Kingdom Hearts 358/2 Days

Rejection of Fate

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Kingdom Hearts 358/2 Days
Rejection of Fate
Rejection of Fate
"A weapon that enables your attacks to reach a wide area and deal immense damage."
Token
Rejection of Fate Keychain KHD.png
Japanese フェイトリベリオン
Rōmaji Feito Riberion
Translation Fate Rebellion
Stats
Strength Magic
Base Unit Ultima Base Unit
+52 +1 +48 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+6 +2 +3 +1 +6 +1
Attack Speed Approach Speed
Ground Air
1.0 1.13 1.0
Abilities
1: Offensive Block
2: Defender
3: Second Chance
Obtained
Ominous Gear ④ (Roxas/Xion)
Kingdom Hearts 358/2 Days
Rejection of Fate+
Rejection of Fate
"An upgraded Rejection of Fate.
Enables your attacks to reach a wide area and deal immense damage."
Token
Rejection of Fate Keychain KHD.png
Japanese フェイトリベリオン+
Rōmaji Feito Riberion+
Translation Fate Rebellion+
Stats
Strength Magic
Base Unit Ultima Base Unit
+70 +1 +30 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+6 +2 +3 +1 +5 +1
Attack Speed Approach Speed
Ground Air
1.0 1.13 1.0
Abilities
1: Offensive Block
2: Defender
3: Damage Control
Obtained
Ominous Gear+ ④ (Roxas/Xion)

The Rejection of Fate is a Keychain for Roxas's and Xion's Keyblades that appears in Kingdom Hearts 358/2 Days. It can be upgraded to the Rejection of Fate+. Like the True Light's Flight, this is a very Defense-oriented Keyblade, through its abilities.

Design

The Rejection of Fate has a short, sea green handle with a black pommel. Its guard is black and curves around the handle, but does not connect to the base of the handle. The shaft of the blade is silver and has semi-circular indentations on its sides. The teeth are comprised by two silver, triangular blades that overlap each other and slant downward. Both triangles have slanted, heart-shaped gaps in them. The Keychain token resembles the guard and handle.

Gameplay

The ground combo begins with a horizontal slash to the right and ends with a vertical slash upward, but this can be extended in an array similar to True Light's Flight. The aerial combo is an upward slash from the right leg, followed by leftward and rightward slashes, and ends with a spin. If the combo isn't continued after the leftward and rightward slashes, an additional slash is automatically added as an alternative finishing blow.

Rejection of Fate
Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Horizontal Swing
Hit 1 0.5 X X X
(Ground) Upswing
Hit 1 0.5 X X X
(Ground) Horizontal Swing
Hit 1 0.5 X X X
(Ground) Upswing
Hit 1 0.5 X X X
(Ground) Horizontal Swing
Hit 1 0.5 X X X
(Ground) 4 Continuous Swings
Hit 1 0.5 X X
Hit 2 0.5 X X
Hit 3 0.63 X
Hit 4 0.88


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Upswing
Hit 1 0.75 X X X
(Air) 3 Continuous Swings
Hit 1 0.5 X X X
Hit 2 0.5 X X X
Hit 3 1.5 X
(Air) Horizontal Spin Swing
Hit 1 1.5


Rejection of Fate+
Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Horizontal Swing
Hit 1 0.5 X X X
(Ground) Upswing
Hit 1 0.5 X X X
(Ground) Horizontal Swing
Hit 1 0.5 X X X
(Ground) Upswing
Hit 1 0.5 X X X
(Ground) 4 Continuous Swings
Hit 1 0.5 X X
Hit 2 0.5 X X
Hit 3 0.63 X
Hit 4 0.88


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Upswing
Hit 1 0.75 X X X
(Air) 3 Continuous Swings
Hit 1 0.5 X X X
Hit 2 0.5 X X X
Hit 3 1.5 X
(Air) Horizontal Spin Swing
Hit 1 1.5


Gallery