Uprising adventure archiveKid Icarus: UprisingGUIDES
Kid Icarus: Uprising / controls, Intensity and the Fiend’s Cauldron

Kid Icarus: Uprising controls, Intensity and the Fiend’s Cauldron

Learn air combat, ground dodges and difficulty-risk choices.

Edition covered

Original Nintendo 3DS game. Official internet multiplayer and SpotPass ended with Nintendo’s online-service closure; local multiplayer and StreetPass use separate local communication.

Separate movement from aiming

Pit aims at airborne enemies during a flying combat section.
Pit aims at airborne enemies during a flying combat section.

The standard setup moves Pit with the Circle Pad, aims with the stylus and attacks with L. Ground combat also requires camera turns, so adjust the control options to a comfortable setup.

Combat actions
ActionPurposeUseful habit
Continuous fireRepeated ranged attacksTrack moving targets
Charged shotStronger prepared attackStop firing briefly first
Dash attackDirectional attack variantUse the direction suited to the weapon
DodgeAvoid incoming attacksMove at the correct moment
MeleeClose-range strikesApproach only when the weapon suits it

Let shots charge between attacks

Continuous fire and charged shots behave differently. Briefly stop firing to prepare a charged shot, then combine it with a dash direction when the situation calls for a stronger directional attack.

Intensity decisions
ChoiceEffectGood reason
Below 2.0Easier chapter settingLearn an unfamiliar route
2.0Baseline settingPractice without a high stake
Higher IntensityMore danger and better potential rewardsFarm a route you can clear
Gate’s required valueAllows a specific side routeTarget its treasure
Continue after defeatLoses some stake and lowers IntensityFinish learning the chapter

Set Intensity before the chapter

The Fiend’s Cauldron ranges from 0.0 to 9.0, with 2.0 as the baseline. Higher values cost hearts to stake and make enemies tougher while improving the potential reward.

Read Intensity Gates as route requirements

A gate displays the minimum setting needed to enter. A defeat can reduce the current Intensity, so a route planned around a high gate can become unavailable during that attempt.

References
Guide references
ReferenceWebsite
Nintendo electronic manualwww.nintendo.com
Game and chapter referencewww.kidicaruswiki.org
Fiend’s Cauldronwww.kidicaruswiki.org
Nintendo basic control sheetcsassets.nintendo.com