. They have trouble with weapon movements making them slower and extremely off balance
Reflexes:
No real advantage for the users reflexes at this stage.
Basic Techniques
Name: Kai-Li
Description: A simple move done will facing away from the opponent. When the opponent is close. The user begins the move by starting to spin on one foot while at the same time swinging their arms downward in front of them, using the momentum from the spin to bring their arms up such that their hands strike the opponent typically below the chin making for a strong blow that is difficult to defend against. This attack is even stornger if done by a weapon increasing the range the user can use it at
Name: Shantai
Description: A basic stance that takes advantage of the user’s flexibility; the user crouches down with one leg bent, the other extended slightly. The arms are held out wide and outstretched high above their head, but loose and relaxed at the same time. This allows for the user to be able to target any part of the opponent’s body, whether it be their head or their feet. This stance is also extremely easily maintained and very strong, easy to hold for extended periods of time
Stage Two
Power:
A solid strike at this stage can cause a painful bruise, though more significant damage would necessitate multiple focused strikes. A solid strike with a weapon however can do far more damage especially if it sharp
Movements:
Movements are a bit more sophisticated, the user now able to perform the up and down movements of Tai li won with greater accuracy and speed. The motions are still stiff however when compared to a master of this style. The weapon movements are also better, the user less frequently trips and is able to do Tai li won moves more fluently with the weapon.
Flexibility:
At this stage the user is showing greater levels of flexibility, now able to bend backwards to a greater extent than normal, useful for dodging some attacks.
Reflexes:
The user is just starting to make use of their muscle control to better improve their reflexes, however at this stage any improvement is so slight as to be unnoticeable.
Basic Techniques
Name: Tansku
Description: Catching the opponents kick, the user holds it high while bending down low to quickly grab the opponents other foot, and in one swift movement they sweep the opponents other foot out from underneath of them with a kick, while pushing the other down low, the movement typically taking the opponent clear off the ground, causing them to spin in mid air before collapsing on the ground. Though this counter is not particularly damaging, it can provide an opening for additional attacks, making it quite useful in the right hands.
Name: Genstu
Description: A move performed while the user is facing the enemy. Bending down slightly, the user executes a perfect 360 degree spin, striking upwards as they do so resulting in a powerful uppercut that at higher levels can easily lift an opponent off the ground. The user then follows up as they continue to spin and swing two kicks at the opponent knocking them away and spinning them in the process most likely causing confusion and extreme pain
Stage Three
Power:
At this stage the users hands, held fairly loose can be used to break wooden panels without significant difficulty, making them rather more formidable at this stage. The weapon use at this stage merely increases the users formidability by increasing their range to a near deadly state
Movements:
Movements are less rigid than in the previous stage, as the user is beginning to learn how to make each move flow more into the other. Additionally they are more adept at keeping their arms relaxed, allowing them to whip them around with greater accuracy and speed. They do not trip on lighter weapons such as short swords, but longer ones like keyblades and staffs may still be occasionally thrown off balance by
Flexibility:
Having practiced more advanced forms of stretching, the user is flexible enough to allow their body to twist and bend into the moves more easily; the user has no problem holding a crouch or other such positions for hours at a time without their legs cramping.
Reflexes:
Only now does the users reflex training start to pay off. Though the difference is only slight, it is enough to allow them to move to lessen the impact of blows that would have otherwise been quite harmful, or dodge blows that would have only just previously found purchase.
Basic Techniques
Name: Kenshetsi
Description: When an opponent attempts to kick the user while in their horse stance, the user slides extended leg forward while crossing their arms over their head to defend against the kick. With the opponents leg pressed against their arms, the users then swiftly pushes themselves to the side forcing the opponents leg to twist and be thrown off balance and the user than does one more twist spinning the opponent in the air and causing them to fall onto their back or neck. This is typically followed with a sharp kick to a vital area and can be devastating against ill prepared opponents. When adding a weapon to this attack it can cause even more damage especially if used with a sharp weapon
Stage Four
Power:
With the users continued focus, their attacks can now fracture bones, with repeated strikes typically breaking them. As such, combined with their speed at this stage they are becoming very dangerous to face. Weapons in this stage truly become deadly as they just increase the effectiveness and range in each attack making users actually deadly at this stage
Movements:
The whip-like form of the arm becomes more pronounced, though the user doesn't have quite enough skill to move around nearly as fast or fluidly as higher stages. Offenses are still a bit slow and unwieldy, but are far less jerky than in the previous stage. There is relatively no tripping what so ever in this stage, the weapon is now fairly controlled and atleast maintained from being a burden
Flexibility:
At this stage the user's flexibility and agility allows them to duck in and out of a slower opponent's blows, bending their bodies to dodge attacks. While this is extremely handy against hand to hand combat users that specialize in slow, powerful moves faster opponents still prove to be a problem.
