Kingdom Hearts 358/2 Days

Fearsome Anise

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Kingdom Hearts 358/2 Days
Fearsome Anise
Fearsome Anise
"A weapon that offers high Strength and combo reach."
Japanese 恐るべきリコリス
Rōmaji Osoru-beki Rikorisu
Translation Fearsome Liquorice
Stats
Strength Magic
Base Unit Ultima Base Unit
+101 +3 +15 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +3 +8 +1 +15 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Offensive Block
2: Vitality Surge
3: Combo-Block
Obtained
Hazard Gear ⑤ (Marluxia)
Kingdom Hearts 358/2 Days
Fearsome Anise+
Fearsome Anise
"An upgraded Fearsome Anise.
Offers high Strength and combo reach."
Japanese 恐るべきリコリス+
Rōmaji Osoru-beki Rikorisu+
Translation Fearsome Liquorice+
Stats
Strength Magic
Base Unit Ultima Base Unit
+114 +3 +15 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +3 +8 +1 +11 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Offensive Block
2: Grand Slam
3: Combo-Block
Obtained
Hazard Gear+ ⑤ (Marluxia)

The Fearsome Anise is a Scythe that can be wielded by Marluxia in Kingdom Hearts 358/2 Days. It can be upgraded to the Fearsome Anise+.

Design[edit]

The Fearsome Anise has a curved, light green with a small, yellow section near its base and a flat, black pommel. The shaft of the blade is cross-shaped and resembles the upper half of the Nobody logo. It is predominantly red with silver edges and the arm of the cross opposite the main blade is flat. The lower half of the main blade curves upward at its tip and its outer edge is lined by three semi-circular indentations. This part of the blade is red with silver edges. The upper half of the blade is not actually bladed at all, but rather is a rounded, yellow protrusion with silver edges. The blade of the Fearsome Anise bears a resemblance to Lexaeus's Skysplitter Axe Sword.

Anise is a species of flower with a similar, sweet flavor to that of liquorice, another species of plant. "Fearsome" means "frightening" or "intimidating".

Gameplay[edit]

The Fearsome Anise's ground combo begins with a powerful 360 spin close to the ground, it continues with a swift back swing, and finishes with an angled 360 spin in the air. The aerial combo is a swing to the left, then right, and finishes with a spinning slash in the air that highly resembles the finisher from the ground combo.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Forward Jump Horizontal Spin Swing
Hit 1 0.88 X X X
(Ground) Right Swing
Hit 1 0.5 X X X
(Ground) Double Spin Swing
Hit 1 0.5 X X
Hit 2 1.13


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Right Swing
Hit 1 0.75 X X X
(Air) Left Swing
Hit 1 0.75 X X X
(Air) Double Spin Swing
Hit 1 0.5 X X
Hit 2 1.13


Gallery[edit]