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Command Deck

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Published on November 27, 2009 @ 12:38 pm
Written by Raz
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  • Mode Changes
  • Shoot Lock
  • Party Members + Dimension Links
  • Command Board
  • Multiplayer
  • Mini-Games
Basic Deck Commands such as attacks, magic, or items appear on the Command Menu. Equipped from the Main Menu, each comes with a varying recharge time depending on the depth of the ability, à la The World Ends With You. Skills can be edited freely, and have been said to give off, "the real taste of managing a Keyblade". The concept has been in Nomura's head since the making of Chain of Memories. He assures us that, "the commands are each very personalized and all look cool. I think that when you play, you will be absorbed in watching your own gameplay". With no stock to run out of, the battles are sure to be rich in variation.

Action Commands include previous staples of the series, such as Dodge Roll or Guard, set up in the menu beforehand. Ventus can whirl behind enemies using "Slide Turn" with a well-timed button press. Simple commands like "Reflect Guard" can become extravagant just by hitting the button right when the icon appears. Doing so with Aqua will trigger the "Reflect Pulse" command. Ven takes "Reflect Guard" and expands upon it with "Guard Rush". There are endless possibilities to be had.

Base Commands are typical functions such as "Fight". A special Command Gauge fills up as enemies are defeated. Once full, you can add a devastating Finish Command to the end of a combo. Finisher techniques can evolve and become stronger once certain conditions are met. Many attacks can derive from the single evolution of a Finish Command. Evolved moves often have unique effects, such as Terra's "Lock Smash" Finish, which stops the movements of enemies. There is, of course, another option available after the Command Gauge fills besides just using Finish Commands, called Mode Changes.

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