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Ferris Wheels: Difference between revisions

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{{youmay|the Chakrams|[[Ferris Gear|the Keyblade]]}}
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Revision as of 14:05, 7 December 2014

This article is about the Chakrams.
You may be looking for the Keyblade.
Kingdom Hearts 358/2 Days
Ferris Wheels
"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 +45 +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+
"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 +38 +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?) is a pair of Chakrams that can be wielded by Axel in Kingdom Hearts 358/2 Days. It can be upgraded to Ferris Wheels+.

Design

The main wheel of the Ferris Wheel Chakram 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.

The Ferris Wheels and Moulin Rouge are palette swaps of each other.

A Ferris Wheel is a rotating upright wheel with passenger cars, often used as carnival rides.

Gameplay

The ground combo starts out with a sliding dash towards the target, slashing with a Chakram. From there, it can branch with a Y 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 Y combo is not used, the combo will branch into a double slash with one Chakram. The double slash can be repeated four times, before going into the finisher. Each combo in the ground combo can be branched with the Y 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 Y combo.

The aerial combo starts out with two simple slashing attacks, finished with a horizontal spinning slash.