Kraken Arm: Difference between revisions
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(Finished base air stats) |
(Added base land stats) |
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{{Incomplete|Needs description | {{Incomplete|Needs description}} | ||
{{WeaponBox | {{WeaponBox | ||
|name = Kraken Arm | |name = Kraken Arm | ||
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! Attack !! Distance !! Damage (near) !! Damage (far) !! Shots | ! Attack !! Distance !! Damage (near) !! Damage (far) !! Shots | ||
|- | |- | ||
| Standing continuous || | | Standing continuous || 21.9m || 6.1 || 3.7 || — | ||
|- | |- | ||
| Forward-dash continuous || | | Forward-dash continuous || 26.8m || 13.5 || 5.5 || 2 | ||
|- | |- | ||
| Side-dash continuous || | | Side-dash continuous || 24.3m || 13.5 || 2.7 || 4 | ||
|- | |- | ||
| Backward-dash continuous || | | Backward-dash continuous || 26.6m || 10.9 || 4.6 || 2 | ||
|- | |- | ||
| Standing charged || | | Standing charged || 20.0m || 21.3 || 14.2 || 1 | ||
|- | |- | ||
| Forward-dash charged || | | Forward-dash charged || 28.7m || 37.9 || 26.1 || 1 | ||
|- | |- | ||
| Side-dash charged || | | Side-dash charged || 23.8m || 26.3 || 20.3 || 1 | ||
|- | |- | ||
| Backward-dash charged || | | Backward-dash charged || 26.6m || 36.8 || 21.0 || 1 | ||
|- | |- | ||
| Melee hit 1 || — || | | Melee hit 1 || — || 32.7 || — || — | ||
|- | |- | ||
| Melee hit 2 || — || | | Melee hit 2 || — || 15.7 || — || — | ||
|- | |- | ||
| Melee hit 3 || — || | | Melee hit 3 || — || 26.6 || — || — | ||
|- | |- | ||
| Melee dash || — || | | Melee dash || — || 77.4 || — || — | ||
|} | |} | ||
Revision as of 04:46, 10 April 2013
This article is incomplete and is in need of attention. Reason: Needs description |
Kraken Arm | ||||||||||||
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(description needed)
Idol description
Fashioned after the Galactic Sea's greatest monster, this weapon fires slow shots that feature large, hooking homing trajectories. It also features a strong melee attack and midrange performance.
Base statistics
Notice:
Weapon data is for weapons with zero ranged and melee stars with no mods to them. Distance refers to the maximum range a shot can travel, measured with non-homing shots. Damage (near) refers to the damage done when the target is as close as possible. Damage (far) refers to the damage given at maximum range. The symbol "—" means the corresponding stat is not applicable to that specific attack.
Air battles
Attack | Distance | Damage | Shots |
---|---|---|---|
Continuous | 87.8m | 21.0 | — |
Charged | 68.5m | 93.5 | 1 |
Melee hit 1 | — | 113.4 | — |
Melee hit 2 | — | 54.6 | — |
Melee hit 3 | — | 92.4 | — |
Special attack | 50.0m | 26.0 | 10 |
Land battles
Attack | Distance | Damage (near) | Damage (far) | Shots |
---|---|---|---|---|
Standing continuous | 21.9m | 6.1 | 3.7 | — |
Forward-dash continuous | 26.8m | 13.5 | 5.5 | 2 |
Side-dash continuous | 24.3m | 13.5 | 2.7 | 4 |
Backward-dash continuous | 26.6m | 10.9 | 4.6 | 2 |
Standing charged | 20.0m | 21.3 | 14.2 | 1 |
Forward-dash charged | 28.7m | 37.9 | 26.1 | 1 |
Side-dash charged | 23.8m | 26.3 | 20.3 | 1 |
Backward-dash charged | 26.6m | 36.8 | 21.0 | 1 |
Melee hit 1 | — | 32.7 | — | — |
Melee hit 2 | — | 15.7 | — | — |
Melee hit 3 | — | 26.6 | — | — |
Melee dash | — | 77.4 | — | — |
Weapon fusion
This weapon follows standard weapon fusion rules.