Sonic Cannon: Difference between revisions

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(→‎Land battles: mouseover explosion damage to see breakdown)
(explanation no longer needed)
Line 47: Line 47:
| Backward-dash continuous || 44.8m || 15.8 || 12.6 || — || 3
| Backward-dash continuous || 44.8m || 15.8 || 12.6 || — || 3
|-
|-
| Standing charged* || 49.6m || 0.7 || 0.7 || <abbr title="7.3 + 6.3 + 5.3 + 4.3" style="color: #000000;">23.2</abbr> || 1
| Standing charged || 49.6m || 0.7 || 0.7 || <abbr title="7.3 + 6.3 + 5.3 + 4.3" style="color: #000000;">23.2</abbr> || 1
|-
|-
| Forward-dash charged* || 57.8m || 0.7 || 0.7 || <abbr title="12.3 + 10.6 + 8.9 + 7.3" style="color: #000000;">39.1</abbr> || 1
| Forward-dash charged || 57.8m || 0.7 || 0.7 || <abbr title="12.3 + 10.6 + 8.9 + 7.3" style="color: #000000;">39.1</abbr> || 1
|-
|-
| Side-dash charged* || 54.3m || 0.7 || 0.7 || <abbr title="9.0 + 7.8 + 6.5 + 5.3" style="color: #000000;">28.6</abbr> || 1
| Side-dash charged || 54.3m || 0.7 || 0.7 || <abbr title="9.0 + 7.8 + 6.5 + 5.3" style="color: #000000;">28.6</abbr> || 1
|-
|-
| Backward-dash charged* || 19.0m || 0.7 || 0.7 || <abbr title="11.2 + 9.7 + 8.1 + 6.6" style="color: #000000;">35.6</abbr> || 1
| Backward-dash charged || 19.0m || 0.7 || 0.7 || <abbr title="11.2 + 9.7 + 8.1 + 6.6" style="color: #000000;">35.6</abbr> || 1
|-
|-
| Melee hit 1 || &mdash; || 7.8 || &mdash; || &mdash; || &mdash;
| Melee hit 1 || &mdash; || 7.8 || &mdash; || &mdash; || &mdash;
Line 65: Line 65:
| Melee dash finisher || &mdash; || 15.7 || &mdash; || &mdash; || 1
| Melee dash finisher || &mdash; || 15.7 || &mdash; || &mdash; || 1
|}
|}
<nowiki>*</nowiki> Charged shot explosions do four rapid hits, each decreasing in damage by approximately 14% of the first hit.


== Weapon fusion ==
== Weapon fusion ==

Revision as of 22:45, 17 April 2015

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

Reason: Needs description
Sonic Cannon
Sonic Cannon.png
Type: Cannon
Specializes In: Ranged combat
Strengths: Strong homing, large explosions
Weaknesses: Weak melee attacks on land, slow continuous fire

(description needed)

Idol description

The bursts from this weapon cut foes to shreds. Its continuous fire covers a vast area, eventually zeroing in on targets with its homing ability. Its long range and expanding charged shots make it great for distance fighting.

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 Explosion Shots
Continuous 106.2m 36.6
Charged 128.9m 5.3 25.6* 1
Melee hit 1 58.8
Melee hit 2 29.4
Melee hit 3 84.0
Special attack 90.0m 168.0 1

* Explosions deal less damage farther from the center.

Land battles

Attack Distance Damage (near) Damage (far) Explosion Shots
Standing continuous 42.5m 11.6 9.3
Forward-dash continuous 44.8m 15.8 12.6 3
Side-dash continuous 44.8m 10.5 8.4 3
Backward-dash continuous 44.8m 15.8 12.6 3
Standing charged 49.6m 0.7 0.7 23.2 1
Forward-dash charged 57.8m 0.7 0.7 39.1 1
Side-dash charged 54.3m 0.7 0.7 28.6 1
Backward-dash charged 19.0m 0.7 0.7 35.6 1
Melee hit 1 7.8
Melee hit 2 3.9
Melee hit 3 12.3
Melee dash 3.9 3
Melee dash finisher 15.7 1

Weapon fusion

This weapon follows standard weapon fusion rules.