Kingdom Hearts 358/2 Days

Vol de Nuit

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Kingdom Hearts 358/2 Days
Vol de Nuit
Vol de Nuit
"A formidable weapon with exceptional capabilities."
Japanese ヴォル・ドゥ・ニュイ
Rōmaji Voru du Nyui
Stats
Strength Magic
Base Unit Ultima Base Unit
+92 +5 +15 +30 +5
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +5 +10 +5 +11 +5
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
0: Risky Play
1: Combo Boost
2: Chain Power
3: Chain Time
Obtained
Pandora's Gear ⑤ (Larxene)
Kingdom Hearts 358/2 Days
Vol de Nuit+
Vol de Nuit
"An upgraded Vol de Nuit.
Possesses formidable power and exceptional capabilities."
Japanese ヴォル・ドゥ・ニュイ+
Rōmaji Voru du Nyui+
Stats
Strength Magic
Base Unit Ultima Base Unit
+125 +1 +15 +34 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +10 +1 +12 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Combo Boost
2: Chain Power
3: Chain Time
Obtained
Pandora's Gear+ ⑤ (Larxene)

The Vol de Nuit is a set of Knives that can be wielded by Larxene in Kingdom Hearts 358/2 Days. It can be upgraded to the Vol de Nuit+.

Design[edit]

A Vol de Nuit Knife's blade is shaped like a large, gold arrowhead. The blade has three holes in it; two circular ones near the top, and one lens-shaped one near the base, The inner edges of these holes are black. The shaft of the blade is pale yellow and the handle is vaguely shaped like a four-pointed star. The bottom three spikes are yellow. There is a thin, blue line just above the handle, and an even thinner, brown line just above that.

Vol de Nuit, French for "Night Flight", is the name of a book from the French author Antoine de Saint-Exupéry, in which a pilot is trapped in a storm.

Gameplay[edit]

The Vol de Nuit's ground combo begins with two slashes, right and left, followed by identical right and left slashes. From there, the Y-Combo is prompted, which branches into a jump-and-spin attack. That move branches into another Y-Combo, in which Larxene does a mid-air roll, ending in a downward slash with both sets of Knives. The normal ground combo finisher is a low, circular spin move.

The aerial combo is much simpler. It begins with a simple swipe to the right, followed by a downward slash with both sets of Knives, finished by a double roll and downward slash.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Forward Dual-Wield Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
(Ground) Forward Dual-Wield Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
(Ground) Vertical Spin Launch
Hit 1 0.75 X X
(Ground) Horizontal Double Spin Swing
Hit 1 0.5 X X (Ground) Vertical Double Spin Downswing
Hit 2 1.0 Hit 1 0.5 X X X
Hit 2 0.5 X X X
Hit 3 1.0 X


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Upswing
Hit 1 0.63 X X X
(Air) Cross Downswing
Hit 1 0.75 X X X
(Air) Vertical Double Spin Downswing
Hit 1 0.5 X X
Hit 2 0.5 X X
Hit 3 1.0