Reflexes:
The user is showing real improvement in their reflexes, such that they are now not only better able to dodge attacks, but they are now more often able to catch and block direct attacks, a particularly important part of the style.
Basic Techniques
Name: Kansa-Tenshu
Description: A deceptively simple counter in which the user catches the opponents punch with both hands, then pulling the opponent forward and turning such that they are behind the opponent, the user then leans forward, forcing the opponent to the ground, while still holding onto their arm, typically resulting in the arm breaking or being dislocated at least. Advanced users of this stage usually follow this with spin or flip causing even more damage to the arm and allowing for a devastating attack to the chest
Name: Sankai
Description: Another quite simple but powerful move. Quickly catching an opponents kick, the user immediately lashes out with a kick of their own to the opponents groin, and stepping forward as they do that, they finish it off with a kick to the opponents other foot, typically leaving them face down on the ground struggling to stand. Once more more advanced users follow this with an attack to the back doing devastating damage to nerves and reflex muscles
Stage Five
Power:
At this stage a single solid strike from the user can break bones. With weapons these attacks can actually shatter bones, if the weapon is sharp the limb will most likely be completely removed.
Movements:
The elegant fluidity of the style is beginning to become apparent at this point. Stiffness is still an issue, but only a minor one as the user becomes more conscious of relaxing their arms and hands properly. Attacks are performed much quicker and flow together better, though they still suffer from a bit of hesitation and awkwardness. The weapon is now truly an extension of the arm, there is no tripping and falling, the user has almost mastered the implementation of the weapon
Flexibility:
Now having quite an exceptional degree of balance as well as flexibility, the user is now adept at keeping their positions whilst trying to move the opponent off of theirs. The user's ability to weave through an opponent's attacks is improved at this point.
Reflexes:
The users reflexes are now at a stage where striking them seems an exercise in futility. Only very carefully planned combinations of attacks, or attacks by multiple people will have much chance of striking.
Basic Techniques
Name: Boran
Description: One of Tai li won’s signature moves, it is essentially a very fast spin in which both the users body and their arms spin rapidly, though their arms are focused in one direction making them appear much like the sails on a windmill. The speed and fluidity of this move is easily the most impressive part, and due to the swiftness with which the move can be started it is a very dangerous move to anyone foolish enough to get too close. Lastly the move provides an ideal opportunity to move into the Horse stance, allowing the user to press the offensive further afterwards. A weapon used in this offense causes unheard of damage as it raises the range and power of each attack landed, usually after receiving this attack the opponent is unconscious.... if they are lucky
Stage Six
Power:
At this stage a solid strike can dent, sometimes crack a tree, naturally making their attacks against an unarmored opponent very punishing. The damage cause by a weapon is frightening, enough to scare any opponent away
Movements:
The user’s movements take on a more graceful appearance with each move, as the technique now becomes almost second nature. The arms are for the most part properly relaxed, though the user still has a tendency to move a bit more rigidly than a master of this style. Lower level shinobi may find their movements difficult to anticipate and counter due to their speed and focused nature. The use of a weapon is almost unnoticed by the user, he or she has completely mastered it's movements and can now care less of the size of the weapon.
Flexibility:
Now able to bend their bodies in ways most normal people can't even imagine, shinobi of this level are almost more of a gymnast than a hand to hand combat user. Not only can they weave through slow opponents attacks relatively easy, but they can often find ways to sweep the opponent off their feet while keeping their own easily.
Reflexes:
No significant improvement is seen at this stage in terms of the users reflexes.
Stage Seven
Requirements: Keyblade Master/Nobody/Legend
Power:
One solid strike from the user at this stage can break a solid tree in half. With the add of a sharp weapon it is like a knife through hot butter, any one foolish enough to fight one of these members is in real trouble if they specialize in close range attacks
Movements:
The fluid style of Pi Qua Quan is now at its peak; all moves are performed quickly and easily without hesitation, making the user’s hand and leg movements appear as a blur to the enemy. Each move of the hand or leg melds completely in with the next, making it quite a spectacle to watch. Most of the time it appears as though there is a silver light following the users who use swords and such as their weapon is moving so fast you merely see glints of metal as it catches light.
Flexibility:
By this stage there is virtually no position the user cannot perform, their flexibility having advanced to almost superhuman levels. Their balance is exceptional; knocking them off their feet is extremely difficult as they can stay standing still with no problems even while the earth shakes violently under their feet. Against a slow opponent, the user can pretty much bend and twist their body around their attacks and strike the heart of the enemy with ease. Most users of this stage often practice their flexibility of these attacks by doing finger stands on branches and such, making them seem like show offs but in all reality that is all they can do to practice flexibility and balance as everything else is to easy
Reflexes:
At this stage the users reflexes are quite incredible. The user will register and begin to react to attacks the moment they begin, which combined with their flexibility and speed makes them nearly impossible to strike. The user is practically a genius in hand to hand combat being able to predict and counter most attacks after only a few minutes of watching





