Rising Spiral
Rising Spiral (スパイラルアッパー Supairaru Appā , lit. "Spiral Upper") | ||||||
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While performing a combo, press ![]() | ||||||
Attack | Element | Power | Guard? | Status | ||
---|---|---|---|---|---|---|
Form Value | Reaction Value | Revenge Value | Repel LV | |||
Rising Spiral | ![]() |
0.6 | X | — | ||
6 | 0[1] | 1 | 1 |
Rising Spiral is an ability in Kingdom Hearts III. It allows the user to launch enemies into the air in the middle of a combo.
Mechanics[edit]
In Kingdom Hearts III, Rising Spiral is an action ability that costs 3 AP to equip. It is triggered by pressing in the middle of a combo, although it cannot be used once Sora has started his sequence of combo finisher(s). When equipped along Groundbreaker, Rising Spiral takes priority while on the ground.
When used in the middle of a combo, Rising Spiral preserves the internal hit counter of the combo (for the purposes of damage-boosting abilities like Air Combo Boost), while acting as the first hit of a 'new' combo in terms of the timing of combo finishers such as Speed Slash or Last Charge. This mechanic allows Rising Spiral to extend Sora's combos beyond their usual length without using a Combo Plus or Air Combo Plus ability. For example, with no other action abilities equipped, Sora's base Keyblade combo (which normally has 3 base hits and a finisher at the end) can be extended with Rising Spiral as follows:
3 base Keyblade hits → Rising Spiral → 2 base Keyblade hits → combo finisher.
Learning Rising Spiral[edit]
Kingdom Hearts III[edit]
- Sora learns Rising Spiral after defeating the Nobodies at the Wharf.[2]
- Light Form has Rising Spiral as a form ability.
- Dark Form has Rising Spiral as a form ability.
See also[edit]
Notes and references[edit]
- ^ Although its Reaction Value is 0, Rising Spiral (along with its sister ability Groundbreaker) has the ability to continue stagger chains caused by another attack breaking an enemy's Reaction Endurance.
- ^ On Critical Mode, Sora has Rising Spiral as a default ability.