Kingdom Hearts 358/2 Days

Moonset

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Kingdom Hearts 358/2 Days
Moonset
Moonset
"A weapon that offers high Strength and ground combo speed."
Japanese ムーンセット
Rōmaji Mūnsetto
Stats
Strength Magic
Base Unit Ultima Base Unit
+71 +3 +29 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+4 +1 +12 +3 +11 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Combo-Jump
2: Striker
3: Vitality Surge
Obtained
Champion Gear ⑤ (Saïx)
Kingdom Hearts 358/2 Days
Moonset+
Moonset
"An upgraded Moonset.
Offers high Strength and ground combo speed."
Japanese ムーンセット+
Rōmaji Mūnsetto+
Stats
Strength Magic
Base Unit Ultima Base Unit
+76 +3 +24 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+4 +1 +16 +3 +11 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Combo-Jump
2: Grand Slam
3: Critical Boost
Obtained
Champion Gear+ ⑤ (Saïx)

The Moonset is a Claymore that can be wielded by Saïx in Kingdom Hearts 358/2 Days. It can be upgraded to the Moonset+.

Design[edit]

The Moonset has a short, blue-grey handle with a white spike set in its pommel. Its guard is comprised by two red spikes that angle downward. The base of the blade is a black diamond with a black spike resembling those on the Nobody logo on either side. These spikes point diagonally upward. The shaft is gold and forks into a “Y” shape halfway up its length. The tip of the blade has is shaped like a spike on the Nobody symbol. It is black and has red edges.

When Saïx enters his berserker state, both the tip and shaft of the blade become longer and change shape slightly. The two spikes at its base also become larger, and the weapon gains four more similar spikes, two on each side. These new spikes are white and have red edges.

"Moonset" is a term used to describe when the moon disappears from the sky in the morning, analogous to the term "sunset." Its naming theme is similar to the Moonrise.

Gameplay[edit]

The Moonset's normal ground combo starts with an upward diagonal slash, followed by a downward diagonal slash. This move is then repeated before the final move of the combo is executed, which is a forward dash followed by a slow 360° spinning slash. The Y combo can be activated after the third attack, and consists of an upward diagonal slash, followed by a leap and a powerful downward diagonal slash after a short pause.

The aerial combo consists of an upward diagonal slash, followed by a more powerful downward diagonal slash after a short pause.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Upswing
Hit 1 0.75 X X X
(Ground) Small Jump Downswing
Hit 1 0.75 X X X
(Ground) Launch
Hit 1 0.75 X X X
(Ground) Launch
Hit 1 0.63 X X
(Ground) Small Jump Downswing
Hit 1 0.63 X (Ground) Knock Down
Hit 1 1.56 X
(Ground) Rush Horizontal Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
Hit 3 0.5 X X X
Hit 4 1.0 X


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Upswing
Hit 1 0.63 X X X
(Air) Knock Down
Hit 1 1.56