Kingdom Hearts 358/2 Days

Eight-Finger

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Kingdom Hearts 358/2 Days
Eight-Finger
Eight-Finger
"A weapon that offers high Magic and ground combo speed."
Japanese エイトフィンガー
Rōmaji Eito-Fingā
Stats
Strength Magic
Base Unit Ultima Base Unit
+55 +1 +45 +31 +3
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +8 +3 +8 +1
Attack Speed Approach Speed
Ground Air
1.2 1.0 1.0
Abilities
1: Chain Time
2: Chain Power
3: Aero Finish
Obtained
Crisis Gear ⑤ (Demyx)
Kingdom Hearts 358/2 Days
Eight-Finger
Eight-Finger
"An upgraded Eight-Finger.
Offers high Magic and ground combo speed."
Japanese エイトフィンガー+
Rōmaji Eito-Fingā+
Stats
Strength Magic
Base Unit Ultima Base Unit
+62 +1 +38 +37 +3
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +8 +3 +9 +1
Attack Speed Approach Speed
Ground Air
1.2 1.0 1.0
Abilities
1: Chain Time
2: Chain Power
3: Blizzard Finish
Obtained
Crisis Gear+ ⑤ (Demyx)

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

Design[edit]

The Eight-Finger has a strange shape, with a headstock that slants downward to the diagonal right. It has a small, circular notch on each of its sides. It is lavender with light blue inner edges. The neck of the Sitar is rather short, is blue on its left side and light blue on its right. The body of the Sitar is vaguely triangular in shape. Its left half is lined by three navy blue spikes that angle upward sharply and decrease in size the higher up they are on the instrument. The Eight-Finger's body is navy blue with light blue edges. It seems to have two white stings anchored to the body by as a triangular, silver piece.

"Eight Finger" is referring to a technique of playing guitar in which the guitarist use all four fingers of both hands to tap the fretboard.

Gameplay[edit]

The Eight-Finger's ground combo starts with a quick leap forwards, thrusting the Sitar diagonally upward, followed by Demyx performing a 360° spinning diagonal slash with the tip of the Sitar. The next move of the combo is a quick thrust of the sitar diagonally upward, the combo then ends with four quick blasts of yellow shockwaves in an outward direction.

The aerial combo consists of a series of very fast airborne spinning attacks, followed by a blast of three yellow shockwaves forwards.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Rush Thrust Away
Hit 1 0.88 X X X
(Ground) Right Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
(Ground) Thrust Away
Hit 1 0.88 X X X
(Ground) 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]


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Horizontal Double Spin Swing
Hit 1 0.63 X X X
Hit 2 0.75 X
(Air) Horizontal Double Spin Swing
Hit 1 0.63 X X X
Hit 2 0.75 X
(Air) Front Sound Wave
Hit 1 1.0

Notes and references[edit]

  1. ^ a b c d e f When close to the enemy.
  2. ^ a b c d e f Outside soundwave.
  3. ^ a b c d e f Edge of soundwave.