Kingdom Hearts 358/2 Days

Interlude

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Kingdom Hearts 358/2 Days
Interlude
Interlude
"A weapon that enables your attacks to reach a wide area and deal heavy damage."
Japanese インタリュード
Rōmaji Intaryūdo
Stats
Strength Magic
Base Unit Ultima Base Unit
+30 +1 +70 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+4 +2 +2 +1 +4 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Defender
2: Offensive Block
Obtained
Wild Gear ③ (Demyx)
Kingdom Hearts 358/2 Days
Interlude+
Interlude
"An upgraded Interlude.
Enables your attacks to reach a wide area and deal heavy damage."
Japanese インタリュード+
Rōmaji Intaryūdo+
Stats
Strength Magic
Base Unit Ultima Base Unit
+48 +1 +52 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+4 +2 +2 +1 +3 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Defender
2: Combo-Block
Obtained
Wild Gear+ ③ (Demyx)

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

Design[edit]

The Interlude has a two-pronged headstock and a neck with concave edges. The prongs on the headstock have pink inner edges and indigo outer ones. The neck is indigo. The sitar's body resembles an upside-down “V”. The upper half of the body is rounded and lavender, while the lower half is pink. The entire body has indigo edges. The Interlude has three white strings that are anchored to the body by a gold, triangular piece.

Musically, the interlude is the contrasting section of the music which also prepares for the return of the original melody.

Gameplay[edit]

Inderlude's ground combo starts with Demyx performing a 360° spinning diagonal slash with the tip of the sitar, followed by the same attack, but in the opposite direction. The combo ends with another 360° spinning attack, after which, Demyx strums the sitar, emitting a yellow shockwave which damages any enemies around him.

The aerial combo consists of four quick blasts of yellow shockwaves in an outward direction, followed by a blast of three yellow shockwaves forwards.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Right Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
(Ground) Left Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
(Ground) V-Swing Omnidirectional Sound Wave
Hit 1 0.63 X X
Hit 2 1.13[1]
0.75[2]
0.63[3]
[1]
[2]
X[3]
[1]
[2]
X[3]
(Ground) Front Sound Wave
Hit 1 1.0 X


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) 4-Fold Omnidirectional Sound Waves
Hit 1 0.75[1]
0.63[2]
0.5[3]
X X X
Hit 2 0.75[1]
0.63[2]
0.5[3]
X X X
Hit 3 0.75[1]
0.63[2]
0.5[3]
X X X
Hit 4 1.13[1]
0.88[2]
0.75[3]
[1]
[2]
X[3]
[1]
[2]
X[3]
X

(Air) Front Sound Wave
Hit 1 1.0

Notes and references[edit]

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