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Desmonic
06-07-2007, 08:09 PM
Hi, before I start palying the game, can someone explain to me how the card system works on Re: Chain Of Memories? I didn't play the original game, so I'm a bit confused about it..

N
06-07-2007, 08:30 PM
Post in the Help forum or something like that. Or...watch some vidoes for Re: CofM to get a better idea. :)

Xehanort
06-12-2007, 11:03 AM
Pretty simple. Almost like the original battle system, but a little more strategic. First thing to know is that higher card always wins. Example: 9 beats 8, 8 beats 7, etc. Everytime you break an opponent's card or they break your card it makes a card break (term shown on screen). Now the 0 card works like this. It is better to use it after an opponent's card cuz it will automatically card break any value the card is. If it used before an enemy's card it is automatically card broken. So it's sort of a win-win situation with this card. This goes for all types of cards.

Second thing to learn in a world of cards are stocks and sleights. These terms are simlar, but there is a difference between them. Stocks only deal regular combos, but sleights make a special ability that deals more damage if you meet there quota. They are both done the same way... press triangle 3 times to stock 3 cards in a row and release them by pressing Triangle once more. Also, whenever you stock cards, you get a bigger sum in the card numbers that can range from 0-27. Sleights above 9 cannot be card broken unless the opponent uses a 0 card. Sleights can be anything, a special attack, an upgrade in magic, a strong friend or summon to help, and much more. It's up to you find out what each can do.

Now after knowing how to make or break a card, you also want to have some newer cards in your deck so you can make more damage, increase speed, and have a quicker recovery from card breaks. It's all in the balance of card type and value. Before Floor 7 I'd recommend 4-7 values and after up until Destiny Islands, 6-9. Once you reach Floor 12 keep everything at 7 or higher. And also, always have at least one 0 valued attack card at the end of ur deck (to quickly access it whenever a boss throws a sleight at you), one potion card, and one cure card. As you get higher in floors you might wanna add some more of these certain cards.

I hope this is a little bit helpful. Any more assistance needed try Need Help, You Got it! in the Help section. You can access it in my sig too. Best of Luck! :)

DogBoyX
06-12-2007, 02:42 PM
*sigh*
I'll go find my old enemy card descriptions...
EDIT: I'll be back with more orgXIII enemy cards
but here:
Card Name: Axel
Effect Name: Quick Recovery
CP: 75
Limit: 10 Turns (When damaged by enemies)
Weakness: Blocks fire damage but dizzed by ice damage
Effect: Can use cards even at the 'delay' time when being damaged

Card Name: Vexen
Effect Name: Auto-Life
CP: 60
Limit: 1 time
Weakness: Blocks ice damage but dizzed by fire damage
Effect: Revives once when you died

Card Name: Air Soldier
Effect Name: Move Reload
CP: 30
Limit: 3 Reloads
Weakness: NONE
Effect: Can move when you reload

Card Name: Gargoyle
Effect Name: Vanish
CP: 30
Limit: 1 Reload
Weakness: NONE
Effect: Vanish in battle, hard to be hit, Invisible to most enimies.

Card Name: Ursula
Effect Name: Shell
CP: 50
Limit: 5 Turns (When damaged by enemies)
Weakness: NONE
Effect: Forfiet Summon power to cut damage taken from Magic cards in half

Card Name: Aqua Tank
Effect Name: Auto Reload
CP: 30
Limit: 1 Reload
Weakness: NONE
Effect: Reload automatically when used up all cards

Card Name: Yellow Opera
Effect Name: Thunder Up
CP: 20
Limit: 1 Reload
Weakness: NONE
Effect: Thunder magic up

Card Name: Wizard
Effect Name: Magic Up
CP: 30
Limit: 1 Reload
Weakness: NONE
Effect: Forfiet summoning to power up magic cards.

