Crusader Blade: Difference between revisions

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{{WeaponBox
{{WeaponBox
|name= Crusader Blade
|name = Crusader Blade
|image= Crusader Blade.png
|image = Crusader Blade.png
|type= Weapon
|type = Weapon
|specializesin= Melee/Ranged Combat
|specializesin = Melee/Ranged Combat
|strengths= Superb melee; high nullification
|strengths = Superb melee; high nullification
|weaknesses= Slow shots; limited homing ability
|weaknesses = Slow shots; poor homing ability
}}
}}
 
The '''Crusader Blade''' is a [[Blade]] in ''[[Kid Icarus: Uprising]]''. It is a blue and black cross-shaped blade that extends a blue cross during melee attacks and fires large, star-shaped projectiles. It is an all-around powerful blade, boasting not only superb melee damage, but strong ranged shots with high nullification value as well. This blade's main disadvantage is that its shots travel slowly and have very limited homing ability. Its range is slightly below average, as are its dash continuous fire's homing ability and charge time.
The '''Crusader Blade''' is a [[Blade]] in ''[[Kid Icarus: Uprising]]''. It is a blue and black cross-shaped blade that extends a blue cross during melee attacks and fires large, star-shaped projectiles.  
It is an all-around powerful blade, boasting not only superb melee damage, but strong ranged shots with high nullification value as well. This blade's main disadvantage is that its shots travel slowly and have very limited homing ability. Its range is about average, as is its dash continuous fire's homing ability and charge time.


== Idol Description ==
== Idol Description ==
''The horizontal stock crossing the barrel is packed with a substance that generates this weapon's wide-ranged shots. These shots have the strong potential for nullifying enemy fire, and the weapon's weight makes its melee attacks powerful.''
''The horizontal stock crossing the barrel is packed with a substance that generates this weapon's wide-ranged shots. These shots have the strong potential for nullifying enemy fire, and the weapon's weight makes its melee attacks powerful.''


== Statistics ==
==Base statistics==
=== Max Shot Distances ===
{{Weapon Notice}}
Standing Continuous: 22.4 <br/>
===Air Battles===
Standing Charged: 34.0<br/>
{|class="wikitable" style="background: lightgrey"
Forward Dash Continuous: 31.5 <br/>
|-
Forward Dash Charged: 44.0<br/>
! Attack !! Distance !! Damage !! Shots
Side Dash Continuous: 28.2 <br/>
|-
Side Dash Charged: 39.5 <br/>
| Continuous || ? || ? || &mdash;
Backward Dash Continuous: 29.9 <br/>
|-
Backward Dash Charged: 18.0
| Charged || ? || ? || 1
 
|-
===Base Ranged Damage===
| Melee hit 1 || &mdash; || 67.2 || &mdash;
Damage decreases as range increases.<br/>
|-
Standing Continuous: 2.5 <br/>
| Melee hit 2 || &mdash; || 37.8 || &mdash;
Standing Charged: 20.3-25.0 <br/>
|-
Forward Dash Continuous: 14.6-17.9 <br/>
| Melee hit 3 || &mdash; || 79.8 || &mdash;
Forward Dash Charged: 30.1-36.8<br/>
|-
Side Dash Continuous: 11.9-14.4 <br/>
| Special attack || &mdash; || 134.0 || 1
Side Dash Charged: 26.0-31.9 <br/>
|}
Backward Dash Continuous: 12.5-14.9 <br/>
Backward Dash Charged: 28.4-34.3
 
 
=== Base Melee Damage ===
Combo Strike 1: 20.0<br/>
Combo Strike 2: 11.3 <br/>
Combo Strike 3: 23.8 <br/>
Dash Strike: 57.5
 
 
 
== Weapon Fusing ==
The following weapon pairs will create a Crusader Blade when fused:
 
[[Insight Staff]] & [[Predator Cannon]]<br/>
[[Orb Staff]] & [[Ball Cannon]]<br/>
[[Rose Staff]] & [[EZ Cannon]]<br/>
[[Knuckle Staff]] & [[Cragalanche Cannon]]<br/>
[[Ancient Staff]] & [[Twinbellows Cannon]]<br/>
[[Lancer Staff]] & [[Sonic Cannon]]<br/>
[[Flintlock Staff]] & [[Leo Cannon]]<br/>
[[Somewhat Staff]] & [[Doom Cannon]]<br/>
[[Scorpio Staff]] & [[Dynamo Cannon]]<br/>
[[Laser Staff]] & [[Rail Cannon]]<br/>
[[Dark Pit Staff]] & [[Fireworks Cannon]]<br/>
[[Thanatos Staff]] & [[Poseidon Cannon]]<br/>
 
[[Fortune Bow]] & [[Electroshock Arm]]<br/>
[[Silver Bow]] & [[Compact Arm]]<br/>
[[Meteor Bow]] & [[Crusher Arm]]<br/>
[[Divine Bow]] & [[Phoenix Arm]]<br/>
[[Darkness Bow]] & [[Kraken Arm]]<br/>
[[Crystal Bow]] & [[Upperdash Arm]]<br/>
[[Angel Bow]] & [[Taurus Arm]]<br/>
[[Hawkeye Bow]] & [[End-All Arm]]<br/>
[[Sagittarius Bow]] & [[Bowl Arm]]<br/>
[[Aurum Bow]] & [[Bomber Arm]]<br/>
[[Palutena Bow]] & [[Drill Arm]]<br/>
[[Phosphora Bow]] & [[Volcano Arm]]<br/>
 
