Skyscraper Club: Difference between revisions
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(→Land battles: added damage) |
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! Attack !! Distance !! Damage (near) !! Damage (far) !! Shots | ! Attack !! Distance !! Damage (near) !! Damage (far) !! Shots | ||
|- | |- | ||
| Standing continuous || — || | | Standing continuous || — || 17.1 || 24.7 || — | ||
|- | |- | ||
| Forward-dash continuous || — || | | Forward-dash continuous || — || 18.1 || 8.6 || — | ||
|- | |- | ||
| Side-dash continuous || — || | | Side-dash continuous || — || 12.4 || 12.4 || — | ||
|- | |- | ||
| Backward-dash continuous || — || | | Backward-dash continuous || — || 17.1 || 8.0 || — | ||
|- | |- | ||
| Standing charged || 99.0m || | | Standing charged || 99.0m || 90.6 || 22.7 || 1 | ||
|- | |- | ||
| Forward-dash charged || 88.0m || | | Forward-dash charged || 88.0m || 127.7 || 31.9 || 1 | ||
|- | |- | ||
| Side-dash charged || 61.6m || | | Side-dash charged || 61.6m || 117.4 || 29.7 || 1 | ||
|- | |- | ||
| Backward-dash charged || 19.6 || | | Backward-dash charged || 19.6 || 82.4* || 33.7 || 1 | ||
|- | |- | ||
| Melee hit 1 || — || 32.3 || — || — | | Melee hit 1 || — || 32.3 || — || — | ||
Line 59: | Line 59: | ||
| Melee dash || — || 57.0 || — || — | | Melee dash || — || 57.0 || — || — | ||
|} | |} | ||
<nowiki>*</nowiki> Attempting a backward-dash charged shot just out of melee range results in a forward-dash charged shot | |||
== Weapon fusion == | == Weapon fusion == |
Revision as of 03:57, 26 March 2015
This article is incomplete and is in need of attention. Reason: Needs base statistics |
Skyscraper Club | ||||||||||||
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A colorful club resembling a modern building including windows that flicker on and off. The Skyscraper Club can launch large rotating structures. This weapon is most destructive at close range, but slows down the user more than any other club.
Idol description
A club with a rather modern look. Its charged shots deal massive damage up close and decrease in power the farther they travel. The Skyscraper Club decreases the user's speed more than most clubs.
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 (shot)* | — | 40.0 - 50.0 | — |
Continuous (melee)* | — | 40.0 - 70.0 | — |
Charged | 138.6m | 109.1 | 1 |
Melee hit* | — | 60.0 - 80.0 | — |
Special attack | 110.0m | 178.0 | 1 |
* Damage dealt corresponds to accuracy.
Land battles
Attack | Distance | Damage (near) | Damage (far) | Shots |
---|---|---|---|---|
Standing continuous | — | 17.1 | 24.7 | — |
Forward-dash continuous | — | 18.1 | 8.6 | — |
Side-dash continuous | — | 12.4 | 12.4 | — |
Backward-dash continuous | — | 17.1 | 8.0 | — |
Standing charged | 99.0m | 90.6 | 22.7 | 1 |
Forward-dash charged | 88.0m | 127.7 | 31.9 | 1 |
Side-dash charged | 61.6m | 117.4 | 29.7 | 1 |
Backward-dash charged | 19.6 | 82.4* | 33.7 | 1 |
Melee hit 1 | — | 32.3 | — | — |
Melee hit 2 | — | 36.1 | — | — |
Melee dash | — | 57.0 | — | — |
* Attempting a backward-dash charged shot just out of melee range results in a forward-dash charged shot
Weapon fusion
This weapon follows standard weapon fusion rules.