Kingdom Hearts 358/2 Days

Fermata

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Kingdom Hearts 358/2 Days
Fermata
Fermata
"A weapon that possesses extreme Strength.
Devastates tough enemies."
Japanese クレッシェンド
Rōmaji Kuresshendo
Translation Crescendo
Stats
Strength Magic
Base Unit Ultima Base Unit
+68 +2 +32 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+3 +1 +0 +1 +5 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Striker
2: Vitality Surge
3: Offensive Block
Obtained
Nimble Gear ④ (Demyx)
Kingdom Hearts 358/2 Days
Fermata+
Fermata
"An upgraded Fermata.
Possesses extreme Strength.
Devastates tough enemies."
Japanese クレッシェンド+
Rōmaji Kuresshendo+
Translation Crescendo+
Stats
Strength Magic
Base Unit Ultima Base Unit
+87 +2 +15 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+3 +1 +6 +1 +5 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Defender
2: Striker
3: Offensive Block
Obtained
Nimble Gear+ ④ (Demyx)

The Fermata is a Sitar that can be wielded by Demyx in Kingdom Hearts 358/2 Days. It can be upgraded to the Fermata+.

Design[edit]

The headstock of the Fermata is comprised by three white spikes with black edges and flat tips. The neck of the sitar is white at its tip and black toward its base. Its edges are magenta-colored and become gradually thinner toward the base. The Fermata's body has a hexagonal shape, with large, flat spike adorning five of its corners. The space between the spikes on either side of the sitar's body is filled in by a small, white section with thin, black edges. The body is predominantly black with magenta edges. It has three white strings that are anchored to the body by a pale, three-pronged, wing-like piece.

Musically, a fermata is a marking that means to "hold the note", and a crescendo is a dynamic that means to "get gradually louder".

Gameplay[edit]

Fermata's normal ground combo starts with Demyx performing a 360° spinning diagonal slash with the tip of the sitar, followed by a powerful attack where Demyx lifts the weapon by the neck above his head and slams it downward in a pickaxe-like fashion. The Y-Combo can be activated after the first attack, and consists of Demyx swinging the sitar by the neck diagonally upward in a baseball bat-like fashion, followed by a blast of three yellow shockwaves forwards.

The aerial combo consists of a downward diagonal slash with the tip of the sitar, followed by a thrust upward.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Left Spin Swing
Hit 1 0.5 X X X
(Ground) Launch
Hit 2 1.5 X X X Hit 1 0.88 X X
(Ground) Both Hands Downswing (Ground) Front Sound Wave
Hit 1 1.56 Hit 1 1.0 X


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