The Let's Play Archive

Kingdom Hearts 358/2 Days

by 1234567890num

Part 85: Extra 6: Limit Breaks



Remember when Lexaeus punched Roxas in the gut? Good times...



Today we're going to talk about a mechanic unique to this game: Limit Breaks. I'm not going to explain how it works, since we've seen it plenty of times already.

Instead, we're going to take a look at all of them again. I've shown off the members' in their respective weapon exhibition, but there's also some we haven't seen yet.



Roxas: Event Horizon

Do you know that every Limit Break actually has a name? Apparently Ultimania gave them all a name.

The Limit Break we have for the main game is the most basic. Just press A to attack. I think this is a good decision because it's pretty much impossible to figure out the obscure ones without a guide.

Anyway, this one is better for mobs than it is for single enemies. But it's still strong enough to be worth using against bosses.



Vexen: Diamond Dust
Axel: Explosion
Larxene: Voltic Rush
Riku: Darkstrom
Donald: Fantasia

These Limits are also as basic as they get. Just mash A to deal damage. I haven't covered the non-Organization members yet, but they're not that different.

Vexen and Axel can hit far enemies while Larxene, Riku and Donald can only hit enemies near them. Donald's second half has a very short attack time, so we pretty much have to buttonmash to keep attacking.

For some reason Riku doesn't use Dark Aura as his Limit Break even though I could've sworn he does. And Vexen's Diamond Dust is completely different from CoM.



Xemnas: All-Vanity
Xaldin: Dragoon Storm
Saix: Berserk

These Limits attacks enemies just by us being near them, but by pressing A we can do a special effect to deal more damage (except Xemnas', where pressing A does nothing).

The only one of the three who can jump during the full Limit here is Saix. Xaldin can only jump during the second half and Xemnas is too lazy to jump

Come to think of it, I don't think Xemnas ever jump during any of his fights. He pretty much always teleports.



Xigbar: Critical Snipe
Zexion: Meteor Mirage
Dual-wielding Roxas: Magic Hour

These limits locks us in place once started, but we can pause by pressing B and continuing by pressing A. Note that the bar will continue while it's paused.

Like I said before, we have to aim Xigbar's Limit manually and he can't hit aerial enemies, which makes this Limit very bad.

It's still better than the other two here, though. The other two are pretty much useless. Sure looks cool, though.



Lexaeus: Ayers Rock
Goofy: Teamwork
Mickey: Holy

These Limits lets us hold A to charge and create a larger attack. You don't HAVE to, but it's worth it. For all of these, we can charge one level for the first half and two levels for the second.

Apparently Goofy can just launch himself. Somehow.



Luxord: Jackpot
Demyx: Wave Gigs

These two Limit are the ones with intricate mechanic. I don't think anyone will be able to figure out how to use Demyx's without using a guide.

I'm still disappointed about water clones not appearing in this game. I already said about being disappointed with Demyx's fight in KH3, Luxord's is also disappointing. I mean, he is MUCH easier to cheese here.



Marluxia: Bloom-Out
Sora: Ragnarok

I'll be honest here: I have no idea how their Limits work. It's supposed to be like Lexaeus' in that it has multiple power levels instead we press A twice instead of holding and releasing. Except the result I get is always the same no matter the timing.

Sora's Limit is just like Ragnarok in other games but wimpier. This game's pseudo final boss does it better . And the second half only shoots straight ahead.



And that's all 19 Limits. I think they're a great addition to the game it's a shame they're never brought back in the other games.


























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Fine, here's the mysterious girl's Limit Break. Everything about it is the same as Roxas' single-wielding version.