Kingdom Hearts 358/2 Days

Indigo

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Kingdom Hearts 358/2 Days
Indigo
Indigo
"A weapon that performs well in midair.
Great for taking on fliers."
Japanese アンディゴ
Rōmaji Andigo
Stats
Strength Magic
Base Unit Ultima Base Unit
+34 +1 +66 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +2 +1 +4 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Combo-Jump
Obtained
Valor Gear ② (Larxene)
Kingdom Hearts 358/2 Days
Indigo+
Indigo
"An upgraded Indigo.
Performs well in midair.
Great for taking on fliers."
Japanese アンディゴ+
Rōmaji Andigo+
Stats
Strength Magic
Base Unit Ultima Base Unit
+36 +1 +64 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +2 +1 +5 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Combo-Jump
Obtained
Valor Gear+ ② (Larxene)

The Indigo is a set of Knives that can be wielded by Larxene in Kingdom Hearts 358/2 Days. It can be upgraded to the Indigo+.

Design[edit]

An Indigo Knife is vaguely triangular in shape with concave edges on one side of the blade and handle. The middle of the other side of the Knife has a circular cut taken out of it. True to its name, it is entirely colored indigo.

"Indigo" is French, and like its English counterpart refers to a dark color that lies between blue and violet on the optical spectrum.

Gameplay[edit]

The Indigo's ground combo is noticeably short, consisting of only two moves. It begins with a two-swipe move, one going up and one going down, and finishes with a low, circular sweep, Knives brandished. From the first move, it can be branched with a Y-Combo, in which Larxene flips vertically upward, slashing out with her Knives.

The aerial combo of the Indigo is also fairly short, containing only two moves. It begins with another two swipe move, one upward and one downward, then finishes with a mid-air roll ended by a downward swipe.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Forward Dual-Wield Swing
Hit 1 0.25 X X X
Hit 2 0.25 X X X
(Ground) Vertical Spin Launch
Hit 1 0.5 X X X
(Ground) Horizontal Double Spin Swing
Hit 1 0.5 X X (Ground) Vertical Spin Launch
Hit 2 1.0 Hit 1 0.5 X X
(Ground) Vertical Double Spin Downswing
Hit 1 0.5 X X X
Hit 1 0.5 X X X
Hit 1 0.75 X


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Dual-Wield 3 Continuous Swings
Hit 1 0.5 X X X
Hit 2 0.5 X X X
Hit 3 0.5 X X X
(Air) Vertical Double Spin Downswing
Hit 1 0.5 X X
Hit 2 0.5 X X
Hit 3 0.75