Editing Charge Shot

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==Overview==
==Overview==
Pressing the special move button will cause Samus to start auto-charging energy in her arm cannon, which can be fired by pressing the button again. The move starts off as a small and weak projectile, but becomes bigger and stronger as it is charged. When the attack has reached maximum strength, Samus will stop charging and resume her neutral standing position, but her arm cannon will start to flash. Pressing the special move button in this state will let her fire the fully charged shot. While charging, the player can press the [[grab]] or [[shield]] button or the [[control stick]] left or right to cancel the charge and/or dodge or roll, and pressing the special move button again will resume her charge. This is called [[charge-cancel]]ing. If Samus is hit while she's charging, she will drop all the stored charge.
Pressing the special move button will cause Samus to start auto-charging energy in her arm cannon, which can be fired by pressing the button again. The move starts off as a tiny weak projectile but as it is charged, it becomes bigger and stronger. When the attack has reached maximum strength, Samus will stop charging and resume her neutral standing position, but her arm cannon will start to flash. Pressing the special move button in this state will let her fire the fully charged shot. While charging, the player can press the [[grab]] or [[shield]] button or the [[control stick]] left or right to cancel the charge and/or dodge or roll, and pressing the special move button again will resume her charge. This is called [[charge-cancel]]ing. If Samus is hit while she's charging, she will drop all the stored charge.


In games prior to ''Ultimate'', the move could only be charged when used on the ground. When used in the air, Samus would instantly fire, whether the beam was previously charged or not; thus, the move cannot be charged in the air. A fully charged shot deals very high damage and solid [[knockback]] for a projectile, being a strong KO move.
In games prior to ''Ultimate'', the move could only be charged when used on the ground. When used in the air, Samus would instantly fire, whether the beam was previously charged or not; thus, the move cannot be charged in the air. A fully charged shot deals very high damage and solid [[knockback]] for a projectile, being a solid KO move.


===In ''[[Super Smash Bros.]]''===
===In ''[[Super Smash Bros.]]''===
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[[File:SSBUWebsitePalutena3.jpg|thumb|Samus getting her Charge Shot reflected back to her by [[Palutena]] in ''Ultimate''.]]
[[File:SSBUWebsitePalutena3.jpg|thumb|Samus getting her Charge Shot reflected back to her by [[Palutena]] in ''Ultimate''.]]


In ''Super Smash Bros. Ultimate'', Samus can now charge her shots in midair, a first for the move. This allows for the same techniques as other charge specials, such as aerial [[charge-cancel]]ing or [[B-reversing]]. It is overall stronger and more damaging, and the uncharged versions have noticeably lower ending lag that makes them safer on shield, more effective in neutral, and even enables them to start combos. The fully charged version also has a higher hitlag multiplier, making it safer on shield (though not nearly to the same extent as the uncharged versions). However, the projectile has a slightly shorter duration, and while the fully charged version travels faster, the uncharged versions travel slower.
In ''Super Smash Bros. Ultimate'', Samus can now charge her shots in midair, a first for the move. This allows for the same techniques as other charge specials, such as [[charge-cancel]]ing or [[B-reversing]]. It is overall stronger and more damaging, and the fully charged version has a higher hitlag multiplier, making it safer on shield. However, the projectile has a slightly shorter duration, and while the fully charged version travels faster, the uncharged versions travel slower.


{{SSBU|Dark Samus}}, being an [[Clone|Echo Fighter]] of Samus, retains this move; Dark Samus' version is completely identical, but with altered charging and firing poses which use a single arm. Mechanically, these poses make Dark Samus' Charge Shot fire at a slightly lower elevation, allowing her to hit grounded targets that Samus cannot. The move also has altered effects, with tendrils coming out of the projectile, a dark blue color scheme instead of light blue, and a wavier projectile shape while charging. Dark Samus' cannon arm also appears to briefly "break apart" when firing a Charge Shot.
{{SSBU|Dark Samus}}, being an [[Clone|Echo Fighter]] of Samus, retains this move; Dark Samus' version is completely identical, but with altered charging and firing poses which use a single arm. Mechanically, these poses make Dark Samus' Charge Shot fire at a slightly lower elevation, allowing her to hit grounded targets that Samus cannot. The move also has altered effects, with tendrils coming out of the projectile, a dark blue color scheme instead of light blue, and a wavier projectile shape while charging. Dark Samus' cannon arm also appears to briefly "break apart" when firing a Charge Shot.


As in previous games in the series, {{SSBU|Kirby}} is once again able to [[copy]] Samus's Charge Shot, but he can also copy Dark Samus's version as well in ''Ultimate''; apart from the aforementioned aesthetic differences, both versions are functionally largely identical for Kirby as he fires both versions close to the ground, thus making the height difference negligible. Kirby's Charge Shots are also able to hit below the ledge more consistently compared to Samus and Dark Samus.
{{SSBU|Kirby}} is able to [[copy]] both abilities; apart from the aforementioned aesthetic differences, both versions are functionally identical for Kirby as he fires both versions close to the ground, thus making the height difference negligible. Kirby's Charge Shots are also able to hit below the ledge more consistently compared to Samus and Dark Samus.
 
 


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