|This article/section contains information pertaining to unused content from games and similar media.
This means it was never implemented into the game or was removed, cut or altered at some point of its development, and this article pertains to its original implementation.
- This article is about Sora's old up special move. For the technique originally in Super Smash Flash 2, see Gliding.
Sora gliding through the air.
|Effect||Sora swings his keyblade into the air, where he would then begin gliding.|
When performed, Sora would leap into the air while swinging his keyblade upwards, dealing 11% damage to any opponents he hits on the way up. After the leap, he would then start gliding infinitely. The gliding could then be cancelled by angling it far enough upwards, but this would also make Sora helpless in the process. To prevent this, the player must instead cancel it by air dodging, or with a glide attack.
Glide has been a recurring movement ability throughout the KINGDOM HEARTS games ever since the first game in the series, where Sora learns it after sealing the Keyhole in Neverland. The skill allows the user to ride the wind and travel over distances in the air. It can be used as a faster mode of transportation than running, or as an evasion technique. In KINGDOM HEARTS II, it can be leveled up to decrease the angle of the glide, allowing Sora to stay aloft longer, or even permanently. When using Glide in this game, Sora can transition between it and other aerial actions.
|Standard special move||Strike Raid|
|Side special move||Flowmotion|
|Up special move||Aerial Recovery|
|Down special move||Command Deck|
|Final Smash||Trinity Limit|