INFORMATION

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Antiform

From Kingdom Hearts Database
"An image of you overcome by the power of darkness flows into your mind."
Yen Sid's mirror
Quotes.png
Sora (Antiform) KHII.png

Antiform (アンチフォーム Anchi Fōmu?) is one of Sora's Drive Forms in Kingdom Hearts II. Sora gains the ability to transform into Antiform at the same time he obtains Valor Form in Mysterious Tower.

Appearance[edit | edit source]

In most worlds, Antiform makes Sora's skin, hair and clothes turn black and blue, and blue demonic symbols are shown on the sleeves and front of the pants. His hands turn into claws, and his eyes turn a bright yellow and round, similar to the eyes of the Heartless. Black and blue smoke billows from Sora's hands and back, that trails behind him as he runs. When not in motion, Sora starts hunched over and constantly looks around, then he gets on all four like an animal and rears his hind legs and arms. When walking, he crawls around on his feet and right hand while he sticks his left hand out to his side. When running, he does the same but faster. When hanging from a ledge, hangs on by his right foot and swings when initially grabbing the ledge. When falling, he dives down head and hands first. Unlike his usual form, his stature isn't dependent on whether or not enemies are present.

In Halloween Town, he gains the same attributes as normal from Antiform, plus the pumpkin mask turns into a shadow.

In Christmas Town, he gains the same attributes as normal from Antiform, plus his hat and back gain the same blue demonic symbol as his sleeves in his normal Antiform. [KH II FM]

In Space Paranoids, he gains the same attributes as normal from Antiform, plus his circuit lights and prongs turn gray and don't glow.

In Timeless River, he gains the same attributes as normal from Antiform, with the exception of any blue coloration.

Gameplay[edit | edit source]

"HP cannot be restored in this Form! Return to normal Form when the Form Gauge hits 0, or select Revert when there are no enemies in sight!"
Kingdom Hearts II pause screen hint.
Quotes.png

Antiform is a side-effect of using too much power.[1] Antiform is the only Drive From that cannot be activated intentionally, and is instead a side-effect of using Drive Forms too often. Nomura created this to be "something strong but troublesome".[1] It can be triggered when attempting to transform into any Drive Form other than Final Form.

When activated, Antiform will drain all Drive Gauges, regardless of how many drive gauges have been obtained. Antiform can only be activated when Sora has two party members, and both party members will disappear when activated. Sora will also lose his Keyblade, and instead attack with his hands, clawing at enemies with his fingertips. Sora moves twice as fast than he normally does, but also takes 50% more damage than he normally does. Just like any other Drive Form, Action and Growth abilities don't carry over, but Support Abilities do, including Form Boost, which will make Sora stay in Antiform longer. Sora also loses the ability to use any commands, including Reaction Commands, other than Attack and Revert. Sora cannot pick up any HP orbs, meaning that there is no method of healing. He also does not gain any experience while in Antiform.

Sora can revert out of Antiform manually outside of battle, and will revert automatically after a cutscene, room transition, Underdrome Cup seed transition, death, loss, or after the Drive Gauge has been depleted. Antiform will level with the number of other Drive Forms obtained. In Kingdom Hearts II Final Mix, Antiform will initially last for three gauges, then will gain one after obtaining each Wisdom Form, Limit Form, and Master Form, and will cap out at six gauges. Instead of filling the Drive Gauge, picking up Drive Orbs will cause the Drive Gauge to deplete faster.


In Antiform, Sora loses the ability to wield the Keyblade, and instead uses his feet and claws to kick and scratch at enemies. His attacks are weaker than if he were to use the Keyblade, but much faster with multiple, quick, chained together animations. Adding Finishing Plus abilities will add the opposite finisher (single enemy finisher and multiple enemy finisher) to an Aerial Combo. For Ground Combos, the second attack causes Sora to become airborne, where he'll skip to aerial finishers.

