Editing Charge Shot
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{{Infobox Special Move | {{Infobox Special Move | ||
|name=Charge Shot | |name=Charge Shot | ||
|image={{tabber|title1=Samus| | |image={{tabber|title1=Samus|tab1=[[File:Samus Neutral B SSBU.gif|300px]]|title2=Dark Samus|tab2=[[File:Dark Samus Neutral B SSBU.gif|300px]]}} | ||
|caption=Charging and firing the attack in ''Ultimate''. | |caption=Charging and firing the attack in ''Ultimate''. | ||
|user=[[Samus]] | |user=[[Samus]] | ||
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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 | 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 | 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.]]''== | |||
:{{Main|Samus (SSB)/Neutral special}} | |||
[[File:Samus shoot charged Beam SSB.png|thumb|Samus shooting her fully charged Charge Shot in ''Smash 64''.]] | [[File:Samus shoot charged Beam SSB.png|thumb|Samus shooting her fully charged Charge Shot in ''Smash 64''.]] | ||
In ''Super Smash Bros.'', Samus' Charge Shot works on a stage system. The Charge Shot has eight different stages as it charges, with each stage being larger and dealing more damage and knockback than the last. The amount of startup the move has before it starts charging or before Samus shoots depends on the level of charge. With no charge, the move takes 15 frames to startup which then increases up to 19 frames as the move reaches higher charge levels. The whole move takes 155 frames (Just under 2.6 seconds) to fully charge. When Samus shoots her Charge Shot, it comes out on frame 2 and the entire animation takes 30 frames. When used in the air, Samus will not go into her charge animation and when she shoots her Charge Shot, she will perform a small jump. | In ''Super Smash Bros.'', Samus' Charge Shot works on a stage system. The Charge Shot has eight different stages as it charges, with each stage being larger and dealing more damage and knockback than the last. The amount of startup the move has before it starts charging or before Samus shoots depends on the level of charge. With no charge, the move takes 15 frames to startup which then increases up to 19 frames as the move reaches higher charge levels. The whole move takes 155 frames (Just under 2.6 seconds) to fully charge. When Samus shoots her Charge Shot, it comes out on frame 2 and the entire animation takes 30 frames. When used in the air, Samus will not go into her charge animation and when she shoots her Charge Shot, she will perform a small jump. | ||
A fully charged Charge Shot is incredibly powerful, dealing 26% and very high horizontal knockback, KOing Mario at 70% on {{SSB|Dream Land}}, making it Samus' strongest KO move. Samus is also capable of comboing into Charge Shot with down aerial being her strongest setup. This naturally makes a fully charged Charge Shot deadly as it is a large and very powerful projectile which can catch opponents landing, edgeguard opponents and end combos for early KOs | A fully charged Charge Shot is incredibly powerful, dealing 26% and very high horizontal knockback, KOing Mario at 70% on {{SSB|Dream Land}}, making it Samus' strongest KO move. Samus is also capable of comboing into Charge Shot with down aerial being her strongest setup. This naturally makes a fully charged Charge Shot deadly as it is a large and very powerful projectile which can catch opponents landing, edgeguard opponents and end combos for early KOs. | ||
