Kingdom Hearts 358/2 Days

Delayed Action

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Kingdom Hearts 358/2 Days
Delayed Action
Delayed Action
"A weapon that boosts your Magic to give it a lot more power."
Japanese ディレイドアクション
Rōmaji Direido Akushon
Stats
Strength Magic
Base Unit Ultima Base Unit
+36 +1 +64 +14 +2
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +4 +1 +2 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Fire Finish
2: Magic Bracer
Obtained
Technical Gear ③ (Axel)
Kingdom Hearts 358/2 Days
Delayed Action+
Delayed Action
"An upgraded Delayed Action.
Boosts your Magic to give it a lot more power."
Japanese ディレイドアクション+
Rōmaji Direido Akushon+
Stats
Strength Magic
Base Unit Ultima Base Unit
+44 +1 +56 +21 +2
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +4 +1 +4 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Fire Finish
2: Magic Finale
Obtained
Technical Gear+ ③ (Axel)

Delayed Action is a pair of Chakrams that can be wielded by Axel in Kingdom Hearts 358/2 Days. It can be upgraded to Delayed Action+.

Design[edit]

The outer wheel of a Delayed Action Chakram is quite thin and has eight spikes on it; four small, simple spikes and four large, ornate spikes. The wheel and small spikes are lilac, while the large, cross-shaped handle is black. The four ornate spikes are shaped like teardrops with a lilac outline, black center, and a red diamond in the middle.

The name, "Delayed Action", is a pun on the phrase "Delayed reaction". This may be a reference to the fact that Delayed Action's combo finisher takes longer to execute than other combo finishers. It may also be a reference to the weapon's ability, Fire Finish, which may take several hits to ignite an enemy.

Gameplay[edit]

The ground combo starts with a slash to the upper left, then a slash to the left again, and it ends with Axel throwing the Chakrams to the left, the weapons encircling him. The aerial combo starts with a slash to the right and then to the left, finishing with a cross slash in front of Axel as the weapons circle around him.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Left Hand Upswing
Hit 1 0.75 X X X
(Ground) Forward Jump Right Hand Upswing
Hit 1 0.88 X X X
(Ground) Horizontal Circle Throw
Hit 1 1.13 x2


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Horizontal Double Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 x2 X X X
(Air) Vertical Circle Throw
Hit 1 1.25 x2