Kingdom Hearts 358/2 Days

Selene

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Kingdom Hearts 358/2 Days
Selene
Selene
"A weapon that lets you string together faster, longer ground combos."
Japanese セレーネ
Rōmaji Serēne
Stats
Strength Magic
Base Unit Ultima Base Unit
+27 +73 +0
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +3 +3
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Obtained
Loaded Gear (Saïx)
Kingdom Hearts 358/2 Days
Selene+
Selene
"An upgraded Selene.
Lets you string together faster, longer ground combos."
Japanese セレーネ+
Rōmaji Serēne+
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 +5 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Combo Boost
Obtained
Loaded Gear+ ② (Saïx)

The Selene is a Claymore that can be wielded by Saïx in Kingdom Hearts 358/2 Days. It can be upgraded to the Selene+.

Design[edit]

The handle of the Selene is short and pale turquoise and has a white spike on its tip and pommel. The lower half of the main blade is pink toward the bottom, yellow toward the top, and has black edges. It also flares out slightly at its base. The upper half of the main blade is a black cross shaped like the upper half of the Nobody symbol. This cross connects to a sharp, outer blade. It is vaguely pentagonal in shape with concave sides and thin, black edges. Like the main blade, it is pink toward the bottom and yellow toward the tip.

When Saïx enters his berserker state, the top spike on the main blade's cross becomes longer. The outer blade becomes a bit shorter near its bottom and gains an additional thin, yellow edge.

The name Selene is taken from the Titan of the moon in Greek mythology.

Gameplay[edit]

Selene's ground combo starts with a side-stepping movement and a sideways slash, followed by a 360° spinning swipe and an upward diagonal slash, and ends with a near-vertical slash upward.

The aerial combo consists of a sideways slash, followed by an upward diagonal slash and a more powerful downward vertical slash.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Forward Jump Horizontal Spin Swing
Hit 1 0.75 X X X
(Ground) Double Spin Swing Right Sweep
Hit 1 0.63 X X X
Hit 2 0.63 X X X
Hit 3 1.0 X
(Ground) Launch
Hit 1 0.75 X X


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Horizontal Swing
Hit 1 0.63 X X X
(Air) Upswing
Hit 1 0.63 X X X
(Air) Both Hands Downswing
Hit 1 1.56