Charge Shot is also very effective against shields, especially the fully charged version. Samus can land a guaranteed charge shot on shield after a [[Z-cancel]]ed neutral, back or down aerial, with the entire string leading into a forward smash for a [[shield break combo]]. The fully charged version gives Samus an enormous frame advantage on shield (+ | Charge Shot is also very effective against shields, especially the fully charged version. Samus can land a guaranteed charge shot on shield after a [[Z-cancel]]ed neutral, back or down aerial, with the entire string leading into a forward smash for a [[shield break combo]]. The fully charged version gives Samus an enormous frame advantage on shield (+32 frames at point blank) which easily allows her to pressure her opponents. The move can easily lead into her grab which then allows her to use her incredibly powerful throws. Samus even has a shield break combo from a fully charged Charge Shot with Charge Shot → upward angled forward smash → forward tilt although this is very difficult to perform and it also works against a few characters. | ||
===Charge cancel=== | |||
Samus is capable of cancelling her charge shot with a roll or shield. With the shield variant, Samus is stuck in lag for one frame before she can shield. If Samus only presses shield for one frame, she will not go into the shielding animation, enabling her to immediately act out of the charge | Samus is capable of cancelling her charge shot with a roll or shield. With the shield variant, Samus is stuck in lag for one frame before she can shield. If Samus only presses shield for one frame, she will not go into the shielding animation, enabling her to immediately act out of the charge. This is very difficult to perform and utilise however due to the frame perfect timing required although the normal shield variant is still very useful as Samus can jump out of shield which can then lead into her aerials or her [[Screw Attack]]. | ||
Overall, Charge Shot is a very powerful tool in Samus' kit due to its extreme power and range, in addition to its incredible shield pressuring potential. | Overall, Charge Shot is a very powerful tool in Samus' kit due to its extreme power and range, in addition to its incredible shield pressuring potential. | ||
{{ | {{clear}} | ||
==In ''[[Super Smash Bros. Melee]]''== | |||
:{{Main|Samus (SSBM)/Neutral special}} | |||
[[File:Melee Charge shot.jpg|thumb|Samus charging her Charge Shot in ''Melee''.]] | |||
In ''Super Smash Bros. Melee'', {{SSBM|Samus}}'s [[down throw]] can be used to immobilize an opponent just long enough to allow a quickly-fired Charge Shot to connect with the opponent. This down throw + Charge Shot [[combo]] is highly effective against almost every character. {{SSBM|Young Link}} is a notable exception, due to his high rebound height after being thrown down. | |||
In all regional versions of ''Melee'', Samus will lose her charge if she is hit out of her [[Screw Attack]]. | |||
{{clear}} | |||
==In ''[[Super Smash Bros. Brawl]]''== | |||
:{{Main|Samus (SSBB)/Neutral special}} | |||
[[File:Samus Aran4.jpg|thumb|Samus with her Charge Shot fully charged in ''Brawl''.]] | [[File:Samus Aran4.jpg|thumb|Samus with her Charge Shot fully charged in ''Brawl''.]] | ||
{|border="1" class="wikitable sortable" | |||
|-valign="top" | |||
|Stage | |||
!g|Damage | |||
!g|Percent that can KO in ''Brawl'' | |||
|- | |||
!Stage 1 | |||
| 3% | |||
| Cannot KO | |||
|- | |||
!Stage 2 | |||
| 5% | |||
| 802% | |||
|- | |||
!Stage 3 | |||
| 8% | |||
| 486% | |||
|- | |||
!Stage 4 | |||
| 11% | |||
| 348% | |||
|- | |||
!Stage 5 | |||
| 14% | |||
| 254% | |||
|- | |||
!Stage 6 | |||
| 18% | |||
| 176% | |||
|- | |||
!Stage 7 | |||
| 21% | |||
| 137% | |||
|- | |||
!Stage 8 | |||
| 25% | |||
| 124% | |||
|- | |||
|} | |||
{{clear}} | |||
==In ''[[Super Smash Bros. 4]]''== | |||
:{{Main|Samus (SSB4)/Neutral special}} | |||
[[File:Charge Shot Fired SSB4.jpeg|thumb|Samus shooting her fully charged Charge Shot in ''Smash 4''.]] | [[File:Charge Shot Fired SSB4.jpeg|thumb|Samus shooting her fully charged Charge Shot in ''Smash 4''.]] | ||
