Kingdom Hearts 358/2 Days

Darker Than Dark

From the Kingdom Hearts Wiki, the Kingdom Hearts encyclopedia
(Redirected from Darker Than Dark+)
Jump to navigationJump to search
Kingdom Hearts 358/2 Days
Darker Than Dark
Darker Than Dark
"A weapon that offers high Magic and combo reach."
Token
Darker Than Dark Keychain KHD.png
Japanese ダーカーザンダーカー
Rōmaji Dākā Zan Dākā
Translation Darker Than Darker
Stats
Strength Magic
Base Unit Ultima Base Unit
+75 +1 +25 +37 +3
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+8 +3 +4 +1 +10 +1
Attack Speed Approach Speed
Ground Air
1.0 1.18 1.0
Abilities
1: Magic Bracer
2: Vitality Barrier
3: Damage Control
Obtained
Hazard Gear ⑤ (Roxas/Xion)
Kingdom Hearts 358/2 Days
Darker Than Dark+
Darker Than Dark
"An upgraded Darker Than Dark.
Offers high Magic and combo reach."
Token
Darker Than Dark Keychain KHD.png
Japanese ダーカーザンダーカー+
Rōmaji Dākā Zan Dākā+
Translation Darker Than Darker+
Stats
Strength Magic
Base Unit Ultima Base Unit
+100 +1 +15 +45 +3
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+8 +3 +4 +1 +12 +1
Attack Speed Approach Speed
Ground Air
1.0 1.18 1.0
Abilities
1: Fire Finish
2: Thunder Finish
3: Blizzard Finish
Obtained
Hazard Gear+ ⑤ (Roxas/Xion)

The Darker Than Dark is a Keychain for Roxas's and Xion's Keyblades that appears in Kingdom Hearts 358/2 Days. It can be upgraded to the Darker Than Dark+.

Design[edit]

The Darker Than Dark has a pink handle and a rectangular, lilac guard with long spikes on each of its corners. The long shaft is dark purple, has concave edges, is decorated by two indigo diamonds, and ends in a spike resembling those on the Nobody symbol. The lilac-colored teeth are shaped like a large arrowhead. The Keychain token is a diamond resembling the Keyblade's teeth.

Gameplay[edit]

The ground combo consists of three moves, The first is a vertical upward slash from the left leg, followed by a long rush forward with a diagonal spinning slash, and ends with a lightning-fast array of two horizontal slashes, first to the left then to the right, a upward swing, and a vertical downward slash. A Y-combo can be started after the second move, which intiates the same four-hit finisher as before but with the opportunity to use a second Y input to replace the latter two hits with an aerial spinning slash. The aerial combo is a horizontal slash to the left, then a horizontal slash to the right, it repeats those two movement once each, and ends with a spinning slash. You can also end it after the initial two horizontal slashes and it will end with a diagonal vertical slash from the right shoulder.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Launch
Hit 1 0.88 X X X
(Ground) Rush Spin Upswing
Hit 1 0.88 X X X
(Ground) 4 Continuous Swings
Hit 1 0.5 X X X
(Ground) 4 Continuous Swings Hit 2 0.5 X X
Hit 1 0.5 X X
Hit 3 1.0 X X
Hit 2 0.5 X X
Hit 4 1.25 X
Hit 3 1.0 X
Hit 4 1.25 (Air) Horizontal Spin Swing
Hit 1 1.5 X


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) 3 Continuous Swings
Hit 1 0.5 X X X
Hit 2 0.5 X X X
Hit 3 1.5 X
(Air) 3 Continuous Swings
Hit 1 0.5 X X X
Hit 2 0.5 X X X
Hit 3 1.5 X
(Air) Horizontal Spin Swing
Hit 1 1.5