Kingdom Hearts II
Kingdom Hearts II Final Mix
Kingdom Hearts Melody of Memory

Crimson Jazz

Revision as of 19:29, 31 January 2024 by Aid1043 (talk | contribs) (KHMOM stats)
Crimson Jazz

Kingdom Hearts II
It chases its target with determination while scattering mines, so be wary when fighting this creature.
When its HP gets low, it places a large mine. Avoid it before it explodes. It easily resists magic, so don't be shy about using the Keyblade!

Location HP Strength Defense EXP
Radiant Garden
Episode 2 (post-Space Paranoids)
108 29 16 298
Radiant Garden
Post-episode 2, pre-episode 3
119 32 18 398
Radiant Garden
Episode 3
148 42 24 775
Beast's Castle
Episode 2
124 34 19 455
Olympus Coliseum
Episode 2
132 37 21 550
Agrabah
Episode 2
135 37 21 585
Physical Fire Blizzard
×1.0 ×0 ×1.0
Thunder Dark Neutral
×0.5 ×0.5 ×1.0

Rewards
MP prize (3) ×2, Drive prize (3%) ×4
Blazing Crystal (12%), Mega-Ether (5%), Serenity Stone (4%)
World(s)
Radiant Garden, Beast's Castle, Olympus Coliseum, Agrabah
Location HP Strength Defense EXP
Radiant Garden
Episode 2 (post-Space Paranoids)
108 29 16 238
Radiant Garden
Post-episode 2, pre-episode 3
119 32 18 318
Radiant Garden
Episode 3
148 42 24 620
Beast's Castle
Episode 2
124 34 19 364
Olympus Coliseum
Episode 2
132 37 21 440
Agrabah
Episode 2
135 37 21 468
Physical Fire Blizzard
×1.0 ×0 ×1.0
Thunder Dark Neutral
×0.5 ×0.5 ×1.0

Rewards
MP prize (3) ×2, Drive prize (3%) ×2
Blazing Crystal (12%), Mega-Ether (5%), Serenity Stone (4%)
World(s)
Radiant Garden, Beast's Castle, Olympus Coliseum, Agrabah
Cup HP Strength Defense
Titan Cup

Match 7: 2 Crimson Jazz

138 39 22
Goddess of Fate Cup

Match 4: 2 Crimson Jazz

168 48 28
Titan Paradox Cup

Match 7: 2 Crimson Jazz

240 70 41
Physical Fire Blizzard
×1.0 ×0 ×1.0
Thunder Dark Neutral
×0.5 ×0.5 ×1.0
Cup HP Strength Defense
Titan Cup

Match 7: 2 Crimson Jazz

148 42 24
Goddess of Fate Cup

Match 4: 2 Crimson Jazz

175 50 29
Titan Paradox Cup

Match 7: 2 Crimson Jazz

240 70 41
Physical Fire Blizzard
×1.0 ×0 ×1.0
Thunder Dark Neutral
×0.5 ×0.5 ×1.0

Crimson Jazz (クリムゾンジャズ Kurimuzon Jazu?) is an Emblem Heartless from Kingdom Hearts II.

Design

A Crimson Jazz has a smooth, conical, red body with a Heartless emblem emblazoned on its chest and a yellow flame pattern decorating the base of its body. The top of its body flares outward and forms a jagged "collar" below the Heartless's spherical, pitch black head. It also wears a conical, red hat that is yellow on the inside and has a jagged brim and a thin, curled tip. Like many Heartless, the Crimson Jazz has glowing yellow eyes. Its seemingly useless feet sport three small, thin toes. The Crimson Jazz is one of the largest members of its family of Heartless, only contested by the likes of the Emerald Serenade and Pink Concerto.

The Crimson Jazz, like many other Heartless in its family, is named after a color—in this case, crimson, a shade of red—and a musical term—in this case, jazz.

Strategy

The Crimson Jazz, the largest Heartless of its kind, it is a powerful relative to the Red Nocturne, and can be a real danger if not quickly destroyed. Like its predecessor, it utilizes Fire magic. However, its magic is more focused on surrounding and crushing the target with explosions rather than shooting flames. Crimson Jazz attacks with exploding mines that follow Sora until they explode. Even after a Crimson Jazz is destroyed, any existing mines will still follow Sora until they explode. And with magic-resistance and having the airborne trait, this Heartless can pose quite a threat. When reduced to 40% HP, it replaces all of its other techniques with its Large Mines attack.

In an open area with two or more Crimson Jazzes, Sora can be pushed up very high by the chain of the their small mines exploding. For this, Sora should use Aerial Recovery and Aerial Dodge to keep himself aloft for a while. As the bombs do not do heavy damage, this can continue without great danger to Sora, sometimes happening unintentionally. Use Reflect to end the chain as fast as possible. Fire magic does not harm them, so it is not recommended to use it to inflict damage.

Technique Element Power Guard?
Kick (蹴り
Keri
?)
Physical x1.0 O
Swings its body back and forth on its axis and kicks.
Shockwave (衝撃波
Shougekiha
?)
Neutral x1.5 X
Stores energy and releases a shockwave.
Mines (機雷
Kirai
?)
Fire x0.5 X
Many small mines surround an opponent.
Large Mines (大型機雷
Ōgata Kirai
?)
Fire x2.0 X
Three large mines appear and strike an opponent.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Gallery