KH2FM: FFVII Mod - Improved Limit Form Sora VS Data Xemnas (The Most Anime Fight in Kingdom Hearts)

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Kingdom Hearts III
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*********MUSIC*********
1. UROBOROS - Black Swallowtail (Instrumental Version)
2. UROBOROS - Black Swallowtail (Vocal Version)

*********DESCRIPTION*********
I have so much to say about Limit Form Sora now that it's finally complete. Let's start with the positives.

Limit Form Sora is an absolute BEAST! Being able to seamlessly transition between Sora's Limits using the special inputs is insane. The way I have this set up, having a special input held will cause it to bring out the corresponding attack as soon as any hitbox from Limit Form Sora lands on an enemy. This means you can cancel Sora's Sonic Blade, Ars Arcanum, and Ragnarok on ANY hit at ANY time into Zantetsuken, Ripple Drive, or Hurricane Blast. The amount of custom combo potential this opens up for Limit Sora is frankly only limited by MP, and even then, some of these hitboxes let you act out of them so quickly that you can use an item extremely fast and then start a new combo before Sora's opponent can even recover from being staggered.

As an additional mechanic, I allow Limit Sora to immediately use the finisher from Sonic Blade and Strike Raid if you press Triangle when the red ring startup is still around Sora's body. Not only that, Ars Arcanum can have the finisher used for a long time before the regular Reaction Command chain would show up for Sora. While I wouldn't call it optimal in most circumstances, it's an easy way for Sora to force a counterattack out of a boss or just add a stylish finish to Sora's combo.

As the thumbnail suggests, Limit Form Sora can also now use Sonic Blade and Ragnarok while already in the air. This opens up a lot more airborne techniques for Sora to utilize, especially because the special input Zantetsuken, Ripple Drive, and Hurricane Blast also work in the air. The even more absurd part of this is that Limits can be activated as long as Sora doesn't have one already loaded in memory, so you can cancel these special input attacks into another Limit for Sora to use, whether on the ground or in the air! I'm seriously not exaggerating any of this when I say it is an INSANELY fun system to use, to the point where I'm not even sure how to express just how cool I feel controlling Limit Sora now.

As an added side effect, because of Limit Form Sora detecting ANY hitbox hitting an enemy, this also includes Reaction Commands. That's right, you can cancel REACTION COMMANDS as soon as they hit the target, making this Drive Form uniquely combo with attacks like a Soldier's Cyclone! Do I even have to explain how sick Limit Sora is at this point??? Reaction Commands COMBO, dudes.

Alright, now that I am done gushing about it, Limit Sora is a damn nightmare to mod. There's a reason that back when I did my "Ultimate Form" videos back in the day, it never got one. Sora's Limit Form is the most janky, messy code in the entire game that was obviously done at the last minute. I can't just let the player perform dodges, guards, or regular combo cancels out of finishers, because if your Drive Gauge is 0 when this would occur, you auto-revert and Limit Form's AI FORGETS to dispel the Limit, meaning Sora can no longer Summon, recover MP with MP Charge, use Limits, or go into a Drive Form again until you room transition.

Ragnarok is internally split into eight different animations, despite only really needing three, which just bloats the file size of Limit Form more than it needs to be. This is the most demanding Drive Form in the game as it is, and this does not help.

Remember how I didn't specify earlier that you could cancel Strike Raid as soon as it hits? That's because they decided it would be a genius idea to desync the keyblade from the player despite just being able to easily make a projectile, and if you cancel this attack early, the keyblade never returns until another Strike Raid occurs. Luckily, a random person in my stream chat had the genius idea of actually tracking the hitbox IDs of Strike Raid and then using that as a way to prevent the cancel from happening on Strike Raid specifically, then playing an invisible no damage no flinch hitbox on the animation where the keyblade is retrieved. Thanks, StrangestPerson. And despite this being the hardest Limit to fix, it's still the worst after all the work put into repairing it by far. Lmfao.

#Mods #KingdomHearts​ #jrpg​ #KH2FM #Aqua​ #ProjectAqua #Mod #KH2 #gaming #Sora #Donald #Goofy #Roxas #KingdomHearts2 #ffvii




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