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 Slow Speed, shortened melee combo
|weaknesses = Weak Melee power; Fairly slow speed, shortened melee combo
}}
}}
The '''Pandora Claws''' are [[Claws]] in ''[[Kid Icarus: Uprising]]''. They are based off the Goddess of Calamity [[Pandora]]; the boss of Chapter 5: ''[[Pandora's Labyrinth of Deceit]]''. While having the largest shots of all other claws and surprisingly good homing ability, they are fairly weak in Melee combat and 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 have shots larger than other claws but slower. The Side dash and Standing charged shots are high in power and size but are slow as well. Its Backward dash charged shot release a black version of Pandora with red highlights that can trap foes in the vortex, although this has very little range and is best suited for shot cancellation.
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==
 
==Base Statistics==
==Idol description==
''(idol description needed)''
 
== Base statistics ==
{{Weapon Notice}}
{{Weapon Notice}}
===Air Battles===
=== Air battles ===
{|class="wikitable"
{|class="wikitable" style="background: lightgrey"
!Shot
|-
!Distance
! Attack !! Distance !! Damage !! Shots
!Damage
|-
|-
|Continuous
| Continuous || ? || 17.9 || —
|?
|17.9
|-
|-
|Charged
| Charged || ? || 65.7 || ?
|?
|65.7
|-
|-
|Melee Hit 1
| Melee hit 1 || — || 63.0 || —
|—
|63.0
|-
|-
|Melee Hit 2
| Melee hit 2 || — || 33.6 || —
|—
|33.6
|-
|-
|Melee Hit 3
| Melee hit 3 || — || 25.2 || —
|—
|25.2
|-
|-
|Melee Hit 4
| Melee hit 4 || — || 29.4 || —
|—
|29.4
|-
|-
|Melee Hit 5
| Melee hit 5 || — || 84.0 || —
|—
|84.0
|-
|-
|Special Attack
| Special attack || 130.0m || 22.0 || 10
|—
|? <!--22.0 Damage per hit but...--->
|}
|}
===Land Battles===
 
{|class="wikitable"
=== Land battles ===
!Shot
{|class="wikitable" style="background: lightgrey"
!Range
|-
!Damage (near)
! Attack !! Distance !! Damage (near) !! Damage (far) !! Shots
!Damage (far)
|-
!Shots Fired
| Standing continuous || 23.2m || 4.2 || 4.2 || &mdash;
|-
|-
|Standing continuous
| Foward-dash continuous || 30.3m || 18.0 || 12.6 || ?
|23.2m
|4.2
|4.2
|?
|-
|-
|Side continuous
| Side-dash continuous || 27.0m || 15.0 || 10.5 || 2
|27m
|15.0
|10.5
|2
|-
|-
|Forward continuous
| Backward-dash continuous || 28.6m || 14.7 || 9.8 || ?
|30.3m
|18.0
|12.6
|?
|-
|-
|Back continuous
| Standing charged || 32.7m || 23.5 || 17.6 || 1
|28.6m
|14.7
|9.8
|?
|-
|-
|Standing charged
| Foward-dash charged || 42.3m || 36.7 || 27.5 || 1
|32.7m
|23.5
|17.6
|?
|-
|-
|Side charged
| Side-dash charged || 38.0m || 27.3 || 20.7 || 1
|38.0m
|27.3
|20.7
|?
|-
|-
|Forward charged
| Backward-dash charged || 1.6m || ? || ? || 1
|42.3m
|36.7
|27.5
|?
|-
|-
|Back charged
| Melee hit 1 || &mdash; || 44.8 || &mdash; || &mdash;
|1.6m
|?
|?
|1
|-
|-
|Melee Hit 1
| Melee hit 2 || &mdash; || 11.0 || &mdash; || &mdash;
|&mdash;
|44.8
|&mdash;
|&mdash;
|-
|-
|Melee Hit 2
| Melee hit 3 || &mdash; || 30.0 || &mdash; || &mdash;
|&mdash;
|11.0
|&mdash;
|&mdash;
|-
|-
|Melee Hit 3
| Melee hit 4 || &mdash; || 5.1 || &mdash; || &mdash;
|&mdash;
|30.0
|&mdash;
|&mdash;
|-
|-
|Melee Hit 4
| Melee hit 5 || &mdash; || 14.6 || &mdash; || &mdash;
|&mdash;
|5.1
|&mdash;
|&mdash;
|-
|-
|Melee Hit 5
| Melee dash || &mdash; || ? || &mdash; || &mdash;
|&mdash;
|14.6
|&mdash;
|&mdash;
|}
|}


==Weapon Fusion==
== Weapon fusion ==
This weapon follows standard [[Weapon#Fusion|weapon fusion]] rules.


[[Category:Weapons]]
[[Category:Claws]]
[[Category:Kid Icarus: Uprising]]
[[Category:Kid Icarus: Uprising]]
[[Category:Claws]]

Revision as of 22:44, 4 February 2013

Pitsadexpression.gif This article is incomplete and is in need of attention.

Reason: Needs idol description and base statistics
Pandora Claws
PandoraClaws.jpeg
Type: Claws
Specializes In: Mid Ranged Combat
Strengths: High Shot Size, good homing ability
Weaknesses: Weak Melee power; Fairly slow speed, shortened melee combo

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.