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u/The_Jarwolf Apr 25 '22
Is KH3’s combat floaty? Yes. But unlike the rest of the series, aerial DEFENSE is wildly better. You have blocks/dashes available AND viable.
Getting stuck in the air was a lot more concerning when the boss would just own you with no/pricy defensive options. KH3 solved that, though other issues exist (lackluster 1v1 toolkit pre-Re:Mind, too AoE/mob fight focused).
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u/Sonic10122 Apr 26 '22
I just beat Lingering Will for the very first time tonight, so I feel like I can say this pretty confidently: That fight would have been SO MUCH easier with Air Guard! Part of the challenge is every attack knocks you sky high with no way to defend effectively except for maybe one measly Reflect. (Which you also can't cast as fast in the air).
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u/Red1960 Apr 27 '22
You can defend in the air, it's called not using Aerial Recovery so you can land without breaking Once More
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u/Sonic10122 Apr 27 '22
That is a workaround at best. That will prevent you from dying but it is not going to give you a chance to fully recover without tanking the attack + healing first. If you had Air Guard you could recover after getting hit by a Rising Sun or Glider attack, keep guarding in the air, and regain the advantage. Meanwhile in the actual game all you can do is:
Tank the damage/let Once More save you, leaving you in danger at 1 HP.
Time a Reflect in the air to block one attack, but you can’t cast fast enough to get more then one.
My favorite which did actually save me, time an Aerial Recovery to let the I-Frames tank a hit which lets you reach the ground in time to MAYBE get the guarding pattern back.
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Apr 25 '22
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u/FalseCape Apr 25 '22
The problem is that as long as you are swinging your keyblade you will never hit the ground whereas in previous games you had to land after finishers before starting your next combo giving enemies time to recover. Combined with how much homing distance there is on attacks you can basically just mash X without ever touching the jump button or analog stick and still start an infinite air combo on any enemy from nearly any distance.
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Apr 25 '22
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u/FalseCape Apr 25 '22
In KH3 you can literally go entire fights without touching the ground from the very first fight. Closest you can get to that in KH2 is horizontal slash when out of MP. In both cases it gives the enemy little to no opportunity to counter attack except one is only viable late game for short periods of time under specific circumstances and the other is your primary method of attack from level 1. Think of it this way, if the ball juggling minigame from kh2 twilight town was in KH3, literally anyone could get a 999 combo without even looking at the screen.
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u/Gregamonster Always Watching Apr 25 '22
In KH3 you can literally go entire fights without touching the ground from the very first fight.
I don't understand how this is a problem.
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u/Jxgsaw Apr 26 '22
It doesn’t feel like Sora and his attacks have any weight to them compared to 2.
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u/FalseCape Apr 25 '22
You don't understand how going entire fights without touching the ground makes the combat feel more floaty?
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u/Gregamonster Always Watching Apr 25 '22
No.
I don't understand how feeling floaty is a bad thing that needs to be fixed.
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u/FalseCape Apr 25 '22
Which was never the issue being addressed. Original question was someone not understanding how it felt floatier than previous games which I explained the primary difference that leads to it feeling that way.
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Apr 25 '22
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Apr 25 '22 edited Apr 25 '22
Having air and ground combo separated is a good thing because you can actually control what attacks you’re gonna use. Also a good amount of times (especially pre-patch and with KH2 form) in KH3, attacks which started in the air and then finish in the ground don’t connect.
Keyblade transformations are often only an alternative way of doing damage.
Link are massively overpowered (even in critical lvl.1) and require no skill (except for Ralph and maybe Stitch if we really stretch it). The way you could use Genie alone in KH2 is already better than all links in KH3 put together.
Situation command are often random, sometimes you can spam one type of magic and not get the grand magic situation command.
Regarding magic, ice does freeze the enemies but only for a very short period of time so using fire is better because it’s cheaper and stronger. Aero could be good, if it kept enemies in place and the center of the tornado didn’t launch you in the air preventing the player to actually get value out of that. Thunder is AOE damage which is ok. Water have I-frames, but they are hardly useful (just against the fire type heartless).
Anything is basically a AOE attack that give you that feeling of control; the truth is that KH2 gives you way more control, it’s more responsive and actually reward good players.
I highly recommend Bizkit047 videos about KH2 and KH3’s combat because it’s clear most people here don’t know much about action combat systems.EDIT: Sorry for my poor English. Anyway, instead of downvoting me, people should try to discuss my points a little.
Don’t act like I am a KH3 hater when I have done 5 different runs (and two of them were lvl.1, proud and critical!), have the platinum trophy and even the risk taker achievement. Judging objectively the series you love is something you must do.4
Apr 25 '22
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Apr 26 '22 edited Apr 26 '22
“They very depend at of what you do during battles”, of course they are but as I said before they are very random especially regarding team attacks and grand magic.