In ''Super Smash Bros. 4'', | In ''Super Smash Bros. 4'', a [[Miiverse]] post first claimed it had [http://web.archive.org/web/20171009171936/https://miiverse.nintendo.net/posts/AYMHAAABAADOUgHq-CPeEw "drastically improved"] speed and power. Indeed, the attack as a whole has been improved considerably, with a slightly faster charging time, quicker startup, and significantly improved knockback that can KO at 115% from the middle of Final Destination. With these buffs, this makes Charge Shot one of {{SSB4|Samus}}'s standard finishing options. | ||
{{clrl}} | |||
{{ | |||
{{clear}} | |||
==In ''[[Super Smash Bros. Ultimate]]''== | |||
:{{Main|Samus (SSBU)/Neutral special}} | |||
:{{Main|Dark Samus (SSBU)/Neutral special}} | |||
[[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 | In ''Super Smash Bros. Ultimate'', Samus can now charge her shots in midair. This can be cancelled by jumping or air dodging. Additionally, Dark Samus, being an [[Clone|Echo Fighter]] of Samus, retains this move; compared to Samus, Dark Samus's version is fired at a slightly lower elevation, allowing her to hit grounded targets that Samus cannot. | ||
{{ | {{clear}} | ||
==Instructional quotes== | ==Instructional quotes== | ||
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==Customization== | ==Customization== | ||
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | ||
{{CustomSet|Samus|Neutral|name1=Charge Shot|desc1=An energy | {{CustomSet|Samus|Neutral|name1=Charge Shot|desc1=An energy ball that shoots straight. Can be charged and stored for later.|name2=Dense Charge Shot|desc2=A Charge Shot with even more power, but at the expense of range and speed.|name3=Melee Charge Shot|desc3=A point-blank Charge Shot that isn't a projectile. Charging expands its range.}} | ||
# '''Charge Shot''': Default. | # '''Charge Shot''': Default. | ||
# '''Dense Charge Shot''': Takes 30% longer to charge, but fires a larger, more powerful and much slower-moving projectile. 4% uncharged, 27% fully charged. The projectile moves so slow that Samus can walk by a fully charged one. There can be up to three uncharged shots on-screen at once. Useful for setups. | # '''Dense Charge Shot''': Takes 30% longer to charge, but fires a larger, more powerful and much slower-moving projectile. 4% uncharged, 27% fully charged. The projectile moves so slow that Samus can walk by a fully charged one. There can be up to three uncharged shots on-screen at once. Useful for setups. | ||
# '''Melee Charge Shot''': Releases a short-range "shotgun blast" of energy rather than a projectile ball, meaning the attack can neither be reflected nor absorbed. Deals 5% damage uncharged and 20% fully charged. The move has plenty of hitstun, but high ending lag. Charges faster than the original move. Much like {{SSB4|Mewtwo}}'s [[Shadow Ball]], this move slides Samus backward depending on how much it was charged, therefore making it potentially useful for recovering back on-stage. | # '''Melee Charge Shot''': Releases a short-range "shotgun blast" of energy rather than a projectile ball, meaning the attack can neither be reflected nor absorbed. Deals 5% damage uncharged and 20% fully charged. The move has plenty of hitstun, but high ending lag. Charges faster than the original move. Much like {{SSB4|Mewtwo}}'s [[Shadow Ball]], this move slides Samus backward depending on how much it was charged, therefore making it potentially useful for recovering back on-stage. | ||
<gallery> | <gallery> | ||
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==Origin== | ==Origin== | ||
[[File: | [[File:ChargeShotOrigin.jpg|thumbnail|The Charge Beam being charged in ''{{iw|metroidwiki|Metroid Prime 3: Corruption}}''.]] | ||
