Raptor Claws: Difference between revisions

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{{Incomplete|Needs description, idol description, and base statistics}}
{{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 ==
''(idol description needed)''
''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
Line 42: Line 42:
! 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 || ? || ? || ? || ?
| 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 || ? || ? || ? || ?
| 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

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

Reason: Needs description
Raptor Claws
RaptorClaws.jpeg
Type: Claws
Specializes In: Short range/melee combat
Strengths: Strong ranged and melee damage
Weaknesses: Long charge time, short range

(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.