Kingdom Hearts 358/2 Days

Up to Eleven

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Kingdom Hearts 358/2 Days
Up to Eleven
Up to Eleven
"A weapon that lets you string together much longer ground combos with wider reach."
Japanese エクストラゲージ
Rōmaji Ekusutora Gēji
Translation Extra Gauge
Stats
Strength Magic
Base Unit Ultima Base Unit
+90 +1 +15 +36 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +3 +10 +3 +13 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Chain Time
2: Offensive Block
3: Combo-Block
Obtained
Ultimate Gear ⑥ (Demyx)
Kingdom Hearts 358/2 Days
Up to Eleven+
Up to Eleven
"An upgraded Up to Eleven.
Lets you string together much longer ground combos with wider reach."
Japanese エクストラゲージ+
Rōmaji Ekusutora Gēji+
Translation Extra Gauge+
Stats
Strength Magic
Base Unit Ultima Base Unit
+94 +1 +15 +45 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +3 +10 +3 +12 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Chain Time
2: Offensive Block
3: Combo-Jump
Obtained
Ultimate Gear+ ⑥ (Demyx)

The Up to Eleven is a Sitar that can be wielded by Demyx in Kingdom Hearts 358/2 Days. It can be upgraded to the Up to Eleven+.

Design

The Up to Eleven has a two-pronged headstock and a neck with concave edges. The prongs on the headstock have navy blue inner edges and gold outer ones. The neck is gold. The sitar's body resembles a "Flying V" style guitar. The upper half of the body is rounded and navy blue, and the lower half is the same color. The entire body has gold edges. The Interlude has three white strings that are anchored to the body by a gold, triangular piece.

Its name is a reference to a joke from the rock comedy/mockumentary film This Is Spinal Tap, wherein band member Nigel Tufnel explains that their amps' volume dials go up to eleven, as opposed to ten, for the sake of being able to play louder.

Gameplay

Up to Eleven's ground combo starts with a 360° spinning attack, after which, Demyx strums the sitar, emitting a yellow shockwave which damages any enemies around him, followed by a leap and a very fast airborne spinning attack. The next move of the combo is repeat of the first move, and is followed by a blast of three yellow shockwaves forwards.

The aerial combo consists of a series of very fast airborne spinning attacks, followed by four quick blasts of yellow shockwaves in an outward direction, and ends with a blast of three yellow shockwaves forwards.