Card Name: Air Pirate
Effect Name: Item Veil
CP: 30
Limit: 3 Reload
Weakness: NONE
Effect: Your opponent can't break reload cards you use

Card Name: Guard Armor
Effect Name: Wide Attack
CP: 30
Limit: 30 Attack
Weakness: NONE
Effect: Attack range/area expands

Card Name: Creeper Plant
Effect Name: Leaf Veil
CP: 35
Limit: 1 Reload
Weakness: NONE
Effect: Your opponent can't break cure cards you use

Card Name: Search Ghost
Effect Name: Drain
CP: 35
Limit: 1 Reload
Weakness: NONE
Effect: Absorbs enemy's HP as you attack, but less exp balls

Card Name: Shadow
Effect Name: Number Plus
CP: 25
Limit: 2 Reload
Weakness: NONE
Effect: Add 1 to all card numbers

Card Name: Screw Diver
Effect Name: Number Off
CP: 15
Limit: 1 Reload
Weakness: NONE
Effect: Minus 1 to all card numbers

Card Name: Darkside
Effect Name: Imitation
CP: 99
Limit: 1 Time
Weakness: NONE
Effect: Copy your opponent's enemy card effect

Card Name: Defender
Effect Name: Protes
CP: 25
Limit: 1 Reload
Weakness: NONE
Effect: Forfiet Magic to lower damage taken from attack cards

Card Name: Green Requiem
Effect Name: Cure Up
CP: 20
Limit: 1 Reload
Weakness: NONE
Effect: Healing magic up

Card Name: Sea Neon
Effect Name: Slot Number
CP: 20
Limit: 1 Reload
Weakness: NONE
Effect: Card numbers randomize

Card Name: Jafar
Effect Name: Attack Veil
CP: 65
Limit: 30 Attack
Weakness: NONE
Effect: Your opponent can't break attack cards you use

Card Name: Soldier
Effect Name: Combo Plus
CP: 20
Limit: 3 Reload
Weakness: NONE
Effect: Add one more attack to combo

Card Name: Dark Ball
Effect Name: Card Blind
CP: 25
Limit: 3 Reload
Weakness: NONE
Effect: Hiddens card numbers, good for VS Mode

Card Name: Card Soldier
Effect Name: Attack Haste
CP: 55
Limit: 30 Attack
Weakness: NONE
Effect: Attack speed up

Card Name: Trick Master
Effect Name: Number Break
CP: 25
Limit: 10 Breaks from Enemy
Weakness: NONE
Effect: Devalue enemy's card after you lose a card break

Card Name: Neo Shadow
Effect Name: Bio
CP: 25
Limit: 1 Reload
Weakness: NONE
Effect: Enemy HPs slowly decrease

Card Name: Bouncy Wild
Effect Name: Draw
CP: 10
Limit: 5 Reload
Weakness: NONE
Effect: Automatically obtain dropped items/orbs from the enemies

Card Name: Parasite Cage
Effect Name: Dispell
CP: 60
Limit: 1 Use
Weakness: NONE
Effect: Break your opponent's enemy card without fail

Card Name: Power Wild
Effect Name: Number Reverse
CP: 40
Limit: 1 Reload
Weakness: NONE
Effect: Number orders/ranking now reverse, ie 1 beats 2

Card Name: Fat Bandit
Effect Name: Back Attack
CP: 40
Limit: 2 Reload
Weakness: NONE
Effect: Increase damage when hitting enimies from behind

Card Name: Tornedo Step
Effect Name: Reload Haste
CP: 25
Limit: 1 Reload
Weakness: NONE
Effect: Set Reload Gauge to 1

Card Name: Pirates
Effect Name: 0 all
CP: 30
Limit: 1 Reload
Weakness: NONE
Effect: All card numbers become zero

Card Name: Hades
Effect Name: Berserk
CP: 40
Limit: 30 Attack
Weakness: Reduce fire damage but dizzed by ice damage
Effect: Increases power of attack cards when HP is low

Card Name: Barrel Spider
Effect Name: Quick Reload
CP: 30
Limit: 3 Reload
Weakness: NONE
Effect: Reload instantly

