Kingdom Hearts 358/2 Days

Hyperion

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This article is about the Axe Sword.
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Kingdom Hearts 358/2 Days
Hyperion
Hyperion
"A weapon that lets you string together longer ground and aerial combos."
Japanese きさぎ
Rōmaji Kisagi
Translation Wood Heron[citation needed]
Stats
Strength Magic
Base Unit Ultima Base Unit
+90 +1 +15 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +8 +3 +8 +3
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Chain Power
2: Chain Time
3: Combo-Jump
Obtained
Rage Gear ⑤ (Lexaeus)
Kingdom Hearts 358/2 Days
Hyperion+
Hyperion
"An upgraded Hyperion.
Lets you string together longer ground and aerial combos."
Japanese きさぎ+
Rōmaji Kisagi+
Translation Wood Heron+[citation needed]
Stats
Strength Magic
Base Unit Ultima Base Unit
+92 +1 +15 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +8 +3 +9 +3
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Combo Boost
2: Chain Power
3: Combo-Jump
Obtained
Rage Gear+ ⑤ (Lexaeus)

The Hyperion is an Axe Sword that can be wielded by Lexaeus in Kingdom Hearts 358/2 Days. It can be upgraded to Hyperion+.

Design[edit]

The Hyperion's handle is red with a pale yellow spike in its pommel and a sky blue spike on its tip. The blade and counterweight are in one piece on this Axe Sword, a result of the weapon's peculiar shape. The Hyperion is shaped like a backward “S” that goes through the spike on the tip of the handle, curls over it—creating the counterweight—and then abruptly widens and curves in the opposite direction, creating the blade. The weapon is equally colored in blue and white, and the edges are mostly blue. The outer edge of both the counterweight and the blade is lined by blue spikes of varying sizes.

The Hyperion's name is taken from Seifer's Gunblade in Final Fantasy VIII. In turn, the name Hyperion is taken from the Titan of the sun in Greek mythology, who is also the namesake for a moon of Saturn, and an incomplete poem by John Keats.

Gameplay[edit]

The Hyperion's ground combo starts with a quick, one-handed thrust that resembles a guard or block-like motion, followed by a one-handed upward diagonal slash. A very quick upward slash follows this and the combo ends with a powerful, two-handed downward slam.

The aerial combo consists of two two-handed upward slashes followed by a one-handed sideways slash.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Rush High-Speed Upswing
Hit 1 0.5 X X X
(Ground) Diagonal Upswing
Hit 1 0.5 X X X
(Ground) Launch
Hit 1 0.75 X X
(Ground) Both Hands Down Swing
Hit 1 2.0


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Both Hands Upswing
Hit 1 0.88 X X X
(Air) Both Hands Upswing
Hit 1 0.88 X X X
(Air) Horizontal Swing
Hit 1 0.75 X X