Kingdom Hearts 358/2 Days

Judgment

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This article is about the Ethereal Blades.
You may be looking for the ability or the follow-up attack of Strike Raid.
Kingdom Hearts 358/2 Days
Judgment
Judgment
"A weapon that lets you string together faster, longer ground combos."
Japanese ジャッジメント
Rōmaji Jajjimento
Stats
Strength Magic
Base Unit Ultima Base Unit
+48 +1 +52 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +6 +2 +4 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Combo Boost
2: Chain Time
Obtained
Lift Gear ③ (Xemnas)
Kingdom Hearts 358/2 Days
Judgment+
Judgment
"An upgraded Judgment.
Lets you string together faster, longer ground combos."
Japanese ジャッジメント+
Rōmaji Jajjimento+
Stats
Strength Magic
Base Unit Ultima Base Unit
+30 +1 +70 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +8 +2 +3 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Chain Power
2: Chain Time
Obtained
Lift Gear+ ③ (Xemnas)

The Judgment is a pair of Ethereal Blades that can be wielded by Xemnas in Kingdom Hearts 358/2 Days. It can be upgraded to the Judgment+.

Design[edit]

Judgment's blade has a slight curve and gets increasingly wider from the handle to the tip. The tip of the blade is flat and slanted so that the inner edge of the blade is actually longer than the outer edge. The inner edge is lined with curved spikes. This type of Ethereal Blade glows yellow.

Upon striking targets, the blades create a violet X-shaped slashing effect. At the end of a combo, the effect is larger, and the center is colored pink.

Judgment is the capacity to assess situations or circumstances shrewdly and to draw sound conclusions.

Gameplay[edit]

The attack combos for Judgment are characterized by broad, swift, spinning attacks. The ground combo consists of a spinning thrust, a 360° swing, another spinning thrust, and a double spin, with the blades extending on the last spin. The finisher has a knockback effect.

The aerial combo consists of an upwards spinning swing, a double spinning slash, and a downward 360° spin slash with knockback.

The ground combo for Judgment+ adds another 360° swing and another thrust before the double-spin finisher.

Judgment
Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Horizontal Spin Thrust
Hit 1 0.75 X X X
(Ground) Dual-Wield Horizontal Swing
Hit 1 0.50 X X X
Hit 2 0.50 X X X
(Ground) Horizontal Spin Thrust
Hit 1 0.75 X X X
(Ground) Rush Horizontal Spin Swing
Hit 1 1.0
Hit 2 1.0


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Dual-Wield Diagonal Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
(Air) Dual-Wield Double Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
Hit 3 0.5 X X X
Hit 4 0.5 X X X
(Air) Horizontal Spin Launch Drop
Hit 1 1.0 X
Hit 2 1.25


Judgment+
Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Horizontal Spin Thrust
Hit 1 0.75 X X X
(Ground) Dual-Wield Horizontal Swing
Hit 1 0.50 X X X
Hit 2 0.50 X X X
(Ground) Horizontal Spin Thrust
Hit 1 0.75 X X X
(Ground) Dual-Wield Horizontal Swing
Hit 1 0.50 X X X
Hit 2 0.50 X X X
(Ground) Horizontal Spin Thrust
Hit 1 0.75 X X X
(Ground) Rush Horizontal Spin Swing
Hit 1 1.0
Hit 2 1.0


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Dual-Wield Diagonal Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
(Air) Dual-Wield Double Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
Hit 3 0.5 X X X
Hit 4 0.5 X X X
(Air) Horizontal Spin Launch Drop
Hit 1 1.0 X
Hit 2 1.25