Revenge Values, Counted: The Hidden Counter That Tells KH2FM Bosses When to Hit Back
Why bosses break out of your combo
You land the opening slash, the follow-up, Upper Slash, and then the boss is suddenly airborne and swinging. Nothing in the game’s UI explains why. The answer is a hidden gauge that fills as you hit, and when it reaches its maximum, the boss is allowed to act even while it is still staggered. The community calls this system “Revenge Value.”
That name is the first problem. It is a fan-made label, and it is used to mean at least six different things depending on who is typing. Before any per-action table makes sense, the vocabulary has to be fixed. This article does that first, then walks through the documented action values for Final Mix, and stops where the sources stop.
What the mechanic actually is
The clearest definition comes from the Kingdom Hearts Wiki’s Notes 41 forum post, which describes the system as a fan-named set of mechanics in Kingdom Hearts II and Kingdom Hearts II Final Mix whose purpose is “to prevent the possibility to combo-stunlock bosses to death.”
The structure is a gauge. Each boss has an invisible gauge with a capacity that can change between battle phases. Sora’s actions add hidden non-negative values to it. When the current value reaches or exceeds the maximum, the boss can choose an action from a predefined set — usually just one action — and perform it against the party even while still staggered or flinching. Notes 41 calls this “Forced Revenge.”
Two details matter for planning. First, the capacity is per-boss and can change by phase, so a single number cannot describe a whole fight. Second, the boss’s response is drawn from a predefined set, which means the break-out is not random; it is a scripted answer to a budget you filled.
The naming problem, in six parts
Notes 41 lists the ambiguity directly. “Revenge Value” is used to mean:
- The whole Revenge Value mechanic.
- The act of raising the gauge (“this action adds revenge value”).
- A single action’s value (“Explosion has a revenge value of 6”).
- The boss’s invisible gauge itself (“Xigbar’s revenge value”).
- The gauge’s current value (“his revenge value is now 5.5”).
- The gauge’s maximum value (“Lingering Will’s revenge value is 25”).
Most player confusion is a naming problem, not a mechanics problem. When someone says a boss “has a revenge value of 25,” they mean the gauge capacity. When someone says “Explosion adds 6,” they mean the action’s contribution. Those are different quantities, and mixing them produces arguments where both people are correct about different things.
The Lingering Will figure above is an illustrative example of usage in Notes 41, not a verified boss table entry. This article does not treat it as a sourced maximum.
Per-action values for normal Sora
Notes 41 gives a set of values for normal Sora’s actions. These are the numbers you can actually plan around, because they describe what your inputs add to the gauge.
- Default ground combo opening (slash): 1
- Default ground combo follow-up (thrust): 1, counted on the first hit only
- Upper Slash: 3
- Default ground combo finisher, both the rotating horizontal and rotating vertical slash: 3
- Default aerial upper slash and aerial down slash: 1.5 each
- Default aerial finisher, both variants: 3.5
- Explosion: 6
- Firaga: 1, only if the last part of the flames connects; Firaga finisher: 3 under the same condition
- Blizzaga: 2; Blizzaga finisher: 4
- Thundaga: 4; Thundaga finisher: 4
- Magnega: 4.5
- Reflega: 4 on explosion; Reflega finisher: 4 on explosion
Notes 41 also lists explicit non-adders: Drive Form explosions, guarding an attack with Guard, and growth abilities used on their own do not add revenge value. Those are the actions that let you extend pressure without paying into the gauge.
The Notes 53 mechanics compilation, a separate KHWiki backup of KHII mechanics notes, cross-checks several of these entries in its technique listings. Ground Vertical Spin Swing is listed at revenge value 3. Air Vertical Spin Swing is listed at 3.5. Upper Slash is listed at 3. Ground Thrust is listed at 1 for the thrust and 0 for the sweep. The two sources agree on the values where they overlap.
Version labeling: this is Final Mix data
Notes 53 attributes its revenge value data to Ahirun and states plainly: “Ahirun’s notes on revenge value concern the FM version. Some bosses seem to have different RVs between OG and FM, but I’m unsure of the exact values.”
That sentence sets the boundary for this article. The action values above are Final Mix-attributed. They should not be silently extended to the original Kingdom Hearts II release. The compiler of Notes 53, working directly from the data, flags uncertainty about OG-versus-FM boss differences. Anyone who tells you the two versions have identical boss gauges is asserting more than the source does.
For Critical Mode and LV1 players, this matters less than it might seem, because those runs are played on Final Mix. But it matters for the archive: a claim about “KH2 bosses” without a version label is incomplete, and the source itself models that caution.
Using the values as a budget
The practical use of these numbers is sequencing. A finisher is not just a damage endpoint; it is a gauge-budget event. Notes 53 attaches a specific note to the finisher entries: “Prevents forced counteractions.” That note appears on Ground Vertical Spin Swing and Air Vertical Spin Swing, both of which carry revenge values of 3 and 3.5 respectively.
The heuristic that follows is a planning one, not a sourced rule: when you are deciding whether to spend a finisher now or hold it, you are deciding when the boss’s next forced action becomes available. A finisher that both deals damage and carries the “prevents forced counteractions” note is doing two jobs at once. Explosion at 6 is the largest single contribution in the normal-Sora list, so it is the action most likely to push a gauge over its maximum if you are already deep into a string.
This is where the non-adders earn their place. Guarding, growth abilities, and Drive Form explosions let you keep pressure or reposition without paying into the gauge. On a LV1 run, where every forced break-out is a real threat, those free actions are the difference between a controlled string and a scramble.
What this article cannot give you is a boss-by-boss maximum. The Notes 41 page has a “Bosses’ revenge value” heading, but the retrieved excerpt does not capture its contents. Without that table, any statement like “this boss breaks at X” would be inference dressed as data. The action-value layer is documented; the boss-capacity layer needs the Ultimania boss tables or the full Notes 41 section, and this piece stops at the boundary.
What remains open
Three things are not established by the sources used here. First, boss-specific gauge maxima and phase-by-phase capacity changes. Second, the specific forced-revenge action sets per boss. Third, whether and how OG and Final Mix boss values differ. Notes 53 explicitly declines to resolve the third.
The Drive Form, Limit Form, and summon sections of Notes 41 appear as headings in the retrieved text but their contents were not captured, so this article does not quote values for Valor, Wisdom, Limit, Master, Anti, Final, Chicken Little, Genie, Stitch, or Peter Pan. Those are gaps to fill from the full page, not blanks to guess at.
Two retrievals failed during research — the KHInsider KH2 and KH2FM pages, and a speedrun.com KH2FM guide. No claim in this article depends on them. They are noted here so the sourcing is transparent rather than implied.
FAQ
Is “Revenge Value” an official term?
No. Notes 41 describes it as a fan-made name for a set of mechanics in KH2 and KH2FM. The mechanics are real; the label is community vocabulary.
Does Explosion really add 6?
Notes 41 lists Explosion at 6 revenge value for normal Sora. That is the largest single contribution in the normal-Sora list quoted above.
Do Drive Form explosions add revenge value?
Notes 41 states that all Drive Form explosions do not add revenge value. The same applies to guarding with Guard and to growth abilities used on their own.
Are these values the same in the original KH2?
Not established. Notes 53 attributes its revenge value data to the Final Mix version and says the compiler is unsure about OG-versus-FM boss differences. Treat the values here as Final Mix-attributed.
Why do bosses break out mid-combo?
Because the hidden gauge reached or exceeded its maximum, and the boss chose a predefined action from its forced-revenge set. Notes 41 describes this as happening even while the boss is still staggered or flinching.
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