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Arpeggio

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Kingdom Hearts 358/2 Days
Arpeggio
Arpeggio
"A powerful weapon that draws forth its wielder's true worth."
Japanese アルペジオ
Rōmaji Arupejio
Stats
Strength Magic
Base Unit Ultima Base Unit
124 +4 +15 30 +4
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
0 +4 10 +4 19 +4
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Chain Time
2: Heart Bonus
3: Magical Strike
Obtained
Zero Gear ⑤ (Demyx)

The Arpeggio is a Sitar that can be wielded by Demyx in Kingdom Hearts 358/2 Days. In Kingdom Hearts II, the Arpeggio is his only weapon.

Design[edit]

The Arpeggio is designed to resemble one large Nobody logo. The headstock of the sitar consists of three large, light blue spikes with blue bases. The neck of the sitar is blue with light blue, concave edges, and three yellow, pointed machine heads are visible on the left side of the weapon. Several yellow frets line the fretboard. The body of the Arpeggio is connected to the neck by a dull blue spike shaped like those on the Nobody logo, and the body itself is shaped like the lower half of the symbol. The shape of the symbol, particularly the circular indentations on the bottom of the sitar, is distinguished from the rest of the sitar by a light blue border. The sitar's saddle is yellow and its three strings are a very pale blue.

Musically, an arpeggio is the playing of notes from a single chord in rapid succession.

Gameplay[edit]

Arpeggio's ground combo starts with Demyx performing a 360° spinning diagonal slash with the tip of the sitar, followed by the same attack, but in the opposite direction. The next move of the combo involves Demyx swinging the sitar by the neck diagonally upward in a baseball bat-like fashion. The combo ends with another 360° spinning attack, after which, Demyx strums the sitar, emitting a yellow shockwave which damages any enemies around him.

The aerial combo consists of a downward diagonal slash with the tip of the sitar, followed by a thrust upward, and ends with four quick blasts of yellow shockwaves in an outward direction.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Right Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
(Ground) Left Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
(Ground) Launch
Hit 1 0.88 X X
(Ground) V-Swing Omnidirectional Sound Wave
Hit 1 0.63 X X
Hit 2 1.13[1]
0.75[2]
0.63[3]
[1]
[2]
X[3]
[1]
[2]
X[3]


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Downswing
Hit 1 0.63 X X X
(Air) Upswing
Hit 1 0.63 X X X
(Air) 4-Fold Omnidirectional Sound Waves
Hit 1 0.75[1]
0.63[2]
0.5[3]
X X
Hit 2 0.75[1]
0.63[2]
0.5[3]
X X
Hit 3 0.75[1]
0.63[2]
0.5[3]
X X
Hit 4 1.13[1]
0.88[2]
0.75[3]
[1]
[2]
X[3]
[1]
[2]
X[3]

Gallery[edit]

Notes and references[edit]

  1. ^ Jump up to: a b c d e f g h i When close to the enemy.
  2. ^ Jump up to: a b c d e f g h i Outside soundwave.
  3. ^ Jump up to: a b c d e f g h i Edge of soundwave.