[[Violet Palm]] & [[Skyscraper Club]]<br/>
[[Burning Palm]] & [[Babel Club]]<br/>
[[Needle Palm]] & [[Ore Club]]<br/>
[[Midnight Palm]] & [[Magnus Club]]<br/>
[[Cursed Palm]] & [[Hewdraw Club]]<br/>
[[Cutter Palm]] & [[Aurum Club]]<br/>
[[Pudgy Palm]] & [[Capricorn Club]]<br/>
[[Ninja Palm]] & [[Black Club]]<br/>
[[Virgo Palm]] & [[Halo Club]]<br/>
[[Aurum Palm]] & [[Ogre Club]]<br/>
[[Viridi Palm]] & [[Earthmaul Club]]<br/>
[[Great Reaper Palm]] & [[Atlas Club]]<br/>
 
Predator Cannon & Violet Palm<br/>
Ball Cannon & Burning Palm<br/>
EZ Cannon & Needle Palm<br/>
Cragalanche Cannon & Midnight Palm<br/>
Twinbellows Cannon & Cursed Palm<br/>
Sonic Cannon & Cutter Palm]]<br/>
Leo Cannon & Pudgy Palm<br/>
Doom Cannon & Ninja Palm<br/>
Dynamo Cannon & Virgo Palm<br/>
Rail Cannon & Aurum Palm<br/>
Fireworks Cannon & Viridi Palm<br/>
Poseidon Cannon & Great Reaper Palm<br/>


Ore Club & Electroshock Arm<br/>
===Land Battles===
Babel Club & Compact Arm<br/>
{|class="wikitable" style="background: lightgrey"
Skyscraper Club & Crusher Arm<br/>
|-
Atlas Club & Phoenix Arm<br/>
! Attack !! Distance !! Damage (near) !! Damage (far) !! Shots
Earthmaul Club &[Kraken Arm<br/>
|-
Ogre Club & Upperdash Arm<br/>
| Standing continuous || 22.4m || 2.5 || 2.5 || &mdash;
Halo Club & Taurus Arm<br/>
|-
Black Club & End-All Arm<br/>
| Foward-dash continuous || 31.5m || 17.9 || 14.6 || 2
Capricorn Club & Bowl Arm<br/>
|-
Aurum Club & Bomber Arm<br/>
| Side-dash continuous || 28.2m || 14.4 || 11.9 || 2
Hewdraw Club & Drill Arm<br/>
|-
Magnus Club & Volcano Arm<br/>
| Backward-dash continuous || 29.9m || 14.9 || 12.5 || 2
|-
| Standing charged || 34.0m || 25.0 || 20.3 || 1
|-
| Foward-dash charged || 44.0m || 36.8 || 30.1 || 1
|-
| Side-dash charged || 39.5m || 31.9 || 26.0 || 1
|-
| Backward-dash charged || 18.0m || 34.3 || 28.4 || 1
|-
| Melee hit 1 || &mdash; || 20.0 || &mdash; || &mdash;
|-
| Melee hit 2 || &mdash; || 11.3 || &mdash; || &mdash;
|-
| Melee hit 3 || &mdash; || 23.8 || &mdash; || &mdash;
|-
| Melee dash || &mdash; || 57.5 || &mdash; || &mdash;
|}


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


== Notes ==
* This weapon has an air to land melee damage ratio of 3.36.


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

Revision as of 20:11, 30 January 2013

Crusader Blade
Crusader Blade.png
Type: Weapon
Specializes In: Melee/Ranged Combat
Strengths: Superb melee; high nullification
Weaknesses: Slow shots; poor homing ability

The Crusader Blade is a Blade in Kid Icarus: Uprising. It is a blue and black cross-shaped blade that extends a blue cross during melee attacks and fires large, star-shaped projectiles. It is an all-around powerful blade, boasting not only superb melee damage, but strong ranged shots with high nullification value as well. This blade's main disadvantage is that its shots travel slowly and have very limited homing ability. Its range is slightly below average, as are its dash continuous fire's homing ability and charge time.

Idol Description

The horizontal stock crossing the barrel is packed with a substance that generates this weapon's wide-ranged shots. These shots have the strong potential for nullifying enemy fire, and the weapon's weight makes its melee attacks powerful.

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 ? ?
Charged ? ? 1
Melee hit 1 67.2
Melee hit 2 37.8
Melee hit 3 79.8
Special attack 134.0 1

Land Battles

Attack Distance Damage (near) Damage (far) Shots
Standing continuous 22.4m 2.5 2.5
Foward-dash continuous 31.5m 17.9 14.6 2
Side-dash continuous 28.2m 14.4 11.9 2
Backward-dash continuous 29.9m 14.9 12.5 2
Standing charged 34.0m 25.0 20.3 1
Foward-dash charged 44.0m 36.8 30.1 1
Side-dash charged 39.5m 31.9 26.0 1
Backward-dash charged 18.0m 34.3 28.4 1
Melee hit 1 20.0
Melee hit 2 11.3
Melee hit 3 23.8
Melee dash 57.5

Weapon Fusion

This weapon follows standard weapon fusion rules.

Notes

  • This weapon has an air to land melee damage ratio of 3.36.