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Command Meld
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The Command Meld menu can be accessed at any time. It depicts all commands that can be melded, a list of melding ingredients, and, if the required Recipe has been obtained, the new command that will be produced as the result of command melding, as well as the ability it will have.
Command Meld (コマンドチャージ, Komando Chāji, lit. "Command Charge") is a system in Kingdom Hearts Birth by Sleep that replaces the traditional item synthesis. Like Materia Fusion in Crisis Core -Final Fantasy VII-, Command Meld allows the character to create new Deck Commands by combining specific pairs of Commands.
Most Commands must be mastered in order to be used as ingredients, though some can be used only partially leveled depending on the specific recipe. For Movement commands and Defense commands, at least two copies of a command need to be in possession in order to use one in Command Meld. Certain combinations have a small chance of resulting in a rare command or Shotlock.
Synthesis materials can be added to attach a certain Ability to the resulting command, depending on the Crystal used and the combination it is applied to. Abilities cannot be attatched to Shotlocks. Even when not adding a synthesis material, the resulting command has a chance of obtaining a random Ability based on the combined level of the commands used.
| LV of commands |
Chance of Ability
|
| 4 or less |
10%
|
| 5 |
20%
|
| 6 |
30%
|
| 7 |
40%
|
| 8 or more |
50%
|
Although the Command Meld menu lists any sets of compatible Commands together at all times, it does not list the resulting Command until its Recipe is obtained. Unlike the Recipes in Kingdom Hearts II and Kingdom Hearts 358/2 Days, the Recipe items cover all melding combinations of the same type (Block, Action, Magic, or Attack) and class (Basic, Advanced, or Ultimate). Furthermore, any set of Commands can be melded without their Recipes; a Recipe simply lists what the resulting Command will be.
Attachable Abilities
List of recipes
Type A
Type B
Type C
Type D
Type E
Type F
Type G
Type H
Type I
Type J
Type K
Type L
Type M
Type N
Type O
Type P
Shotlocks
Notes and references
| Game mechanics
|
| General mechanics
|
Attack | Magic | Items | Party member | Stats | Gauges | Prizes Synthesis | Moogle Shop | Report | Glossary | Abilities (KH, KHCOM, KHII, KHD, KHREC, KHBBS, KH3D, KHUχ, KHIII, KHDR)
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| Special combat and play mechanics
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| Commands
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Command Menu | Command Matrix | Command Deck (KHBBS, KH3D) Reaction Command | Overlay command | Finish command | Special Command | Situation Command
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| Alternate action systems
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| Cards (Battle, Map, World) | Cards (KHχ) | Medal (KHUχ) | Cards (KHDR)
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| Alternate level systems
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| Mission Mode | Questploration | Quests | Music Stage
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| Character and stats mechanics
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| Level | Bonus Level | Panel System | Rank | Version Up | Stat Matrix | Gear Matrix | Command Meld | Drop System | Spirit
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| Movement mechanics
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| Lock-On | Swimming | Flowmotion | Free Running
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| Technique and action mechanics
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| Critical Hit | Summon | Sleight | Dark Mode | Drive Form | Limit | Limit Break | Debug Ability | Dimension Link | Command Style | Shotlock | Flowmotion | Reality Shift | Link System | Special Attack | Style Change | Attractions | Link Summon | Formchange
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| Rewards
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| Treasure Chest | Prizes | Experience | Tech Points | Munny | Moogle Point | Bonus Level | Heart Point | VP | Medals | BP | Rhythm Point
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| Enemy mechanics
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| Revenge Action | Reaction Endurance | Reality Endurance | Attraction Endurance | Armor Mode
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| Game elements
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| Opening Menu | The End | Difficulty Level | Tutorial | Game Over | Save Point | Game Clear Data | Theater Mode | Trophies
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