Card Name: Bandit
Effect Name: Combo Finish
CP: 30
Limit: 1 Reload
Weakness: NONE
Effect: Power of the combo finisher increases

Card Name: Oogie Boogie
Effect Name: Regen
CP: 40
Limit: 10 Recovery
Weakness: NONE
Effect: Recovers HP a bit. When HP is low, recovers more HP

Card Name: Hook
Effect Name: Once more
CP: 35
Limit: 3 Time
Weakness: Reduce thunder damage but dizzed by fire damage
Effect: Keep 1 HP after a combo (unless 1 HP is left)

Card Name: Blue Rhapsody
Effect Name: Blizzard Up
CP: 20
Limit: 1 Reload
Weakness: NONE
Effect: Increase Blizzard abilities power

Card Name: Dragon Maleficent
Effect Name: Over Drive
CP: 70
Limit: 30 Attack
Weakness: NONE
Effect: Forfiet reload speed to power up attack

Card Name: Crescendo
Effect Name: Summon Up
CP: 20
Limit: 1 Reload
Weakness: NONE
Effect: Forfiet magic cards to power up summons

Card Name: Riku
Effect Name: Stock Guard
CP: 80
Limit: 5 Stock Tech
Weakness: Reduce thunder, ice and fire damage
Effect: Will not lose cards Stocked up earlier

Card Name: Wight Knight
Effect Name: Levitate
CP: 15
Limit: 3 Reload
Weakness: NONE
Effect: Jump higher

Card Name: Black Fungus
Effect Name: Random Flash
CP: 20
Limit: 1 Reload
Weakness: NONE
Effect: Randomly activate an Enemy Card

Card Name: White Mushroom
Effect Name: Hyper Healing
CP: 25
Limit: 3 Reload
Weakness: NONE
Effect: Heals HP when using Friend Card

Card Name: Large Body
Effect Name: Reflect Guard
CP: 40
Limit: 1 Reload
Weakness: NONE
Effect: Cannot be damaged from the front

Card Name: Laxene
Effect Name: Haste
CP: 60
Limit: 15 Reload
Weakness: Blocks thunder damage but special damage received up
Effect: Increase movement speed

Card Name: Red Nocturne
Effect Name: Fire Up
CP: 20
Limit: 1 Reload
Weakness: NONE
Effect: Increase power of Fire Magic

Card Name: Wyvern
Effect Name: Reload Guard
CP: 25
Limit: 3 Reload
Weakness: NONE
Effect: Reload Gauge Number won't increase when reload

Card Name: Marluxia
Effect Name: W Stock
CP: 99
Limit: 3 Stock Tech
Weakness: Reduce fire, ice, thunder and special damage but physical damage up
Effect: Lose the cards in Stock Tech but perform the Stock Tech consecutively
as well as your Reload Gauge will increase

Card Name: Lexaeus
Effect Name: Dejon Break
CP: 99
Limit: 50 Attack
Weakness: Blocks ice damage, reduce physical damage but special damage up
Effect: The combo finisher has a chance to instantly kill the enemy. In VS, this has
the chance to dizzy the opponent

Card Name: Ansem
Effect Name: Stock Blind
CP: 60
Limit: 10 Stock Tech
Weakness: Reduce fire, ice and thunder damage
Effect: Cards Stocked aren't revealed so the enemy can't see

EDIT: If you scrolled this far... here's a cookie...
OrgXIII cards added
#I Card Name: Xemnas
Effect Name: Quick Barrier
CP: 65
Limit: 3 Reloads
Strong Against: Flame, Ice, Thunder, Special Damage
Effect: Guard the 2nd hit and on of a combo attack

#II Card Name: Xigbar
Effect Name: Shot Charge
CP: 80
Limit: 2 Reloads
Strong Against: Flame, Ice, Thunder, Special Damage
Effect: Power up projectile attacks like Strike Raid, Fire...etc

