Chain of Memories I need help!

Discussion in 'Kingdom Hearts HD I.5 ReMIX' started by Desmonic, Jun 7, 2007.

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  1. Desmonic Kingdom Keeper

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    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..
     
  2. N Hollow Bastion Committee

    Joined:
    Apr 29, 2007
    Location:
    California
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    Post in the Help forum or something like that. Or...watch some vidoes for Re: CofM to get a better idea. :)
     
  3. Xehanort Traverse Town Homebody

    Joined:
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    Here, duh...
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    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! :)
     
  4. DogBoyX King's Apprentice

    Joined:
    Apr 5, 2007
    Location:
    in a Smash Bros brand box Obsession: Death N
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    *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
     
  5. Desmonic Kingdom Keeper

    6
    849
    Cool! Thanks both of you, this will most definitely help!!:D

    Edit: Wow carcrazydogboyx , that's one big list!!
     
  6. Rikairi Moogle Assistant

    Joined:
    Jun 17, 2007
    Location:
    51 S.hankesrd. IL
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    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
     
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