Kingdom Hearts 358/2 Days

Burnout: Difference between revisions

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|get= [[Omega Gear ⑥]] (Axel)
|get= [[Omega Gear ⑥]] (Axel)
|char=Axel
|char=Axel
|v1=Blaze of Glory
|v2=Outbreak
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|get= [[Omega Gear+ ⑥]] (Axel)
|get= [[Omega Gear+ ⑥]] (Axel)
|char=Axel
|char=Axel
|v1=Blaze of Glory
|v2=Outbreak
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The aerial combo starts out with two simple slashing attacks, finished with a horizontal spinning slash.
The aerial combo starts out with two simple slashing attacks, finished with a horizontal spinning slash.


==See also==
*[[Blaze of Glory]]
*[[Outbreak]]
{{Chakram}}
{{Chakram}}
{{OmegaGear}}
{{OmegaGear}}
[[fr:Épuisement]]
[[fr:Épuisement]]
[[de:Abbrand]]
[[de:Abbrand]]

Revision as of 18:10, 7 May 2015

Kingdom Hearts 358/2 Days
Burnout
"A weapon that boasts superior Magic and ground combo speed."
Japanese バーニングアウト
Stats
Strength Magic
Base Unit Ultima Base Unit
+73 +1 +27 +41 +3
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +15 +1 +13 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Fire Finish
2: Magic Bracer
3: Magical Strike
Obtained
Omega Gear ⑥ (Axel)
Kingdom Hearts 358/2 Days
Burnout+
"An upgraded Burnout.
Boasts superior Magic and ground combo speed."
Japanese バーニングアウト+
Stats
Strength Magic
Base Unit Ultima Base Unit
+103 +1 +15 +45 +3
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +20 +3 +12 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Fire Finish
2: Combo Boost
3: Chain Power
Obtained
Omega Gear+ ⑥ (Axel)

The Burnout (バーニングアウト Bāningu Auto?, lit. "Burning Out") is a pair of Chakrams available to Axel in Kingdom Hearts 358/2 Days. It can be upgraded to Burnout+.

Design

A Burnout Chakram's main wheel is split into two equal halves, both of which have a black inner edge and a red outer one. The two halves are connected by the silver handle, which is cross-shaped. Each half has four purple spikes with the same arrowhead-like design as the spikes on the Nobody logo. All of these spikes slant in the same direction.

Gameplay

The ground combo starts out with a sliding dash towards the target, slashing with a Chakram. From there, it can branch with a Y combo; the caster will jump in the air, throwing the Chakram a short distance away below him. From there, the aerial combo can be used. If the Y combo is not used, the combo will branch into a double slash with one Chakram. The double slash can be repeated four times, before going into the finisher. Each combo in the ground combo can be branched with the Y combo, and will always go into the same thing: the caster will jump in the air, throwing the Chakram a short distance away below him. From there, the aerial combo can be used. The finisher is the same as the Y combo.

The aerial combo starts out with two simple slashing attacks, finished with a horizontal spinning slash.