#III Card Name: Xaldin
Effect Name: Aero Guard
CP: 65
Limit: 3 Attacks
Strong Against: Flame, Ice, Thunder, Special Damage
Effect: Have Aero up for sometimes

#IV Card Name: Vexen
Effect Name: Auto-Life
CP: 60
Limit: 1 time
Weakness: Blocks ice damage but dizzied by fire damage
Effect: Revives once when you died

#V Card Name: Lexaeus
Effect Name: De-Zone Break
CP: 99
Limit: 50 Attack
Weakness: Blocks ice damage, reduce physical damage but special damage up
Effect: The combo finisher has a chance to instant kill enemy

#VI Card Name: Zexion
Effect Name: Confuse Strike
CP: 65
Limit: 50 Attacks
Strong Against: Flame, Ice, Thunder, Special Damage
Effect: Chance to confuse enemy as you attack

#VII Card Name: Saïx
Effect Name: Combo Boost
CP: 80
Limit: 20 Attacks
Strong Against: Flame, Ice, Thunder, Special Damage
Effect: Strength up when attacking with Attack Cards

#VIII Card Name: Axel
Effect Name: Quick Recovery
CP: 75
Limit: 10 Turns (When damaged by enemies)
Weakness: Blocks fire damage but dizzied by ice damage
Effect: Can use cards even at the 'delay' time when being damaged

#IX Card Name: Demyx
Effect Name: Water Charge
CP: 80
Limit: 2 Reloads
Strong Against: Thunder, Special Damage
Block: Ice Damage
Effect: Power up water attacks like Aqua Splash, Blizzard...etc

#X Card Name: Luxord
Effect Name: All Break
CP: 99
Limit: 15 Cards
Strong Against: Flame, Ice, Thunder, Special Damage
Effect: Always Card Break regardless enemy's Card Numbers

#XI Card Name: Marluxia
Effect Name: W Stock
CP: 99
Limit: 3 Stock Tech
Weakness: Reduce fire, ice, thunder and special damage but physical damage up
Effect: Lose the cards in Stock Tech but perform the Stock Tech consecutively
as well as your Reload Gauge will increase

#XII Card Name: Larxene
Effect Name: Haste
CP: 60
Limit: 15 Reload
Weakness: Blocks thunder damage but special damage received up
Effect: Increase movement speed

#XIII Card Name: Roxas
Effect Name: Double Hit
CP: 99
Limit: 20 Attacks
Effect: One Attack Card can inflict twice as much damage

Desmonic
06-13-2007, 01:39 PM
Cool! Thanks both of you, this will most definitely help!!:D

Edit: Wow carcrazydogboyx , that's one big list!!

Rikairi
06-17-2007, 12:53 PM
Hi, before I start palying the game, can someone explain to me how the card system works on Re: Chain Of Memories? I didn't play the original game, so I'm a bit confused about it..


Hi Desmonic! How to use the cards are simple. but if its on ps2 I can't help. You see, I only do it on GBA. so how to do it on GameBoy is like this:

1.L=moving the cards that you have left R=moving the cards right.
2.to pick cards to use in battle press A. B is jump. If you run all out of cards and you only have a black one, you have to hold down the A button to refill those cards.
3. to use cards all at once, pick a card press L+R and it goes up on to of the screen. keep on doing that until you reach three. then press L+R when you have all threee cards and you have a stronger attack. but you can't get those cards back untill the end of the battle.

4.Sleights: to use or gain sleights, you have to get level ups to get sleights. just choose the slieghts button on the bottom of the screen. to use sleights, get all three cards you need for the sleight and use the attack. Then thats how you use a sleight.

5. to use another deck in battle, press select. then a new deck shows up. but you can only use that deck if you defeated disney villans. their cards go to your deck.

6. to change decks, go to the menu screen. then pick review decks. you then get to name, create, and equip decks there. select is equip or if you choose the deck by the A button, a whole lot of stuff comes out. you can pick each one like that.




well I think thats all theres to it on the cards of KH chain of memories. Hope you get to learn the other parts.:) ;) :D