Bobsican
He/Him- 21,625
- 6,271
Now that I have the time, let's cover the remaining stuff.
Resistance Negation layers
As some that played Chain of Memories may be aware, the card system is based on a number that goes from 0 to 9, and cards can stack up to three times for up to a total of 27, with the 0 card also bypassing any value, yet also being outprioritized by any card with an higher value afterwards.
The numbers also matter to perform certain moves with them, and some require numbers that high, for example:
As we can see here, a combination of three cards of a type are required and go near to the limit of 27, which turns the usage of numbers that high as valid for our purposes as they were intended. Zantetsuken does go up to requiring three cards stacking for a total of 0 or 27, by the way.
And before anyone mentions cards are game mechanics and whatever, they're actually a plot element across the entire game, and even the CoM Ultimania bothers clarifying:
https://www.khinsider.com/news/A-Look-Back-CoM-Ultimania-System-Team-Graphic-Team-Interview-15757
From the above, it's clear the cards are intended to be a part of the combat system in-universe.
Now, how is all of this relevant? Well, thing is that a card value higher even by a single number negates the opposing one, and so we have 27 layers of hax (notably including light and darkness as this also includes stuff like Holy and Dark Break), and then the 0 card adds an extra for a total of 28 for the before-mentioned reasons. While it'd be irrelevant outside CoM keys as this'd only extend to cards and whatnot (And thus anyone within Castle Oblivion in CoM), thing is that bosses can resist the effects of some cards even without them (Even being announced), case in point Stop magic failing against them even with a 27 or a 0, but Lethal Frame (a stronger time stop technique) ignores such resistance, and of course cases like Vexen taking considerable damage but not being erased by the Keyblade, which is why Axel just finishes him off.
Meaning that KH Light Manip, KH Darkess Manip, Time Stop, Existence Erasure, Gravity Manip (Which generally does a set percentage of damage on the target) and Law Manip (namely Luxord's in this case, in fact the inherited power of his enemy card does allow to break "any" card regardless of number), would scale from this point onwards above 28 layers, or more specifically, a minimal of 29 layers from this point onwards as we do have cases of such inherent resistance being bypassed outside Castle Oblivion even then (Such as Mickey's Stopza keeping Marluxia frozen, light and darkness still threatening to delete others, etc), and I've already explained that such resistance isn't bound to the cards to be limited to that place.
Tigger 9-B Upgrade
I never thought he'd have a feat, but whatever, Tigger casually broke a bridge by bouncing on it (last 10 seconds).
Player and Pet P&A Additions
Needless to say, as anyone that played Union X before the shutdown knows (which aren't many, but lol), Player can inherit the power of characters from the future with the medals, and Pet can also use them, and so there's a ton of additions for them:
(List of moves here)
Most techniques just do damage and whatnot, so I'll just broadly mention what'd be worth mentioning that's not already on the page:
Unfortunately, UX doesn't bother giving flavor details to each move, so the most we have is visuals, a element in some cases, and context provided by other games in the series, and given that they're directly inherited from other characters, it'd be safe to just scale accordingly.
Type 4 Acausality for Sora
Currently, the resistance to Fate Manip is based on the following:
"Sora's use of the Power of Waking overwrote the foretold events from the Book of Prophecies"
In context, the Book of Prophecies is an historical redaction of the events to happen, with its last stuff ending just as said, however, Sora defied such events anyways, and they ended up being overwritten.
Rating it as a resistance to fate manip implies that the Book of Prophecies has fate manip, when it just records what was destined to happen, and Sora managed to defy a predestined outcome, so type 4 Acausality is a more accurate way of listing this stuff.
For that matter, Kairi even remarks that the Book of Prophecies was rewritten out of Sora defying its foretold events.
Higher resistance to Electricity Manip while in Flowmotion for Sora
This may be oddly specific, but there's some legitimate feats on this regard, namely how Sora gets damaged if he tries to run into the walls set by Xemnas, yet is unaffected when he uses Flowmotion to propel himself on them, similarly, Sora is undamaged when dashing with Flowmotion across electricity in Monstropolis. And no, dashing with Flowmotion doesn't give invulnerability frames or whatever, so it isn't a game mechanic.
Minor P&A Addition to Keyblade wielders
It appears this one extends to about any Keyblade, as CLU doesn't make a distinction for Sora's and neither does he for that matter.
So, CLU points out that the Keyblade can open any lock, and for this case it'd be for ignoring the password to go outside, therefore anyone that has a Keyblade should get Data Manip or so.
Resistance Negation layers
As some that played Chain of Memories may be aware, the card system is based on a number that goes from 0 to 9, and cards can stack up to three times for up to a total of 27, with the 0 card also bypassing any value, yet also being outprioritized by any card with an higher value afterwards.
The numbers also matter to perform certain moves with them, and some require numbers that high, for example:
As we can see here, a combination of three cards of a type are required and go near to the limit of 27, which turns the usage of numbers that high as valid for our purposes as they were intended. Zantetsuken does go up to requiring three cards stacking for a total of 0 or 27, by the way.