If she didn't start out with it, the Charge Beam was one of the first power-ups [[Samus]] would get in the [[Metroid (universe)|''Metroid'' games]], starting with ''[[Super Metroid]]''. A fully charged Beam's shot would become Samus's only way of damaging certain bosses should she run out of [[missile]]s. | If she didn't start out with it, the Charge Beam was one of the first power-ups [[Samus]] would get in the [[Metroid (universe)|''Metroid'' games]], starting with ''[[Super Metroid]]''. A fully charged Beam's shot would become Samus's only way of damaging certain bosses should she run out of [[missile]]s. In ''[[Metroid Prime]]'', Charge Beams can be used to clear debris blocking Samus's path or to suck in nearby Energy Balls and Ammo Energy, as well as being the starting point for Charge Combos. In the ''Metroid'' series, Samus cannot save a charge for later as she can in ''Smash Bros.'', though she can continue charging and just hold it for any length of time, as well as begin charging while in motion and in the air. In the ''Metroid'' games, the beam also charges noticeably faster. | ||
{{clear}} | |||
In ''[[Metroid Prime]]'', Charge Beams can be used to clear debris blocking Samus's path or to suck in nearby Energy Balls and Ammo Energy, as well as being the starting point for Charge Combos. In the ''Metroid'' series, Samus cannot save a charge for later as she can in ''Smash Bros.'', though she can continue charging and just hold it for any length of time, as well as begin charging while in motion and in the air. In the ''Metroid'' games, the beam also charges noticeably faster. | |||
==Gallery== | ==Gallery== | ||
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Samus shoot charged Beam SSB.png|Samus shooting a fully charged beam in ''Smash 64''. | Samus shoot charged Beam SSB.png|Samus shooting a fully charged beam in ''Smash 64''. | ||
Ssb64samus.jpg|Artwork of Charge Shot in the ''Super Smash Bros. 64'' instruction manual. | Ssb64samus.jpg|Artwork of Charge Shot in the ''Super Smash Bros. 64'' instruction manual. | ||
Melee Charge shot.jpg|Samus charging the beam in ''Melee''. | |||
Samus'bmove.jpg|Samus shooting a fully charged beam in ''Melee''. | Samus'bmove.jpg|Samus shooting a fully charged beam in ''Melee''. | ||
Charge.jpg|Samus in the process of charging her arm cannon in ''[[Super Smash Bros. Brawl]]''. | Charge.jpg|Samus in the process of charging her arm cannon in ''[[Super Smash Bros. Brawl]]''. | ||
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Charge Shot Fired SSB4.jpeg|Samus shooting a fully charged blast in {{forwiiu}}. | Charge Shot Fired SSB4.jpeg|Samus shooting a fully charged blast in {{forwiiu}}. | ||
Charge Shot SSB4.jpeg|Samus in the process of charging her arm cannon in {{forwiiu}}. | Charge Shot SSB4.jpeg|Samus in the process of charging her arm cannon in {{forwiiu}}. | ||
SSBUWebsitePalutena3.jpg|[[Palutena]] reflecting the attack in ''Ultimate''. | SSBUWebsitePalutena3.jpg|[[Palutena]] reflecting the attack in ''Ultimate''. | ||
Samus SSBU Skill Preview Neutral Special.png|[[Samus]] using Charge Shot as shown by the Move List in ''Ultimate'' | Samus SSBU Skill Preview Neutral Special.png|[[Samus]] using Charge Shot as shown by the Move List in ''Ultimate'' | ||
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|en=Charge Shot | |en=Charge Shot | ||
|fr=Super tir | |fr=Super tir | ||
| | |es=Disparo cargado | ||
|de=Charge-Beam | |de=Charge-Beam | ||
|it=Colpo ricarica | |it=Colpo ricarica | ||
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==Trivia== | ==Trivia== | ||
*When [[Kirby]] uses this move, he uses his hands to charge and fire the shot, since he has no Arm Cannon of his own | *When [[Kirby]] uses this move, he uses his hands to charge and fire the shot, since he has no Arm Cannon of his own. | ||
*The charging sound for the Melee Charge Shot is shared with the [[Mii Gunner]]'s [[Charge Blast]]. | *The charging sound for the Melee Charge Shot is shared with the [[Mii Gunner]]'s [[Charge Blast]]. | ||
*This move shares its name with [[Mega Man]]'s [[forward smash]]. | *This move shares its name with [[Mega Man]]'s [[forward smash]]. | ||
{{Multiple Special Moves|Samus|Dark Samus}} | {{Multiple Special Moves|Samus|Dark Samus}} | ||
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[[Category:Dark Samus]] | [[Category:Dark Samus]] | ||
[[Category:Dark Samus (SSBU)]] | [[Category:Dark Samus (SSBU)]] | ||