Yes, the untapped power that lies within you. Now, child, it's time you awakened that power and realized your full potential.
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Kingdom Hearts 358/2 Days Ferris Wheels | |||||
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"A weapon that offers high Magic and ground combo speed." | |||||
Japanese | フェリスホイール | ||||
Stats | |||||
Strength | Magic | ||||
Base | Unit | Ultima | Base | Unit | |
+55 | +1 | +0 | +31 | +3 | |
Defense | Crit Rate | Crit Bonus | |||
Base | Unit | Base | Unit | Base | Unit |
+0 | +1 | +12 | +3 | +8 | +1 |
Attack Speed | Approach Speed | ||||
Ground | Air | ||||
1.0 | 1.0 | 1.0 | |||
Abilities | |||||
1: Fire Finish 2: Combo Boost 3: Combo-Jump | |||||
Obtained | |||||
Crisis Gear ⑤ (Axel) |
Kingdom Hearts 358/2 Days Ferris Wheels+ | |||||
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"Upgraded Ferris Wheels. Offers high Magic and ground combo speed." | |||||
Japanese | フェリスホイール+ | ||||
Stats | |||||
Strength | Magic | ||||
Base | Unit | Ultima | Base | Unit | |
+62 | +1 | +0 | +37 | +3 | |
Defense | Crit Rate | Crit Bonus | |||
Base | Unit | Base | Unit | Base | Unit |
+0 | +1 | +16 | +3 | +9 | +1 |
Attack Speed | Approach Speed | ||||
Ground | Air | ||||
1.0 | 1.0 | 1.0 | |||
Abilities | |||||
1: Fire Finish 2: Magic Bracer 3: Combo-Jump | |||||
Obtained | |||||
Crisis Gear+ ⑤ (Axel) |
The Ferris Wheels (フェリスホイール Ferisu Hoīru ) are weapons that can be used by Axel in Kingdom Hearts 358/2 Days. It can be upgraded to Ferris Wheels+.
Design
Structurally, a Ferris Wheel chakram is virtually identical to a Moulin Rouge chakram, differing only in coloration. Its main wheel is rather small. The outer edge is purple and the inner edge is red. The wheel is lined with eight large spikes that are purple as well.. The handle is cross-shaped and white, and each end of the cross attaches to one of the spikes rather than to the main wheel.
Gameplay
The ground combo starts out with a sliding dash towards the target, slashing with a chakram. From there, it can branch with a 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 combo is not used, the combo will branch into a double slash with one chakram. The double slash can be repeated 4 times, before going into the finisher. Each combo in the ground combo can be branched with the 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 combo.
The aerial combo starts out with two simple slashing attacks, finished with a horizontal spinning slash.