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Flowmotion (フリーフローアクション Furīfurō Akushon?, lit. "Freeflow Action") is a gameplay mechanic introduced in Kingdom Hearts 3D: Dream Drop Distance. It allows Sora and Riku to traverse their surrounding environments with great ease when they interact with certain environmental elements. Using Flowmotion, Sora and Riku can jump off of walls, grind rails, leap great heights, and dynamically attack opponents.

When Sora and Riku use Flowmotion, they are enveloped in a violet-colored aura, and they are sometimes accompanied by two orbiting lights of the same color, that trail light behind them.

The full set of Flowmotion commands are automatically equipped to Sora and Riku's command decks after Sora meets Neku in Traverse Town.


Kingdom Hearts 3D: Dream Drop Distance

When Sora awakens in Traverse Town, Neku can be seen using Flowmotion over the rooftops, using a Wall Kick off the side of a particularly tall building. After the two of them meet, Neku heads for the Second District, executing a Pole Spin, Rail Slide, and Super Jump along the way.

In The Grid, when Rinzler attacks Riku and Sam Flynn on the Throneship, Riku uses a Wall Kick to knock Rinzler off of the ship's bridge.

Back in Traverse Town, Riku corners the Spellican in the Third District by Wall Kicking and Super Sliding in front of it, forcing it to switch to Sora's Side.


Flowmotion is activated by pressing ButtonY to Dodge Roll or Air Slide into a wall or other interactive object, or by landing on certain environmental features, such as rails or fountains. Sora or Riku will perform a context-sensitive action, such as briefly sticking to and jumping off of a wall or spinning around a pole after Air Sliding into it.

Once Flowmotion is activated, it can be chained together with additional actions. The player may press ButtonY to use a Burst of Speed to travel long distances or transition to another Flowmotion-compatible surface, ButtonB to perform a Super Jump that boosts the user to a great height, or A Button- Nintendo DS to use a Flowmotion Attack, which depends on the Flowmotion action the player is using. When you finish a boss, a portal, etc, using Kick Dive before you begin to do the shockwave will make the finish quickly vanish.

Air Sliding tends to allow for an instant transition into Flowmotion, while any Dodge Roll-type command only allows so during the final few frames of the command's recovery; in short, activating Flowmotion is faster with an Air Slide than with a Dodge Roll command, and also works as fast with both Sonic Impact and Double Impact alike.

Any form of Flowmotion also prevents the user from being knocked out of it, allowing for easy interceptions in the style of Super Armor in terms of being immune to flinching; but due to this rule, they still take the usual amount of damage or status effects during Flowmotion regardless, which can lead to untimely deaths during it.

List of Flowmotion commands

Name Description
Pole Spin (ポールスピン
Pōru Supin
Slide toward vertical poles and columns with ButtonY to spin around them and knock any enemies you hit into the air.
Pole Swing (ポールスイング
Pōru Suingu
Slide toward horizontal poles and columns with ButtonY to swing around them.
Rail Slide (レールスライド
Rēru Suraido
Slide at high speed along ropes, rails, and more.
Kick Dive (キックダイブ
Kikku Daibu
Press A Button- Nintendo DS after a wall kick to spin toward the enemy and generate shockwaves on the ground.
Buzz Saw (ターンカッター
Press A Button- Nintendo DS during a vertical pole spin to perform a spin attack.
Blow-off (ブロウオフ
Press A Button- Nintendo DS while spinning around a large enemy to hurl it toward other foes.
Wheel Rush (ホイールラッシュ
Hoīru Rasshu
Press A Button- Nintendo DS during a horizontal pole swing to whirl toward enemies and deal damage.
Sliding Dive (スライドダイブ
Suraido Daibu
?, lit. "Slide Dive")
Press A Button- Nintendo DS during a rail slide to warp next to an enemy and perform a slash.
Shock Dive (ショックダイブ
Shokku Daibu
Press A Button- Nintendo DS after a super jump to slash groundward and generate shockwaves on impact.

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