Editing Charge Shot

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In terms of speed, however, Sakurai's statement was only partially true. The area where the move saw an improvement to its speed was the speed of the projectile. The projectile travels 20% faster than it did in ''Brawl'' regardless of the charge level which overall makes it easier to land, especially considering its larger size.  
In terms of speed, however, Sakurai's statement was only partially true. The area where the move saw an improvement to its speed was the speed of the projectile. The projectile travels 20% faster than it did in ''Brawl'' regardless of the charge level which overall makes it easier to land, especially considering its larger size.  


The speed of the actual move, on the other hand, was not improved. The move retains the same startup lag and charge time as in the previous game. Moreover, the move's ending lag was noticeably increased, which causes the move to be even more exploitable. The uncharged version received 10 frames more ending lag while the fully charged version received an even higher 17 frames more ending lag. This greatly reduces the safety of the move as it makes the uncharged version more punishable on hit and whiff (and on shield to a lesser extent) and the fully charged version in particular has become a lot more punishable. It can no longer lead into followups on hit, it is a lot more whiff punishable and the move has now become very unsafe on shield (if it doesn't break the shield). In ''Brawl'' the fully charged version was only potentially punishable on shield by {{SSBB|Mario}} with [[Super Jump Punch]] and even this only worked at close range. On [[power shield]], more characters could punish the move but even they could only punish if they had a very quick neutral attack or tilt, which usually did not grant a significant reward. In ''Smash 4'' however, the move is far more punishable on shield, with some characters even being able to hit Samus with smash attacks. The situation is even worse on power shield due to power shielding now reducing the amount of shieldstun the opponent takes.  
The speed of the actual move, on the other hand, was not improved. The move retains the same startup lag and charge time as in the previous game. Moreover, the move's ending lag was noticeably increased, which causes the move to be even more exploitable. The uncharged version received 10 frames more ending lag while the fully charged version received an even higher 17 frames more ending lag. This greatly reduces the safety of the move as it makes the uncharged version more punishable on hit and whiff (and on shield to a lesser extent) and the fully charged version in particular has become a lot more punishable. In can no longer lead into followups on hit, it is a lot more whiff punishable and the move has now become very unsafe on shield (if it doesn't break the shield). In ''Brawl'' the fully charged version was only potentially punishable on shield by {{SSBB|Mario}} with [[Super Jump Punch]] and even this only worked at close range. On [[power shield]], more characters could punish the move but even they could only punish if they had a very quick neutral attack or tilt, which usually did not grant a significant reward. In ''Smash 4'' however, the move is far more punishable on shield, with some characters even being able to hit Samus with smash attacks. The situation is even worse on power shield due to power shielding now reducing the amount of shieldstun the opponent takes.  


Overall, Charge Shot is a higher risk higher reward move, with the move still being a strong tool in Samus' kit. The move is stronger, easier to land and it can even potentially cause a shield break for a big punish however, the move has more ending lag so if Samus either misses it or if the opponent shields it without having their shield broken, she is more vulnerable to being punished. Nevertheless, it still remains a key move for Samus and it noticeably benefits from the game's universal changes.  
Overall, Charge Shot is a higher risk higher reward move, with the move still being a strong tool in Samus' kit. The move is stronger, easier to land and it can even potentially cause a shield break for a big punish however, the move has more ending lag so if Samus either misses it or if the opponent shields it without having their shield broken, she is more vulnerable to being punished. Nevertheless, it still remains a key move for Samus and it noticeably benefits from the game's universal changes.  

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