Raptor Claws: Difference between revisions
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(Created page with "{{Incomplete|Needs description, idol description, and base statistics}} {{WeaponBox |name = Raptor Claws |image = RaptorClaws.jpeg |type = Claws |specializesin = ? |streng...") |
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{{Incomplete|Needs description | {{Incomplete|Needs description}} | ||
{{WeaponBox | {{WeaponBox | ||
|name = Raptor Claws | |name = Raptor Claws | ||
|image = RaptorClaws.jpeg | |image = RaptorClaws.jpeg | ||
|type = [[Claws]] | |type = [[Claws]] | ||
|specializesin = | |specializesin = Short range/melee combat | ||
|strengths = | |strengths = Strong ranged and melee damage | ||
|weaknesses = | |weaknesses = Long charge time, short range | ||
}} | }} | ||
''(description needed)'' | ''(description needed)'' | ||
== Idol description == | == Idol description == | ||
'' | ''Claws that let wielders go all 65 million BC on enemies. They feature strong melee and ranged attacks, although they have a slow charge time. Wounds received from these claws are so brutal, they often refuse to heal.'' | ||
== Base statistics == | == Base statistics == | ||
Line 20: | Line 20: | ||
! Attack !! Distance !! Damage !! Shots | ! Attack !! Distance !! Damage !! Shots | ||
|- | |- | ||
| Continuous || | | Continuous || 64.3m || 11.2 || — | ||
|- | |- | ||
| Charged || | | Charged || 73.1m || 95.7 || 1 | ||
|- | |- | ||
| Melee hit 1 || — || | | Melee hit 1 || — || 63.0 || — | ||
|- | |- | ||
| Melee hit 2 || — || | | Melee hit 2 || — || 33.6 || — | ||
|- | |- | ||
| Melee hit 3 || — || | | Melee hit 3 || — || 25.2 || — | ||
|- | |- | ||
| Melee hit 4 || — || | | Melee hit 4 || — || 29.4 || — | ||
|- | |- | ||
| Melee hit 5 || — || | | Melee hit 5 || — || 84.0 || — | ||
|- | |- | ||
| Special attack || 130.0m || 22.0 || 10 | | Special attack || 130.0m || 22.0 || 10 | ||
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! Attack !! Distance !! Damage (near) !! Damage (far) !! Shots | ! Attack !! Distance !! Damage (near) !! Damage (far) !! Shots | ||
|- | |- | ||
| Standing continuous || | | Standing continuous || 21.4m || 2.9 || 2.9 || — | ||
|- | |- | ||
| | | Forward-dash continuous || 27.0m || 14.5 || 14.5 || 3 | ||
|- | |- | ||
| Side-dash continuous || | | Side-dash continuous || 27.0m || 12.4 || 12.4 || 3 | ||
|- | |- | ||
| Backward-dash continuous || | | Backward-dash continuous || 27.0m || 12.4 || 12.4 || 3 | ||
|- | |- | ||
| Standing charged || | | Standing charged || 25.2m || 32.4 || 19.8 || 1 | ||
|- | |- | ||
| | | Forward-dash charged || 30.6m || 52.7 || 31.6 || 1 | ||
|- | |- | ||
| Side-dash charged || | | Side-dash charged || 28.8m || 39.5 || 24.2 || 1 | ||
|- | |- | ||
| Backward-dash charged || | | Backward-dash charged || 28.8m || 52.7 || 27.3 || 1 | ||
|- | |- | ||
| Melee hit 1 || — || | | Melee hit 1 || — || 19.1 || — || — | ||
|- | |- | ||
| Melee hit 2 || — || | | Melee hit 2 || — || 10.2 || — || — | ||
|- | |- | ||
| Melee hit 3 || — || | | Melee hit 3 || — || 7.6 || — || — | ||
|- | |- | ||
| Melee hit 4 || — || | | Melee hit 4 || — || 8.9 || — || — | ||
|- | |- | ||
| Melee hit 5 || — || | | Melee hit 5 || — || 25.4 || — || — | ||
|- | |- | ||
| Melee dash || — || | | Melee dash || — || 59.7 || — || — | ||
|} | |} | ||
== 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 3.3. | ||
[[Category:Claws]] | [[Category:Claws]] | ||
[[Category:Kid Icarus: Uprising]] | [[Category:Kid Icarus: Uprising]] |
Latest revision as of 16:32, 11 March 2015
This article is incomplete and is in need of attention. Reason: Needs description |
Raptor Claws | ||||||||||||
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(description needed)
Idol description
Claws that let wielders go all 65 million BC on enemies. They feature strong melee and ranged attacks, although they have a slow charge time. Wounds received from these claws are so brutal, they often refuse to heal.
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 | 64.3m | 11.2 | — |
Charged | 73.1m | 95.7 | 1 |
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 | 21.4m | 2.9 | 2.9 | — |
Forward-dash continuous | 27.0m | 14.5 | 14.5 | 3 |
Side-dash continuous | 27.0m | 12.4 | 12.4 | 3 |
Backward-dash continuous | 27.0m | 12.4 | 12.4 | 3 |
Standing charged | 25.2m | 32.4 | 19.8 | 1 |
Forward-dash charged | 30.6m | 52.7 | 31.6 | 1 |
Side-dash charged | 28.8m | 39.5 | 24.2 | 1 |
Backward-dash charged | 28.8m | 52.7 | 27.3 | 1 |
Melee hit 1 | — | 19.1 | — | — |
Melee hit 2 | — | 10.2 | — | — |
Melee hit 3 | — | 7.6 | — | — |
Melee hit 4 | — | 8.9 | — | — |
Melee hit 5 | — | 25.4 | — | — |
Melee dash | — | 59.7 | — | — |
Weapon fusion
This weapon follows standard weapon fusion rules.
Notes
- This weapon has an air to land melee damage ratio of 3.3.