Kingdom Hearts 358/2 Days

Poor Melissa

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Kingdom Hearts 358/2 Days
Poor Melissa
Poor Melissa
"A weapon that lets you string together faster, longer ground combos."
Japanese 哀れなるメリッサ
Rōmaji Aware-naru Merissa
Stats
Strength Magic
Base Unit Ultima Base Unit
+27 +73 +0
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +3 +1
Attack Speed Approach Speed
Ground Air
1.1 1.0 1.0
Obtained
Loaded Gear (Marluxia)
Kingdom Hearts 358/2 Days
Poor Melissa+
Poor Melissa
"An upgraded Poor Melissa.
Lets your string together faster, longer ground combos."
Japanese 哀れなるメリッサ+
Rōmaji Aware-naru Merissa+
Stats
Strength Magic
Base Unit Ultima Base Unit
+35 +1 +65 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +4 +1 +3 +1
Attack Speed Approach Speed
Ground Air
1.1 1.0 1.0
Abilities
1: Combo Boost
Obtained
Loaded Gear+ ② (Marluxia)

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

Design[edit]

The Poor Melissa has a curved, green handle with a small, pale gold section at its base and a flat, purple pommel. The front blade of the Scythe curves downward slightly and has a circular section taken out of it near the shaft. The back blade is much shorter and curves upward slightly. The weapon's whole blade is lilac-colored with purple edges. The base of its shaft is pale gold.

Melissa is a small genus of flowers. The name of the genus means "honey bee" in Greek; plants from the Melissa genus attract bees. "Poor" is used to mean "pitiful" or "pathetic".

Gameplay[edit]

The Poor Melissa's ground combo consists of two forward slashes, a spinning slash, and then a rounded slash.

The Poor Melissa's aerial combo is comprised of an upward slash; this is followed by two spinning slashes.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Advancing Diagonal Upswing
Hit 1 0.63 X X X
(Ground) Right Swing
Hit 1 0.63 X X X
(Ground) Up Throw Left Swing
Hit 1 0.5 X X
Hit 2 1.5


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


Gallery[edit]