Pandora Claws: Difference between revisions
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{{Incomplete|Needs idol description and base statistics}} | |||
{{WeaponBox | {{WeaponBox | ||
|name= Pandora Claws | |name = Pandora Claws | ||
|image= PandoraClaws.jpeg | |image = PandoraClaws.jpeg | ||
|type= [[Claws]] | |type = [[Claws]] | ||
|specializesin= Mid Ranged Combat | |specializesin = Mid Ranged Combat | ||
|strengths= High Shot Size, good homing ability | |strengths = High Shot Size, good homing ability | ||
|weaknesses= Weak Melee power; Fairly | |weaknesses = Weak Melee power; Fairly slow speed, shortened melee combo | ||
}} | }} | ||
The '''Pandora Claws''' are [[Claws]] in ''[[Kid Icarus: Uprising]]'' | The '''Pandora Claws''' are [[Claws]] in ''[[Kid Icarus: Uprising]]'' that are based off the Goddess of Calamity, [[Pandora]]. They are unlocked upon completion of Chapter 5: [[Pandora's Labyrinth of Deceit]]. While having larger shots of all other claws and surprisingly good homing ability, they are fairly weak in Melee combat and have limited range. Despite their weak melee power, the third hit in the melee combo sends foes flying which can be combined with their backward dash charged shot to deal additional damage; however, this makes landing the final two hits of the melee combo impossible unless the target is frozen or petrified. The shots also give a Darkness effect, although this is for visual effect. Their side dash continuous fire has larger, slower shots than other claws. The side dash and standing charged shots are high in power and size but are slow as well. Its backward dash charged shots release a black version of Pandora with red highlights that can trap foes, although this has very little range and is best suited for shot cancellation. | ||
==Idol | |||
==Base | ==Idol description== | ||
''(idol description needed)'' | |||
== Base statistics == | |||
{{Weapon Notice}} | {{Weapon Notice}} | ||
===Air | === Air battles === | ||
{|class="wikitable" | {|class="wikitable" style="background: lightgrey" | ||
! | |- | ||
!Distance | ! Attack !! Distance !! Damage !! Shots | ||
!Damage | |||
|- | |- | ||
|Continuous | | Continuous || ? || 17.9 || — | ||
|? | |||
|17.9 | |||
|- | |- | ||
|Charged | | Charged || ? || 65.7 || ? | ||
|? | |||
|65.7 | |||
|- | |- | ||
|Melee | | Melee hit 1 || — || 63.0 || — | ||
|— | |||
|63.0 | |||
|- | |- | ||
|Melee | | Melee hit 2 || — || 33.6 || — | ||
|— | |||
|33.6 | |||
|- | |- | ||
|Melee | | Melee hit 3 || — || 25.2 || — | ||
|— | |||
|25.2 | |||
|- | |- | ||
|Melee | | Melee hit 4 || — || 29.4 || — | ||
|— | |||
|29.4 | |||
|- | |- | ||
|Melee | | Melee hit 5 || — || 84.0 || — | ||
|— | |||
|84.0 | |||
|- | |- | ||
|Special | | Special attack || 130.0m || 22.0 || 10 | ||
| | |||
| | |||
|} | |} | ||
===Land | |||
{|class="wikitable" | === Land battles === | ||
! | {|class="wikitable" style="background: lightgrey" | ||
! | |- | ||
!Damage (near) | ! Attack !! Distance !! Damage (near) !! Damage (far) !! Shots | ||
!Damage (far) | |- | ||
!Shots | | Standing continuous || 23.2m || 4.2 || 4.2 || — | ||
|- | |- | ||
| | | Foward-dash continuous || 30.3m || 18.0 || 12.6 || ? | ||
| | |||
| | |||
| | |||
|? | |||
|- | |- | ||
|Side continuous | | Side-dash continuous || 27.0m || 15.0 || 10.5 || 2 | ||
| | |||
|15.0 | |||
|10.5 | |||
|2 | |||
|- | |- | ||
| | | Backward-dash continuous || 28.6m || 14.7 || 9.8 || ? | ||
| | |||
| | |||
| | |||
|? | |||
|- | |- | ||