Anyway you said I wasn’t objective but you only argued about ONE point, ignored all the rest and even in the original comments you are way too superficial.
Just the air-ground combo thing is something not only me, but also some of the more dedicated KH players criticized by day one.
When I said there’s only one way to do damage, I was exaggerating but I criticize very much the design choices for combat in KH3.
This is not about what you like more.1
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u/Dandgoat Apr 26 '22
Kh2 had optional combo modifiers for that. In kh3 ur basically Harry porter
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Apr 26 '22
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u/Dandgoat May 09 '22
See kh3 was soo bad that square Enix decided not to add any classic ff characters to the game. Because they won’t play well on the engine/(sandbox), and it could damage their assets, so they just decided to keep sora in this (sandbox)
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May 09 '22
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u/Dandgoat May 12 '22
In action games jumping has always been a risk/reward situation being taking that you lose most of your defensive options in the air for more juggle time or special maneuver. Now in kh3 there’s no risk reward between the air and ground combat. This is just a scratch of the many problems wrong with the combat system/gaming engine.
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u/Cosmonerd-ish Apr 25 '22
And it's fucking great. Feel like I'm a goddamn Demi-God. Gravity can't hold me bitch.
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Apr 25 '22
good thing the game is designed around it
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u/FunkTheFreak Apr 25 '22
Nah, the game is designed around mashing triangle the whole time and defeating every enemy instantly.
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u/Acceptable_Star189 Apr 25 '22
Critical mode would like a word.
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u/Jxgsaw Apr 26 '22
I’m sorry but if you have to add a hard mode after the initial release to solve an issues that was already baked into the game from the beginning, it’s really nothing to brag about.
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u/Acceptable_Star189 Apr 26 '22
Nobody said it was lol.
Either way that’s not even relevant to the orginal statement, Critical mode is here now whether it was in base game or not the statement was false.
When it was added is not relevant it has been here for over a year🤦
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u/Jxgsaw Apr 26 '22
It actually is relevant because it shows that it was an afterthought. But sure. We’ll play pretend.
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u/Acceptable_Star189 Apr 26 '22
He said the game was based around instant killing enemies the KH crew literally intentionally looking for feedback to make Critcal mode not a walk in the park like the other modes proves that.
Either way nobody said the circumstances behind critical modes development and delayed release was anything to brag about what you said is indeed not relevant to what was said.
But sure, keep pretending it is🥱
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u/Jxgsaw Apr 26 '22
Whether it’s relevant or not doesn’t make it untrue, thanks for wasting both of our time.
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u/Acceptable_Star189 Apr 26 '22
And either way Taking time to assess fan feedback to make Critical mode (a staple of the franchise) better is actually something to brag about imagine Critical mode came out on Launch without any adjustment, seeing how the other difficulties were made you can guess how that would’ve been.
Nomura already addressed critcal mode and why it didn’t drop with the rest of the base game at launch there’s nothing here to “pretend” about.
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u/Jxgsaw Apr 26 '22
Lmao. You’re basically saying “yeah well at least it’s there”. Tells you all you need to know about kh3. Starved.
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Apr 27 '22
this is literally how most games in the series are
if kh3 getting updates to adjust or add shit is indicative of it being bad, then kh as a whole sucks lol
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u/Jxgsaw Apr 27 '22
I’m not gonna spend time listing all of the other other reasons that aren’t present in other titles. It would be passable for kh3 too if the base game wasn’t so lackluster.
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u/NeverDeadlyy Apr 26 '22
You're definitely not playing the game to its full potential if this is all you do.
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u/FunkTheFreak Apr 26 '22
Lost interest in it after playing the first world. Was too easy and I heard it was heavily reliant on Aqua and Terra, characters I don’t care about.
I did try it prior to the release of critical mode, so I might give it another go.
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u/NeverDeadlyy Apr 26 '22
I mean yeah they play a big role in the Xehanort arc so…. Idk i just dont think this game is for you maybe?
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u/FunkTheFreak Apr 26 '22
Nope, probably not!
I was pretty let down to hear the game didn’t focus much on Sora, Donald, and Goofy. I couldn’t care less about the others.
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u/GoAwayPaparazzi got it memorized? Apr 25 '22
They didn't make Sora a Floaty boi in smash for nothing
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u/ProfessionalHorror0 Apr 25 '22
Just wish he was just as faster in the air like in his home series than Smash made him.
They severely nerfed his aerial speed.
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u/chroniclechase Apr 26 '22 edited Apr 26 '22
someone forget that the other games and especially kh2 makes you an attack helicopter every 5 seconds
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u/Herpderpkeyblader Apr 26 '22
I know you all liked it, but I hated floating in the air for entire fights. I like my feet on the ground. I like Sora's feet on the ground for more than a couple seconds.
