Kingdom Hearts 358/2 Days

Tune-Up

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Kingdom Hearts 358/2 Days
Tune-Up
Tune-Up
"A weapon that boosts your Magic to give it more power."
Japanese チューンナップ
Rōmaji Chūn-Nappu
Stats
Strength Magic
Base Unit Ultima Base Unit
+18 +82 +11
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +2 +2
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Obtained
Skill Gear (Demyx)
Kingdom Hearts 358/2 Days
Tune-Up+
Tune-Up
"An upgraded Tune-Up.
Boosts your Magic to give it more power."
Japanese チューンナップ+
Rōmaji Chūn-Nappu
Stats
Strength Magic
Base Unit Ultima Base Unit
+20 +1 +80 +12 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +2 +1 +2 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Magic Bracer
Obtained
Skill Gear+ ② (Demyx)

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

Design[edit]

The headstock of the Tune-Up is wide and has a crescent shape. It is light blue with blue edges. The neck of the guitar is dark blue and thin. The body of this sitar has a vague hour glass shape, with a large, semi-circular notch taken out of each side. It is predominantly han blue and has thick, blue-white edges. Two thin, silver diamonds are present at the base of the sitar's body, just below where the three, white strings attach.

The name tune-up refers to the fact that string instruments should be tuned before use.

Gameplay[edit]

Tune-Up'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 next move of the combo involves Demyx swinging the sitar by the neck diagonally upward in a baseball bat-like fashion. 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 a downward diagonal slash with the tip of the sitar, followed by a thrust upward, and ends with four quick blasts of yellow shockwaves in an outward direction.

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) Launch
Hit 1 0.88 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]


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

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.