Jetstream Orbitars: Difference between revisions

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(needs more info but this is the general gist; i will make the fusing section later)
 
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{{WeaponBox
{{WeaponBox
|name=Jetstrean Orbitars
|name = Jetstream Orbitars
|image=Jetstream orbitars.png
|image = Jetstream orbitars.png
|type=Weapon
|type = [[Orbitars]]
|specializesin= Ranged Combat
|specializesin = Ranged combat
|strengths= Powerful Shots; High Knockback
|strengths = Powerful shots, high knockback, long range
|weaknesses= Bad Homing; Poor Melee
|weaknesses = Bad homing, poor melee, shots lose power with range
}}
}}
The '''Jetstream Orbitars''' are [[Orbitars]] in ''[[Kid Icarus: Uprising]]''. They are silver fans with light blue accents around the silver structure with an arc that could be used as a handle. They fire gusts of wind with charged shots and smaller currents of wind with other ranged shots. Although the weapon has poor homing ability, its charged shot have more power than most weapons, some charged shot having the ability to push foes backwards.
The '''Jetstream Orbitars''' are [[Orbitars]] in ''[[Kid Icarus: Uprising]]''. They are silver turbine-like Orbitars with light blue accents around the silver structure with an arc that could be used as a handle. They fire gusts of wind with charged shots and smaller currents of wind with other ranged shots. Although the weapon has poor homing ability, its charged shot have more power than most Orbitars and can push foes backwards. Its shots cover a long range, but grow significantly weaker as they travel, making it unwise to attack foes outside mid-range with this weapon.
===Idol Description===
 
=== Idol description ===
''Charged shots fired from these orbitars may lack any sort of homing, but when they do hit — watch out! They're strong, though generally lose strength the farther the travel. Try knocking foes into the air with charged shots!''
''Charged shots fired from these orbitars may lack any sort of homing, but when they do hit — watch out! They're strong, though generally lose strength the farther the travel. Try knocking foes into the air with charged shots!''
===Statistics===
 
'''Note: x2 refers to the total damage being twice as much as the said value and x4 is four times the said value. This is because two shots are fired from charged and four shots are fired from continuous shots'''
== Base statistics ==
====Air Battles====
{{Weapon Notice}}
{|class="wikitable" text align="center"
=== Air battles ===
!Shot
{|class="wikitable" style="background: lightgrey"
!Distance
!Damage
|-
|-
|Continuous
! Attack !! Distance !! Damage !! Shots
|109.2m
|17.1
|-
|-
|Charged
| Continuous || 109.2m || 17.1 || —
|144.8m
|52.0
|-
|-
|Melee Hit 1
| Charged || 144.8m || 52.0 || 2
|—
|58.8
|-
|-
|Melee Hit 2
| Melee hit 1 || — || 58.8 || —
|—
|58.8
|-
|-
|Melee Hit 3
| Melee hit 2 || — || 29.4 || —
|—
|29.4
|-
|-
|Special Attack
| Melee hit 3 || — || 58.8 || —
|100m
|-
|19.6 per enemy
| Special attack || 100.0m || 19.6 || 6
|}
|}
====Land Battles====
 
{|class="wikitable" textalign="center"
=== Land battles ===
!Shot
{|class="wikitable" style="background: lightgrey"
!Distance
|-
!Damage (Near)
! Attack !! Distance !! Damage (near) !! Damage (far) !! Shots
!Damage (Far)
|-
| Standing continuous || 39.0m || 2.8 || 2.8 || —
|-
|-
|Continuous
| Forward-dash continuous || 49.4m || 12.9 || 9.1 || 2
|39.0m
|2.8 x2
|2.8 x2
|-
|-
|Forward Dash Continuous
| Side-dash continuous || 48.1m || 9.6 || 6.7 || 4
|
|
|
|-
|-
|Forward Dash Charged
| Backward-dash continuous || 31.2m || 19.3 || 13.6 || 2
|72.8m
|30.6 x2
|16.2 x2
|-
|-
|Side Dash Continuous
| Standing charged || 57.4m || 18.0 || 9.4 || 2
|48.9m
|9.6 x4
|6.7 x4
|-
|-
|Side Dash Charged
| Forward-dash charged || 72.8m || 30.8 || 15.7 || 2
|66.3m
|23.8 x2
|12.4 x2
|-
|-
|Backwards Dash Continuous
| Side-dash charged || 66.3m || 24.8 || 12.4 || 2
|
|
|
|-
|-
|Backwards Dash Charged
| Backward-dash charged || 12.0m || 17.4 || 17.4 || 1
|12.0m
|17.4 x2
|17.4 x2
|-
|-
|Melee Hit 1
| Melee hit 1 || — || 15.7 || — || —
|—
|15.7
|15.7
|-
|-
|Melee Hit 2
| Melee hit 2 || — || 7.8 || — || —
|—
|7.8
|7.8
|-
|-
|Melee Hit 3
| Melee hit 3 || — || 15.7 || — || —
|—
|15.7
|15.7
|-
|-
|Melee Dash Attack
| Melee dash || — || 44.8 || — || —
|—
|44.8
|44.8
|}
|}
[[Category:Weapons]]
 
== Weapon fusion ==
This weapon follows standard [[Weapon#Fusion|weapon fusion]] rules.
 
== Notes ==
* This weapon has an air to land melee damage ratio of 3.75.
 
[[Category:Orbitars]]
[[Category:Orbitars]]
[[Category:Kid Icarus: Uprising]]
[[Category:Kid Icarus: Uprising]]

Latest revision as of 17:37, 5 January 2018

Jetstream Orbitars
Jetstream orbitars.png
Type: Orbitars
Specializes In: Ranged combat
Strengths: Powerful shots, high knockback, long range
Weaknesses: Bad homing, poor melee, shots lose power with range

The Jetstream Orbitars are Orbitars in Kid Icarus: Uprising. They are silver turbine-like Orbitars with light blue accents around the silver structure with an arc that could be used as a handle. They fire gusts of wind with charged shots and smaller currents of wind with other ranged shots. Although the weapon has poor homing ability, its charged shot have more power than most Orbitars and can push foes backwards. Its shots cover a long range, but grow significantly weaker as they travel, making it unwise to attack foes outside mid-range with this weapon.

Idol description

Charged shots fired from these orbitars may lack any sort of homing, but when they do hit — watch out! They're strong, though generally lose strength the farther the travel. Try knocking foes into the air with charged shots!

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 109.2m 17.1
Charged 144.8m 52.0 2
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 39.0m 2.8 2.8
Forward-dash continuous 49.4m 12.9 9.1 2
Side-dash continuous 48.1m 9.6 6.7 4
Backward-dash continuous 31.2m 19.3 13.6 2
Standing charged 57.4m 18.0 9.4 2
Forward-dash charged 72.8m 30.8 15.7 2
Side-dash charged 66.3m 24.8 12.4 2
Backward-dash charged 12.0m 17.4 17.4 1
Melee hit 1 15.7
Melee hit 2 7.8
Melee hit 3 15.7
Melee dash 44.8

Weapon fusion

This weapon follows standard weapon fusion rules.

Notes

  • This weapon has an air to land melee damage ratio of 3.75.