Gemini Orbitars: Difference between revisions

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{{Incomplete|Needs description and base statistics}}
{{Incomplete|Needs infobox info}}
{{WeaponBox
{{WeaponBox
|name = Gemini Orbitars
|name = Gemini Orbitars
|image = Gemini_orbitars.png
|image = Gemini_orbitars.png
|type = [[Orbitars]]
|type = [[Orbitars]]
|specializesin = ?
|specializesin = Range combat
|strengths = ?
|strengths = Charge shots travel straight then home in on enemies
|weaknesses = ?
|weaknesses = None
}}
}}
''(description needed)''
One of the Zodiac Weapons, this set of orbitars is inspired by the the third sign of the Zodiac. Their standing charged shots initially travel forward, then rapidly swerve towards the target, making it particularly useful in [[Together Mode]]. They are hidden in [[Dark Pit (chapter)|Chapter 6]] in a passage that opens up if Dark Pit is defeated in the underground chamber.


== Idol description ==
== Idol description ==
Line 20: Line 20:
! Attack !! Distance !! Damage !! Shots
! Attack !! Distance !! Damage !! Shots
|-
|-
| Continuous || ? || ? || —
| Continuous || 86.2m || 16.9 || —
|-
|-
| Charged || ? || ? || ?
| Charged || 114.7m || 38.2 || 1
|-
|-
| Melee hit 1 || — || 58.8 || —
| Melee hit 1 || — || 58.8 || —
Line 38: Line 38:
! Attack !! Distance !! Damage (near) !! Damage (far) !! Shots
! Attack !! Distance !! Damage (near) !! Damage (far) !! Shots
|-
|-
| Standing continuous || ? || ? || ? || —
| Standing continuous || 30.9m || 2.5 || 3.2 || —
|-
|-
| Forward-dash continuous || ? || ? || ? || ?
| Forward-dash continuous || 39.1m || 4.4 || 5.7 || 4
|-
|-
| Side-dash continuous || ? || ? || ? || ?
| Side-dash continuous || 30.9m || 4.4 || 5.7 || 4
|-
|-
| Backward-dash continuous || ? || ? || ? || ?
| Backward-dash continuous || 6.8m || 8.2 || 8.2 || 4
|-
|-
| Standing charged || ? || ? || ? || ?
| Standing charged || 47.8m || 10.1 || 12.9 || 1
|-
|-
| Forward-dash charged || ? || ? || ? || ?
| Forward-dash charged || 57.7m || 16.1 || 20.3 || 1
|-
|-
| Side-dash charged || ? || ? || ? || ?
| Side-dash charged || 52.5m || 12.5 || 16.0 || 1
|-
|-
| Backward-dash charged || ? || ? || ? || ?
| Backward-dash charged || 14.5m || 12.8 || 30.6 || 1
|-
|-
| Melee hit 1 || — || ? || — || —
| Melee hit 1 || — || 13.3 || — || —
|-
|-
| Melee hit 2 || — || ? || — || —
| Melee hit 2 || — || 6.7 || — || —
|-
|-
| Melee hit 3 || — || ? || — || —
| Melee hit 3 || — || 13.3 || — || —
|-
|-
| Melee dash || — || ? || — || —
| Melee dash || — || 38.0 || — || —
|}
|}


== Weapon fusion ==
== Weapon fusion ==
This weapon follows standard [[Weapon#Fusion|weapon fusion]] rules.
This weapon follows standard [[Weapon#Fusion|weapon fusion]] rules.
<!--
 
== Notes ==
== Notes ==
* This weapon has an air to land melee damage ratio of ?.-->
* This weapon has an air to land melee damage ratio of 4.4.


[[Category:Orbitars]]
[[Category:Orbitars]]
[[Category:Kid Icarus:Uprising]]
[[Category:Kid Icarus: Uprising]]

Latest revision as of 17:33, 5 January 2018

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

Reason: Needs infobox info
Gemini Orbitars
Gemini orbitars.png
Type: Orbitars
Specializes In: Range combat
Strengths: Charge shots travel straight then home in on enemies
Weaknesses: None

One of the Zodiac Weapons, this set of orbitars is inspired by the the third sign of the Zodiac. Their standing charged shots initially travel forward, then rapidly swerve towards the target, making it particularly useful in Together Mode. They are hidden in Chapter 6 in a passage that opens up if Dark Pit is defeated in the underground chamber.

Idol description

The Zodiac weapon bearing the sign of Gemini. The standard charged shots they fire travel straight, then break suddenly toward their target. This makes the wielder of such orbitars extremely hard to predict in Together mode.

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 86.2m 16.9
Charged 114.7m 38.2 1
Melee hit 1 58.8
Melee hit 2 29.4
Melee hit 3 58.8
Special attack 100.0m 19.6 6

Land battles

Attack Distance Damage (near) Damage (far) Shots
Standing continuous 30.9m 2.5 3.2
Forward-dash continuous 39.1m 4.4 5.7 4
Side-dash continuous 30.9m 4.4 5.7 4
Backward-dash continuous 6.8m 8.2 8.2 4
Standing charged 47.8m 10.1 12.9 1
Forward-dash charged 57.7m 16.1 20.3 1
Side-dash charged 52.5m 12.5 16.0 1
Backward-dash charged 14.5m 12.8 30.6 1
Melee hit 1 13.3
Melee hit 2 6.7
Melee hit 3 13.3
Melee dash 38.0

Weapon fusion

This weapon follows standard weapon fusion rules.

Notes

  • This weapon has an air to land melee damage ratio of 4.4.