Abilities
Visual Notes
Ground Attack 1 (Antiform) KHII.gif Sora's first Ground Combo move. Sora will swipe down at the ground horizontally with each arm. Then, he flips backward and curls into a ball, spinning forward. After spinning a couple of times, Sora will uncurl and swing his fists upward, then he locks his hands together and slams his fist downward onto an enemy.
Ground Attack 2 (Antiform) KHII.gif Sora's second Ground Combo move. Sora will dash toward a distant enemy, as he slashes left, then slashes right. He concludes by doing a handstand on his right hand. If the combo is interrupted early with X, Sora can become airborne.
Ground Attack 3 (Antiform) KHII.gif Sora's first Ground Combo move when surrounded. Sora will start by doing a windmill, kicking enemies around him. He then slashes toward an enemy with his claws left and right. When near an enemy, Sora will kick outward with his right foot. If the enemy is faraway, Sora will roll and slash toward the enemy. After that, Sora will raise both of his hands in an enclosed fist and pound down toward the ground.
Ground Attack 4 (Antiform) KHII.gif One of Sora's Ground Combo moves activated by pressing Square in the middle of a combo. Sora will tumble backwards, pushing off the ground with his left hand, before spinning in a circle as rays of darkness rush around him. Then Sora spins and rises slightly into the air, harming any enemies above him.
Ground Finisher 1 (Antiform) KHII.gif If there are one or less enemies, and Sora is on the ground, this will be the Ground Combo Finisher. Sora will dash forward and swiftly moving around, as he rises high into the air, then he'll slam downward with a gust of wind around him, and wisps of darkness above him. This can interrupt the previous part of the combo, if is pressed mid-attack.
Ground Finisher 2 (Antiform) KHII.gif If there are multiple enemies around, and Sora is on the ground, this will be the Ground Combo Finisher. Sora will scratch at and dash around different enemies while in the standing position. It will appear as Sora is teleporting while the trails of darkness follow him. This functions similarly to the second part of Final Arts.
Aerial Attack 1 (Antiform) KHII.gif Sora's first Aerial Combo move. Sora Sora slashes upward horizontally with his right hand, and he uses that momentum to twist his left foot around his body. His left foot then kicks back downward, and his right foot kicks up. At the end of these kicks, Sora dashes forward.
Aerial Attack 2 (Antiform) KHII.gif Sora's first Aerial Combo move when surrounded. Sora will flip backward, and use his left hand to guide him as he spins around an imaginary axis, kicking outward at enemies. Sora will then do a backflip, leading with his right foot. He concludes this attack by swiping outward toward enemies with his left hand.
Aerial Finisher 1 (Antiform) KHII.gif If there are one or less enemies, and Sora is in the air, this will be the Aerial Combo Finisher. A flurry of kicks and scratches that ends with slamming downward while a gust of wind surrounds him, as wisps of darkness disperse above him, similar to the ending of his Ground Combo Finisher. However, unlike the Ground Combo Finisher, this attack cannot interrupt the previous parts of a combo.
Aerial Finisher 2 (Antiform) KHII.gif If there are multiple enemies around, and Sora is in the air, this will be the Aerial Combo Finisher. Sora raises both of his hands, shrouding them in a dark fire, then slams them down, creating a gust of dark energy that shoots around Sora. If is pressed mid-attack, it can interrupt the previous part of the combo.
Glide (Antiform) KHII.gif By pushing the Square button, Sora will glide back, and jet forward. If there is an enemy in his path, Sora will spin around the enemy before landing. Unlike Normal Glide, Sora cannot alter the direction he is going during flight.

Leveling[edit | edit source]

Unlike other Drive Forms, Antiform can't be levelled, since there's nothing to gain from going into Antiform. Instead, Antiform is based on a point system to determine how likely Sora will turn into Antiform.