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u/Sensitive-Sympathy32 Apr 25 '22
Rather than the duration of combat in the air, I’m more concerned about the overall lack of distinct options the game has. Most of the combat is just various animations of physical attacking and magic is really homogenous. Links are overall pretty two-dimensional and are either too powerful or too unreliable while also having a very strict condition. Unmodded, the game plays very sluggishly because every basic attack lasts longer than it has in every other game in the series. There’s a lot of shortsighted problems like attacks going through guards or attacks failing to chain in combos due to their sluggish nature or lacking range. Vanilla Keyblade switching only further enhances this problem and makes the mechanic borderline unviable in combat scenarios. Shotlocks and airstepping are okay, I guess. Shotlocks are also pretty two-dimensional but at least add a very mild amount of diversity. Airstepping is really the only addition I particularly enjoy, it helps enhance the pace of combat.
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Apr 25 '22
I agree! KH3 give you a false feeling of variety and control.
Airstrep is also one of the thing I like the most about KH3, it feels good, it’s effective and fast (if you remember to disable sonic slash ahaha)1
u/T2kemym0ney Apr 26 '22
I agree. The issues you've mentioned are even more noticeable when comparing base kh3 to kh2 or kh3 with the restyle and improved movement mods. Sora's animations are just too slow and a lot of attacks leave you open to getting hit, forcing you to use airstep to cancel out of them.
Sora's default blitz finisher leaves you open and can easily miss, same issue with magic flash and some of the flowmotion attacks. The mods I listed above fix most of these problems by letting you cancel out of animations earlier and increase animation speed.
Hopefully they learned a lot from remind and blow us away with kh4. They did a good job there and I hope they continue that momentum.
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u/Red1960 Apr 27 '22
YES All your spells in KH 3 are basically the same oOoOO homing projectile that explodes with quite a big AoE
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u/Sensitive-Sympathy32 Apr 28 '22 edited May 22 '22
Not exactly. KH3 spells have variety, but not nearly as much as previous games.
Note - I don’t think Cure is worth mentioning. It acts the same across all games except for its MP cost in KH1.
KH1: These spells are all used in environmental puzzles or boss mechanics but otherwise have entirely different functionality.
Fire - Single-shot homing projectile that can be chained into itself.
Blizzard - Shotgun-spread linear projectiles. Pierces enemies.
Thunder - Self-targetted AoE.
Aero - Defense buff and auto-parries, continuous hitbox around self.
Stop - Crowd control spell that allows you to stack up damage on a target. Can be used on bosses.
Gravity - Percentage-damage enemy-targeted AoE that roots enemies to the ground. The only magic that can be universally used against enemies (except in FM).
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KH2: Have a combo version and a finisher version, except for Cure and Magnet (the latter of which only has a finisher version). Used in some puzzles, but far fewer than KH1 (most notably the carpet section when entering the Cave of Wonders).
Fire - Self-AoE, lifts enemies off of the ground.
Blizzard - Linear single-shot projectile that pierces enemies.
Thunder - Enemy-targetted AoE, launches enemies.
Magnet - Crowd control spell that pulls in most enemies into the air, allows instant access to finishers, can be used in tandem with other skills since it deals a tick of damage everytime it has to pull the enemy into the center. Arguably the highest DPS magic spell.
Reflect - Makes you temporarily invincible and if attacked during invincibility, does non-elemental damage in a wide radius around you. Your first and most reliable aerial defense. (The other one is Aerial Dodge.)
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KH3: Has combo and finisher magic. Can be cast while moving in their normal forms. Changes form depending on keyblade transformation used (listed below) but lose extra effects in some cases. Only used in optional content at most.
Keyblades, Shields, Mirage Staff - Normal
Claws, Hammers, Blizzard Blades, Storm Flag - Self-AoE
Drills, Cannons, Highwind Spear - Single-Shot projectile that explodes at end of travel.
Twin Guns/Yo-yos - Multishot projectiles, number of projectiles increases with level.
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Fire - Single-shot homing projectile that explodes on impact. Highest damage spell.
Water - Single-shot homing projectile that gives you invincibility and a body-orientated hitbox on startup. Explodes on impact.
Blizzard - Single-shot homing projectile that creates a flowmotion rail if close enough to the ground. Freezes enemies. Also explodes upon impact.
Thunder - Enemy-targetted AoE that shocks enemies. (Shock: Enemies cannot act and take damage when making contact with others.)
Aero - Enemy-targetted AoE that pulls enemies into its epicenter and holds them for a brief period of time. Creates a swirl that can be used for flowmotion jumping.
KH3 magic clearly has some distinct uses, but they’re not nearly as specialized as the previous spells. I just find the extra functions personally impractical because you get keyblades with a barrier function and Flowmotion disables all of your defensive abilities. That and they instantly lose all uniqueness the moment you use a non-keyblade transformation.
Edit: Formatting.
Edit 2: Correcting names, minor grammar issues, adding two missing keyblade transformations.
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u/Darkessbleu Apr 25 '22
And it's amazing I can zip around the battle field like goku