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[[Image:Stingray.jpg|208px|thumb|right|Alexander O'Neil's F-Zero machine, ''The Stingray''.]]
 
[[Image:Stingray.jpg|208px|thumb|right|Alexander O'Neil's F-Zero machine, ''The Stingray''.]]
 
 
With two engines stacked on top of each other, [[Alexander O'Neil]] 's sturdy Stingray can maintain its 525 km/h boosted speed for up to twelve seconds.
 
With two engines stacked on top of each other, [[Alexander O'Neil]] 's sturdy Stingray can maintain its 525 km/h boosted speed for up to twelve seconds.
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This Stingray has two Mugler FORCE-JET-88 engines stocked on top of one another and a unique body design. The machine, which resembles a series of fins, Was Aerodynamically designed to surpass the distance Nichi's Wind walker has recorded off of jump plates. Its design is also unique in that is uses air resistance as a tool when cornering. the downside to using air resistance is that it makes The Stingray loses more speed than any other machine in the corners. As compensation, The Stingray suppresses magnetic friction, allowing it to maintain its inertia on straight stretches.
 
* Max Speed Normal: 460 km/h
 
* Max Speed Normal: 460 km/h
 
* Max Speed Boost: 525
 
* Max Speed Boost: 525
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* Turn Performance: C
 
* Turn Performance: C
 
* Turn Balance: C
 
* Turn Balance: C
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== Strategies ==
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This machine has quirky handling, but it is better than the handling of the [[Silver Thunder]] and the [[Jet Vermilion]]. You can take corners more quickly than those machines if you master the handling of this machine.
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This machine has a high normal top speed. Its boost lasts for a long time, but its top boost speed is low. Therefore, you need to plan for where you use your boost. The low top boost speed might allow you to take some corners that other vehicles cannot take in boost mode while you are in boost mode.
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Be sure to take advantage of this machine's maximum jump capabilities to take shortcuts that are impossible with other machines.
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You can experiment to see if using explosives for a speed boost is helpful or hurtful to you due to this machine's good armor and quirky handling.
 
[[Category:Vehicles]]
 
[[Category:Vehicles]]

Latest revision as of 13:41, 9 April 2016

Stingray

Alexander O'Neil's F-Zero machine, The Stingray.

With two engines stacked on top of each other, Alexander O'Neil 's sturdy Stingray can maintain its 525 km/h boosted speed for up to twelve seconds.

This Stingray has two Mugler FORCE-JET-88 engines stocked on top of one another and a unique body design. The machine, which resembles a series of fins, Was Aerodynamically designed to surpass the distance Nichi's Wind walker has recorded off of jump plates. Its design is also unique in that is uses air resistance as a tool when cornering. the downside to using air resistance is that it makes The Stingray loses more speed than any other machine in the corners. As compensation, The Stingray suppresses magnetic friction, allowing it to maintain its inertia on straight stretches.

  • Max Speed Normal: 460 km/h
  • Max Speed Boost: 525
  • Boost Time (sec.): 12
  • Body Strength (/100): 85
  • Turn Performance: C
  • Turn Balance: C

Strategies[]

This machine has quirky handling, but it is better than the handling of the Silver Thunder and the Jet Vermilion. You can take corners more quickly than those machines if you master the handling of this machine.

This machine has a high normal top speed. Its boost lasts for a long time, but its top boost speed is low. Therefore, you need to plan for where you use your boost. The low top boost speed might allow you to take some corners that other vehicles cannot take in boost mode while you are in boost mode.

Be sure to take advantage of this machine's maximum jump capabilities to take shortcuts that are impossible with other machines.

You can experiment to see if using explosives for a speed boost is helpful or hurtful to you due to this machine's good armor and quirky handling.