Kingdom Hearts 358/2 Days

Discipline

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Kingdom Hearts 358/2 Days
Discipline
Discipline
"A weapon that lets you string together faster, incredibly long ground combos."
Japanese パニッシュメント
Rōmaji Panisshumento
Translation Punishment
Stats
Strength Magic
Base Unit Ultima Base Unit
+70 +1 +30 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +9 +2 +4 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Chain Power
2: Chain Time
3: Heart Bonus
Obtained
Nimble Gear ④ (Xemnas)
Kingdom Hearts 358/2 Days
Discipline+
Discipline
"An upgraded Discipline.
Lets you string together faster, incredibly long ground combos."
Japanese パニッシュメント+
Rōmaji Panisshumento+
Translation Punishment+
Stats
Strength Magic
Base Unit Ultima Base Unit
+54 +1 +46 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +12 +2 +4 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Combo Boost
2: Chain Time
3: Heart Bonus
Obtained
Nimble Gear+ ④ (Xemnas)

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

Design[edit]

Discipline is shaped like an elongated oval. There is a large, teardrop-shaped gap in the middle of the blade. The entire outer edge of Discipline, including the handle, is lined with short, triangular spikes. There is also a longer, thin spike that protrudes from the tip of the blade into the gap in the middle. This model of Ethereal Blade has a yellow glow.

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.

"Discipline" is control obtained by enforcing compliance or order.

Gameplay[edit]

Like Judgment, Discipline's attack combos 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 Discipline+ adds another 360° swing and another thrust before the double-spin finisher.

Discipline
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


Discipline+
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