Kingdom Hearts 358/2 Days

The Sun

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Kingdom Hearts 358/2 Days
The Sun
The Sun
"A weapon that offers high Magic and combo reach."
Japanese ザ・サン
Rōmaji Za San
Stats
Strength Magic
Base Unit Ultima Base Unit
+84 +1 +16 +37 +3
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +3 +8 +1 +12 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Offensive Block
2: Fire Finish
3: Blizzard Finish
Obtained
Hazard Gear ⑤ (Luxord)
Kingdom Hearts 358/2 Days
The Sun+
The Sun
"An upgraded The Sun.
Offers high Magic and combo reach."
Japanese ザ・サン+
Rōmaji Za San+
Stats
Strength Magic
Base Unit Ultima Base Unit
+96 +1 +15 +45 +3
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +3 +8 +1 +10 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Offensive Block
2: Thunder Finish
3: Aero Finish
Obtained
Hazard Gear+ ⑤ (Luxord)

The Sun is a deck of Cards that can be wielded by Luxord in Kingdom Hearts 358/2 Days. It can be upgraded to The Sun+.

Design[edit]

A card from The Sun deck is oval-shaped with four circles cut out from the four corners of the card. There is a diamond split into four sections (which alternate between white and pale green colors) in the center of the card. Two diagonal, intersecting ovals frame this diamond and connect to the circular indents in the corners. The border of the card and these ovals are black. The remaining spaces on the face of the card are purple with a white outline.

The Sun is one of twenty-two cards that make up a Tarot deck's Major Arcana. It is numbered XIX (19).

Gameplay[edit]

The Sun's ground combo starts with large versions of the cards protruding from the ground around Luxord, followed by throwing a line of cards forwards then flipping them over, and ends with a wide spray of cards forwards.

The aerial combo consists of Luxord slashing diagonally downwards with a larger version of the card held in his right hand, followed by riding a larger version of one the cards like a surfboard while performing a forward 360° spinning attack with larger versions of the cards held in each hand.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Surrounding 5-Directional Protrusion
Hit 1 0.88 x5 X X
(Ground) Racing Launch
Hit 1 0.38 X X X
(Ground) Forward 5-Directional Throw
Hit 1 0.15 x3 X X
Hit 2 0.6


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Right Hand Downswing
Hit 1 0.5 X X X
(Air) Both Hands Horizontal Spin Swing
Hit 1 0.75 X
Hit 2 0.75