Jetstream Orbitars: Difference between revisions
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{{WeaponBox | {{WeaponBox | ||
|name=Jetstream Orbitars | |name = Jetstream Orbitars | ||
|image=Jetstream orbitars.png | |image = Jetstream orbitars.png | ||
|type=[[Orbitars]] | |type = [[Orbitars]] | ||
|specializesin= Ranged | |specializesin = Ranged combat | ||
|strengths= Powerful shots, high knockback, long range | |strengths = Powerful shots, high knockback, long range | ||
|weaknesses= Bad homing, poor melee, shots lose power with 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. | 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 | |||
=== 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!'' | ||
== Base statistics == | |||
{|class="wikitable" | {{Weapon Notice}} | ||
=== Air battles === | |||
{|class="wikitable" style="background: lightgrey" | |||
|- | |- | ||
! | ! Attack !! Distance !! Damage !! Shots | ||
|- | |- | ||
|Continuous||109.2m||17.1 | | Continuous || 109.2m || 17.1 || — | ||
|- | |- | ||
|Charged||144.8m||52.0 | | Charged || 144.8m || 52.0 || 2 | ||
|- | |- | ||
|Melee hit 1||—||58.8 | | Melee hit 1 || — || 58.8 || — | ||
|- | |- | ||
|Melee hit 2||—||29.4 | | Melee hit 2 || — || 29.4 || — | ||
|- | |- | ||
|Melee hit 3||—||58.8 | | Melee hit 3 || — || 58.8 || — | ||
|- | |- | ||
|Special attack||100.0m||19.6 | | Special attack || 100.0m || 19.6 || 6 | ||
|} | |} | ||
=== Land battles === | |||
{|class="wikitable" | {|class="wikitable" style="background: lightgrey" | ||
|- | |- | ||
! | ! 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||6 | | Side-dash continuous || 48.1m || 9.6 || 6.7 || 4 | ||
|- | |- | ||
|Backward-dash continuous||31.2m|| | | 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|| | | Side-dash charged || 66.3m || 24.8 || 12.4 || 2 | ||
|- | |- | ||
|Backward-dash charged||12.0m||17.4||17.4||1 | | Backward-dash charged || 12.0m || 17.4 || 17.4 || 1 | ||
|- | |- | ||
|Melee hit 1||—||— | | Melee hit 1 || — || 15.7 || — || — | ||
|- | |- | ||
|Melee hit 2||—||— | | Melee hit 2 || — || 7.8 || — || — | ||
|- | |- | ||
|Melee hit 3||—||— | | Melee hit 3 || — || 15.7 || — || — | ||
|- | |- | ||
|Melee dash||—||— | | Melee dash || — || 44.8 || — || — | ||
|} | |} | ||
[[ | == 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 | ||||||||||||
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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.