Kingdom Hearts 358/2 Days

Discipline

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Kingdom Hearts 358/2 Days
Discipline
Discipline
"A weapon that lets you string together faster, incredibly long ground combos."
Japanese パニッシュメント
Rōmaji Panisshumento
Translation Punishment
Stats
Strength Magic
Base Unit Ultima Base Unit
+70 +1 +30 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +9 +2 +4 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Chain Power
2: Chain Time
3: Heart Bonus
Obtained
Nimble Gear ④ (Xemnas)
Kingdom Hearts 358/2 Days
Discipline+
Discipline
"An upgraded Discipline.
Lets you string together faster, incredibly long ground combos."
Japanese パニッシュメント+
Rōmaji Panisshumento+
Translation Punishment+
Stats
Strength Magic
Base Unit Ultima Base Unit
+54 +1 +46 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +12 +2 +4 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Combo Boost
2: Chain Time
3: Heart Bonus
Obtained
Nimble Gear+ ④ (Xemnas)

The Discipline is a pair of Ethereal Blades that can be wielded by Xemnas in Kingdom Hearts 358/2 Days. It can be upgraded to the Discipline+.

Design

Discipline is shaped like an elongated oval. There is a large, teardrop-shaped gap in the middle of the blade. The entire outer edge of Discipline, including the handle, is lined with short, triangular spikes. There is also a longer, thin spike that protrudes from the tip of the blade into the gap in the middle. This model of Ethereal Blade has a yellow glow.

Upon striking targets, the blades create a violet X-shaped slashing effect. At the end of a combo, the effect is larger, and the center is colored pink.

"Discipline" is control obtained by enforcing compliance or order.

Gameplay

Like Judgment, Discipline's attack combos are characterized by broad, swift, spinning attacks. The ground combo consists of a spinning thrust, a 360° swing, another spinning thrust, and a double spin, with the blades extending on the last spin. The finisher has a knockback effect.

The aerial combo consists of an upwards spinning swing, a double spinning slash, and a downward 360° spin slash with knockback.

The ground combo for Discipline+ adds another 360° swing and another thrust before the double-spin finisher.

Judgment
Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Horizontal Spin Thrust
Hit 1 0.75 X X X
(Ground) Dual-Wield Horizontal Swing
Hit 1 0.50 X X X
Hit 2 0.50 X X X
(Ground) Horizontal Spin Thrust
Hit 1 0.75 X X X
(Ground) Rush Horizontal Spin Swing
Hit 1 1.0
Hit 2 1.0


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Dual-Wield Diagonal Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
(Air) Dual-Wield Double Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
Hit 3 0.5 X X X
Hit 4 0.5 X X X
(Air) Horizontal Spin Launch Drop
Hit 1 1.0 X
Hit 2 1.25


Judgment+
Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Horizontal Spin Thrust
Hit 1 0.75 X X X
(Ground) Dual-Wield Horizontal Swing
Hit 1 0.50 X X X
Hit 2 0.50 X X X
(Ground) Horizontal Spin Thrust
Hit 1 0.75 X X X
(Ground) Dual-Wield Horizontal Swing
Hit 1 0.50 X X X
Hit 2 0.50 X X X
(Ground) Horizontal Spin Thrust
Hit 1 0.75 X X X
(Ground) Rush Horizontal Spin Swing
Hit 1 1.0
Hit 2 1.0


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Dual-Wield Diagonal Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
(Air) Dual-Wield Double Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
Hit 3 0.5 X X X
Hit 4 0.5 X X X
(Air) Horizontal Spin Launch Drop
Hit 1 1.0 X
Hit 2 1.25