Kingdom Hearts 358/2 Days

Concerto

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Kingdom Hearts 358/2 Days
Concerto
Concerto
"A weapon that boasts superior Magic and ground combo speed."
Japanese コンチェルト
Rōmaji Koncheruto
Stats
Strength Magic
Base Unit Ultima Base Unit
+73 +1 +27 +41 +3
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +10 +3 +13 +1
Attack Speed Approach Speed
Ground Air
1.2 1.0 1.0
Abilities
1: Chain Time
2: Heart Bonus
3: Blizzard Finish
Obtained
Omega Gear ⑥ (Demyx)
Kingdom Hearts 358/2 Days
Concerto+
Concerto
"An upgraded Concerto.
Boasts superior Magic and ground combo speed."
Japanese コンチェルト+
Rōmaji Koncheruto+
Stats
Strength Magic
Base Unit Ultima Base Unit
+103 +1 +15 +45 +3
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +10 +3 +12 +1
Attack Speed Approach Speed
Ground Air
1.2 1.0 1.0
Abilities
1: Chain Time
2: Heart Bonus
3: Aero Finish
Obtained
Omega Gear+ ⑥ (Demyx)

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

Design[edit]

The Concerto's headstock is an “X” that is shaped like the upper half of the Nobody insignia. It is mostly grey, but the tips of the "X" are violet. The Sitar's neck is violet and has ridged, grey edges. The body has a roughly semi-circular shape, and its base is lined by five silver spikes. The upper half of the Sitar's body is predominantly violet, and the lower half is predominantly pale yellow with two thin, violet sections on its sides. The Concerto has three white strings that are anchored to the lower half of the body.

Musically, a concerto is a three-part musical work in which one solo instrument is accompanied by an orchestra.

Gameplay[edit]

The Concerto's ground combo starts with a quick leap forwards, thrusting the Sitar diagonally upward, followed by Demyx performing a 360° spinning diagonal slash with the tip of the Sitar. The next move of the combo is a quick thrust of the Sitar diagonally upward, followed by another 360° spinning diagonal slash. The combo then ends with four quick blasts of yellow sound waves in an outward direction.

The aerial combo consists of a series of very fast airborne spinning attacks, followed by a blast of three yellow sound waves forwards.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Rush Thrust Away
Hit 1 0.88 X X X
(Ground) Right Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
(Ground) Thrust Away
Hit 1 0.88 X X X
(Ground) Right Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
(Ground) 4-Fold Omnidirectional Sound Waves
Hit 1 0.75[1]
0.63[2]
0.5[3]
X X
Hit 2 0.75[1]
0.63[2]
0.5[3]
X X
Hit 3 0.75[1]
0.63[2]
0.5[3]
X X
Hit 4 1.13[1]
0.88[2]
0.75[3]
[1]
[2]
X[3]
[1]
[2]
X[3]


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Horizontal Double Spin Swing
Hit 1 0.63 X X X
Hit 2 0.75 X
(Air) Horizontal Double Spin Swing
Hit 1 0.63 X X X
Hit 2 0.75 X
(Air) Front Sound Wave
Hit 1 1.0

Notes and references[edit]

  1. ^ a b c d e f When close to the enemy.
  2. ^ a b c d e f Outside soundwave.
  3. ^ a b c d e f Edge of soundwave.