Kid Icarus Uprising - Boss Battles Hard with Speed- Centurion Orbitars, 2 Drinks

Опубликовано: 20 Август 2026
на канале: Master Knight DH
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This is in preparation for Sakurai's final video. I want to show to him that Kid Icarus Uprising has been needing a port that needs spit and polish. And what better way than to call out an overtuned weapon type that isn't necessarily broken in every sense of the word, but does it have balance design problems.

Centurion Orbitars is straight up busted in Boss Battles, and even in multiplayer where it is at its weakest, while it's not objectively full-on broken idiocy like what we have with Gemini Orbitars in general, it IS capable of creating unhealthy matchup bias by involving excessive frame trapping ability on closer range fighters mixed with its power, as well as moments of homing that doesn't get to use KIU's tone as an excuse given the intended design, only being technically not broken because CO's mobility is mediocre when its Shots never become undodgeable by definition. Beyond that, a 110 base damage Back Shot is something that should not be on a 78 frame chargeup weapon when most Clubs don't get that much base damage on their Forward Shots, yet CO has that when the Back Shot is conveniently part of the aforementioned frame trapping.

I equip Speed- as a handicap. It says a lot when I get stuck with Skyscraper Club's running speed barely even having the ability to dash for Spin Shotting when using Dash Shots/Rapids, and I STILL needed only 2 Drinks (and also the usual Power usage for GST specifically) for a mode that has rightfully proven infamous in its design, moreso when I also have had to deal with an uncleaned control stick that had even messed up my Joseph Joestarring Pseudo Palutena. Shot Range+ is stupid good in general, but CO is still a significant abuser of it and might not even need it to do the frame trapping I mentioned.

Does CO even have weaknesses beyond shinparu's mention of the potential inhibiting of vision by the Centurion Archers working as the Orbitar bits when in 3rd person view which kind of doesn't compromise me? Well, actually there are some:
-Modest finesse stats for the Orbitars family (projectile velocity is particularly hit by this)
-Poor benefit from Parry Chargeup per Orbitars family design
-Attacks generally subject to gravity
-Small projectile size outside the sluggish Back Shot
The only problem is how easily these weaknesses get fixed up, especially by weapon modifiers, and it's all thanks to cases of needless homing. Yeah, oops.

For a KIU remaster, some stat adjustment is inevitably needing to be done to make weapon types like CO that are currently overtuned less inane in and of themselves--I am thinking for CO, the biggest thing needed would be a significant increase in the chargeup time, especially to make the frame trapping less scummy--though I would not object to something like Super Mario RPG Switch's Ally Buffs being involved and then being needed to get back the current level of power for min-maxed weapon modifier involvement. I ended up with plenty to say about SMRPG's Ally Buffs here to showcase why that mechanic is a VERY welcome blueprint:
https://docs.google.com/document/d/12...
At the end, what I say is that a KIU remaster should understand what is working and what isn't.