And before anyone mentions cards are game mechanics and whatever, they're actually a plot element across the entire game, and even the CoM Ultimania bothers clarifying:
https://www.khinsider.com/news/A-Look-Back-CoM-Ultimania-System-Team-Graphic-Team-Interview-15757
Kanemori: It was difficult to adjust the balance between the card ls and the action. Put too much emphasis on handling the cards, and Sora's just standing there saying lines. But then put too much emphasis on moving Sora, and you start wondering why you even need the cards. We basically covered the borderline parts by making sure there were a wide range of card effects.
From the above, it's clear the cards are intended to be a part of the combat system in-universe.
Now, how is all of this relevant? Well, thing is that a card value higher even by a single number negates the opposing one, and so we have 27 layers of hax (notably including light and darkness as this also includes stuff like Holy and Dark Break), and then the 0 card adds an extra for a total of 28 for the before-mentioned reasons. While it'd be irrelevant outside CoM keys as this'd only extend to cards and whatnot (And thus anyone within Castle Oblivion in CoM), thing is that bosses can resist the effects of some cards even without them (Even being announced), case in point Stop magic failing against them even with a 27 or a 0, but Lethal Frame (a stronger time stop technique) ignores such resistance, and of course cases like Vexen taking considerable damage but not being erased by the Keyblade, which is why Axel just finishes him off.
Meaning that KH Light Manip, KH Darkess Manip, Time Stop, Existence Erasure, Gravity Manip (Which generally does a set percentage of damage on the target) and Law Manip (namely Luxord's in this case, in fact the inherited power of his enemy card does allow to break "any" card regardless of number), would scale from this point onwards above 28 layers, or more specifically, a minimal of 29 layers from this point onwards as we do have cases of such inherent resistance being bypassed outside Castle Oblivion even then (Such as Mickey's Stopza keeping Marluxia frozen, light and darkness still threatening to delete others, etc), and I've already explained that such resistance isn't bound to the cards to be limited to that place.
Tigger 9-B Upgrade
I never thought he'd have a feat, but whatever, Tigger casually broke a bridge by bouncing on it (last 10 seconds).
Player and Pet P&A Additions
Needless to say, as anyone that played Union X before the shutdown knows (which aren't many, but lol), Player can inherit the power of characters from the future with the medals, and Pet can also use them, and so there's a ton of additions for them:
(List of moves here)
Most techniques just do damage and whatnot, so I'll just broadly mention what'd be worth mentioning that's not already on the page:
- Light Manip, Darkness Manip (Too common, these are even standard Keyblade powers)
- Statistics Amplification, Statistics Reduction (That's a thing on a good chunk of medals)
- Damage Boost (Can do more damage to aerial or grounded enemies)
- Water Manipulation (Aqua Splash, Geyser Blast)
- Plant Manipulation (Blossom Bloom)
- Statistics Amplification Negation (Dark Glory, can pierce defensive stat amps)
- Energy Projection (Blooming Shine, Umbrella Beam)
- Attack Reflection (Curious Cubes reflect back magical attacks for a while after use)
- Resistance Negation (Eternal Session and Icicle Storm ignore attributes while dealing damage)
- Gravity Manipulation (Dark Gravity)
- Purification (Esuna, removes status ailments of the user, among others)
- Forcefield Creation (Force Field)
- Homing Attack (Homing Darkness)
- Explosion Manipulation (Pumpkin Pummel, Rising Wonder)
- Void Manipulation (Ragnarok, which is already accepted as such out of it being a Nil-type attack in KHDays, Dual Blades)
- Portal Creation (Zone Slinger, Ultimate Shot)
- Berserk Mode (Berserk)
- Earth Manipulation (Earthen Fury)
- Teleportation (Final Judgment)
- Duplication (Foxtrot)
- Power Mimicry (Medals in general, Mirror allows to copy the positive stat changes of the opponent)
- Summoning (Player can summon an ally for an attack with a Friend Medal)
Unfortunately, UX doesn't bother giving flavor details to each move, so the most we have is visuals, a element in some cases, and context provided by other games in the series, and given that they're directly inherited from other characters, it'd be safe to just scale accordingly.
Type 4 Acausality for Sora
Currently, the resistance to Fate Manip is based on the following:
"Sora's use of the Power of Waking overwrote the foretold events from the Book of Prophecies"
In context, the Book of Prophecies is an historical redaction of the events to happen, with its last stuff ending just as said, however, Sora defied such events anyways, and they ended up being overwritten.
Rating it as a resistance to fate manip implies that the Book of Prophecies has fate manip, when it just records what was destined to happen, and Sora managed to defy a predestined outcome, so type 4 Acausality is a more accurate way of listing this stuff.
For that matter, Kairi even remarks that the Book of Prophecies was rewritten out of Sora defying its foretold events.
Higher resistance to Electricity Manip while in Flowmotion for Sora
This may be oddly specific, but there's some legitimate feats on this regard, namely how Sora gets damaged if he tries to run into the walls set by Xemnas, yet is unaffected when he uses Flowmotion to propel himself on them, similarly, Sora is undamaged when dashing with Flowmotion across electricity in Monstropolis. And no, dashing with Flowmotion doesn't give invulnerability frames or whatever, so it isn't a game mechanic.
Minor P&A Addition to Keyblade wielders
It appears this one extends to about any Keyblade, as CLU doesn't make a distinction for Sora's and neither does he for that matter.
So, CLU points out that the Keyblade can open any lock, and for this case it'd be for ignoring the password to go outside, therefore anyone that has a Keyblade should get Data Manip or so.
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