Total points Probability of activating Antiform
0-4 0%
5-9 10%
10+ 25%
Points modified Antiform probability
+1 Change to Valor, Wisdom, Limit, or Master Form
-5 Change to Antiform[2]
-10 Change to Final Form
x0 Obtain new form (excluding Final Form)
x0 During the time when ally is unconscious (Reverts points after ally is revived)
x0 During battle with Beast, Pete, Captain Barbossa, Hades, or Battle of the 1000 Heartless (Reverts points after battle)
x2 During most scripted battles (Reverts points after battle)
x5 During battle with Organization XIII member (Excluding Roxas, Luxord, and Armored/Final Xemnas; Reverts points after battle)
x10 Fight Armored Xemnas (Reverts points after battle)
0% Equip Light & Darkness after obtaining Final Form, and activate Final Form
y=100-(3x)3%[3] Equip Light & Darkness before obtaining Final Form, and activate Valor, Wisdom, Master, or Limit Form
100% Equip Light & Darkness after obtaining Final Form, and activate Valor, Wisdom, Master, or Limit Form
Total points Probability of activating Antiform
0-4 0%
5-9 10%
10+ 25%
Points modified Antiform probability
+1 Change to Valor, Wisdom, or Master Form
-4 Change to Antiform
-10 Change to Final Form
x0 Obtain new form (excluding Final Form)
x0 Activate a form when ally is unconscious (Reverts points after revival)
x0 During battle with Pete, Captain Barbossa, Hades, or Battle of the 1000 Heartless (Reverts points after battle)
x2 During most scripted battles (Reverts points after battle)
x5 During battle with Organization XIII member (Excluding Luxord and Armored/Final Xemnas; Reverts points after battle)
x10 Fight Armored Xemnas (Reverts points after battle)

Relation to Final Form[edit | edit source]

Antiform also affects the probability that Final Form will be unlocked. After Roxas is defeated in The World that Never Was, a hidden counter begins counting how many times Antiform is activated from then on. The formula y=(3x)*3 is used, where "X" is the amount of times Antiform was activated after the Roxas fight with a default value of 1, and "Y" is the percent chance that Final Form will appear.

  • So for example, if Sora attempts to turn into Valor Form after the fight with Roxas (without touching any of the drive forms since), there will be a 9% chance[4] that Final Form will unlock instead, and a 91% chance[5] that Valor Form or Antiform will unlock.

The more times Antiform is activated, the better chance Final Form has to unlock. The a maximum chance of Final Form unlocking is 75%, and the minimum is 9%. Once Final Form is unlocked, this system is no longer in effect.

Other Apperances[edit | edit source]

Kingdom Hearts Union χ[edit | edit source]

"KINGDOM HEARTS II (2005) A form tied to the powers of darkness. Sora gains agility, but has limited access to commands."
Quotes.png

In Kingdom Hearts Unchained χ/Union χ, Sora in his Antiform attire appears as a couple of medals titled "Antiform Sora" and "HD Antiform Sora".

Antiform Sora 5★ KHUX.png
Antiform Sora
Deals 3 moderately powerful hits. Removes target's status effects
HD Antiform Sora 6★ KHUX.png
HD Antiform Sora
Unleashes the same special attack as the next Medal. Works only when set before a Medal.
Antiform Sora 6★ KHUX.png
Antiform Sora
Deals 3 moderately powerful hits. Removes target's status effects
HD Antiform Sora 7★ KHUX.png
HD Antiform Sora
Unleashes the same SP attack as the next Medal. If none, unleashes SP attack of this Medal with 1 turn: ↑ U-STR by 3.
Antiform Sora 7★ KHUX.png
Antiform Sora
Deals 3 moderately powerful hits. Removes target's status effects

Video Breakdown[edit | edit source]

Drive Form Breakdown: Anti Form by BioRoxas

Notes and references[edit | edit source]

  1. 1.0 1.1 Famitsu Interview; Interviewer: "Is Antiform originated from when Sora got turned into a Heartless?" / Tetsuya Nomura: "Story-wise, yes. Drives are very strong so Antiform exists as a side-effect of using too much power. System-wise, I wanted to create something strong but troublesome." Translation by KHInsider.
  2. Changing into Antiform actually gains +1 point from initally entering, and then -6 for successfully entering Antiform, resulting in a total of -5.
  3. "X" being the number of times entering Antiform before obtaining Final Form, but after the Roxas fight. Value begins at "1".
  4. 9%=(3*1)*3
  5. 91%=100-(3*1)*3
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