KH’s command deck gameplay style sounds like the coolest idea ever: you get to build your moveset with whatever cool sword techniques or spells you want? Sign me up!
But it just ends up with so many of the commands feeling terrible because it feels like most of them were built purely for the scenario of a single enemy that will flinch to everything/be afflicted with any status effect
I feel like the strike raid moves are the perfect example of this, as in KH1 it was really good as it gave you invincibility, but sense it becomes a regular part of your arsenal now with no cost outside of a cooldown, they had to take that away from it
Which just means that unless you can get every enemy in a line for them all to flinch to it, the command will most definitely get you hit 70% of the time. Why use that over say, fire of blizzard where you can immediately move once it’s out?
Both Ars moves and Splicer moves fall under a similar problem, if the boss say, is a cheeky black masked boy that randomly replaces their flinch with an invincible counter, you better hope and pray to Kingdom Hearts he doesn’t decide to do it before the last hit or else you’re gonna take a big fat hit to the face while you’re helplessly flailing your key around
I never got very far in Re:coded but from what I played it seemed like they had a fix to that problem though, as you can chain commands extremely seamlessly in that game, so it was more like building your combo string than a bunch of standalone moves, although I never got past Olympus due to the constant gimmick sections so I never got far enough to see if any big commands kept the ‘got hit because I was trapped doing the move’ problem













