Kingdom Hearts 358/2 Days

Burnout: Difference between revisions

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|y32crit=◯
|y32crit=◯
|y32flin=◯
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|a40=o
|a40=a
|y40hit=2
|y40hit=2
|y40pow=0.75
|y40pow=0.75
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|y52crit=◯
|y52crit=◯
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|a60=a
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|a72crit=◯
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}}
|{{358Atk
|char=Axel
|air=*
|a10=A
|a11pow=0.75
|a12a=*
|a20=I
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|a22a=*
|a30=U
|a31pow=1.25 x2
|a31count=◯
|a31crit=◯
|a31flin=◯
}}}}
;Burnout+
{{358Atk/o
|{{358Atk
|char=Axel
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|a11y=ki
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|y12pow=1.0
|y12crit=◯
|y12flin=◯
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|y20flin=◯
|y20crit=◯
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|y22flin=◯
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|y30pow=0.75
|y30flin=◯
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|y32crit=◯
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|y40flin=◯
|y40crit=◯
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|y92crit=◯
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|y100flin=◯
|y100crit=◯
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|a101count=◯
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}}
}}
|{{358Atk
|{{358Atk

Revision as of 15:27, 26 November 2024

Kingdom Hearts 358/2 Days
Burnout
Burnout
"A weapon that boasts superior Magic and ground combo speed."
Japanese バーニングアウト
Rōmaji Bāningu Auto
Translation Burning Out
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
1.3 1.25 1.0
Abilities
1: Fire Finish
2: Magic Bracer
3: Magical Strike
Obtained
Omega Gear ⑥ (Axel)
Kingdom Hearts 358/2 Days
Burnout+
Burnout
"An upgraded Burnout.
Boasts superior Magic and ground combo speed."
Japanese バーニングアウト+
Rōmaji Bāningu Auto+
Translation Burning Out+
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
1.3 1.25 1.0
Abilities
1: Fire Finish
2: Combo Boost
3: Chain Power
Obtained
Omega Gear+ ⑥ (Axel)

The Burnout 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.

Burnout
Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Rush Right Hand Upswing
Hit 1 0.63 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Right Hand Downswing Hit 2 0.75 X
Hit 1 0.5 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Forward Jump Right Hand Upswing Hit 2 0.75 X
Hit 1 0.63 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Right Hand Downswing Hit 2 0.75 X
Hit 1 0.5 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Forward Jump Right Hand Upswing Hit 2 0.75 X
Hit 1 0.63 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Right Hand Downswing Hit 2 0.75 X
Hit 1 0.5 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Overhead Leap Launch Hit 2 0.75 X
Hit 1 1.0
Hit 2 0.75


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Left Upswing
Hit 1 0.75 X X X
(Air) Right Downswing
Hit 1 0.75 X X X
(Air) Horizontal Circle Throw
Hit 1 1.25 x2
Burnout+
Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Rush Right Hand Upswing
Hit 1 0.63 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Right Hand Downswing Hit 2 0.75 X
Hit 1 0.5 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Forward Jump Right Hand Upswing Hit 2 0.75 X
Hit 1 0.63 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Right Hand Downswing Hit 2 0.75 X
Hit 1 0.5 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Forward Jump Right Hand Upswing Hit 2 0.75 X
Hit 1 0.63 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Right Hand Downswing Hit 2 0.75 X
Hit 1 0.5 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Forward Jump Right Hand Upswing Hit 2 0.75 X
Hit 1 0.63 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Right Hand Downswing Hit 2 0.75 X
Hit 1 0.5 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Forward Jump Right Hand Upswing Hit 2 0.75 X
Hit 1 0.63 X X X
(Ground) Overhead Leap Launch
Hit 1 1.0 X
(Ground) Overhead Leap Launch Hit 2 0.75 X
Hit 1 1.0
Hit 2 0.75


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Left Upswing
Hit 1 0.75 X X X
(Air) Right Downswing
Hit 1 0.75 X X X
(Air) Horizontal Circle Throw
Hit 1 1.25 x2