| | | Standing charged || 32.7m || 23.5 || 17.6 || 1 | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| | | Foward-dash charged || 42.3m || 36.7 || 27.5 || 1 | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|Side charged | | Side-dash charged || 38.0m || 27.3 || 20.7 || 1 | ||
|38.0m | |||
|27.3 | |||
|20.7 | |||
| | |||
|- | |- | ||
| | | Backward-dash charged || 1.6m || ? || ? || 1 | ||
| | |||
| | |||
| | |||
|? | |||
|- | |- | ||
| | | Melee hit 1 || — || 44.8 || — || — | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|Melee | | Melee hit 2 || — || 11.0 || — || — | ||
|— | |||
| | |||
|— | |||
|— | |||
|- | |- | ||
|Melee | | Melee hit 3 || — || 30.0 || — || — | ||
|— | |||
| | |||
|— | |||
|— | |||
|- | |- | ||
|Melee | | Melee hit 4 || — || 5.1 || — || — | ||
|— | |||
| | |||
|— | |||
|— | |||
|- | |- | ||
|Melee | | Melee hit 5 || — || 14.6 || — || — | ||
|— | |||
| | |||
|— | |||
|— | |||
|- | |- | ||
|Melee | | Melee dash || — || ? || — || — | ||
|— | |||
| | |||
|— | |||
|— | |||
|} | |} | ||
==Weapon | == Weapon fusion == | ||
This weapon follows standard [[Weapon#Fusion|weapon fusion]] rules. | |||
[[Category: | [[Category:Claws]] | ||
[[Category:Kid Icarus: Uprising]] | [[Category:Kid Icarus: Uprising]] | ||
Revision as of 22:44, 4 February 2013
This article is incomplete and is in need of attention. Reason: Needs idol description and base statistics |
Pandora Claws | ||||||||||||
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The Pandora Claws are Claws in Kid Icarus: Uprising that are based off the Goddess of Calamity, Pandora. They are unlocked upon completion of Chapter 5: Pandora's Labyrinth of Deceit. While having larger shots of all other claws and surprisingly good homing ability, they are fairly weak in Melee combat and have limited range. Despite their weak melee power, the third hit in the melee combo sends foes flying which can be combined with their backward dash charged shot to deal additional damage; however, this makes landing the final two hits of the melee combo impossible unless the target is frozen or petrified. The shots also give a Darkness effect, although this is for visual effect. Their side dash continuous fire has larger, slower shots than other claws. The side dash and standing charged shots are high in power and size but are slow as well. Its backward dash charged shots release a black version of Pandora with red highlights that can trap foes, although this has very little range and is best suited for shot cancellation.
Idol description
(idol description needed)
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 | ? | 17.9 | — |
Charged | ? | 65.7 | ? |
Melee hit 1 | — | 63.0 | — |
Melee hit 2 | — | 33.6 | — |
Melee hit 3 | — | 25.2 | — |
Melee hit 4 | — | 29.4 | — |
Melee hit 5 | — | 84.0 | — |
Special attack | 130.0m | 22.0 | 10 |
Land battles
Attack | Distance | Damage (near) | Damage (far) | Shots |
---|---|---|---|---|
Standing continuous | 23.2m | 4.2 | 4.2 | — |
Foward-dash continuous | 30.3m | 18.0 | 12.6 | ? |
Side-dash continuous | 27.0m | 15.0 | 10.5 | 2 |
Backward-dash continuous | 28.6m | 14.7 | 9.8 | ? |
Standing charged | 32.7m | 23.5 | 17.6 | 1 |
Foward-dash charged | 42.3m | 36.7 | 27.5 | 1 |
Side-dash charged | 38.0m | 27.3 | 20.7 | 1 |
Backward-dash charged | 1.6m | ? | ? | 1 |
Melee hit 1 | — | 44.8 | — | — |
Melee hit 2 | — | 11.0 | — | — |
Melee hit 3 | — | 30.0 | — | — |
Melee hit 4 | — | 5.1 | — | — |
Melee hit 5 | — | 14.6 | — | — |
Melee dash | — | ? | — | — |
Weapon fusion
This weapon follows standard weapon fusion rules.