Editing Charge Shot

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{{Infobox Special Move
{{Infobox Special Move
|name=Charge Shot
|name=Charge Shot
|image={{tabber|title1=Samus|content1=[[File:Samus Neutral B SSBU.gif|300px]]|title2=Dark Samus|content2=[[File:Dark Samus Neutral B SSBU.gif|300px]]}}
|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 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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===In ''[[Super Smash Bros. Melee]]''===
===In ''[[Super Smash Bros. Melee]]''===
[[File:Melee Charge shot.jpg|thumb|Samus charging the beam in ''Melee''.]]
 
[[File:Melee Charge shot.jpg|thumb|Samus charging her Charge Shot in ''Melee''.]]
 
In ''Super Smash Bros. Melee'', Charge Shot has seen numerous changes. One positive change the move has received is that it takes less time to startup. The move always takes 13 frames to startup, which is two frames less than its non charged counterpart in the previous game and six frames less than its previous fully charged counterpart. The move also charges faster, taking half a second less to fully charge. Samus has also gained a new notable setup into the move with her new [[down throw]] .This down throw + Charge Shot combo is highly effective against numerous members of the cast.  
In ''Super Smash Bros. Melee'', Charge Shot has seen numerous changes. One positive change the move has received is that it takes less time to startup. The move always takes 13 frames to startup, which is two frames less than its non charged counterpart in the previous game and six frames less than its previous fully charged counterpart. The move also charges faster, taking half a second less to fully charge. Samus has also gained a new notable setup into the move with her new [[down throw]] .This down throw + Charge Shot combo is highly effective against numerous members of the cast.  


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However, the move has also seen some negative changes. The move's power has been reduced with the move dealing less knockback and some levels even deal less damage (including the fully charged version which now deals 25%). The lower levels saw the largest reduction to their power although every level was made weaker. A fully charged Charge Shot still remains incredibly powerful however, only KOing around 10% later from center stage and as it is a more base knockback oriented move now, it can even KO slightly earlier if the opponent is very close to the horizontal blastzone.  
However, the move has also seen some negative changes. The move's power has been reduced with the move dealing less knockback and some levels even deal less damage (including the fully charged version which now deals 25%). The lower levels saw the largest reduction to their power although every level was made weaker. A fully charged Charge Shot still remains incredibly powerful however, only KOing around 10% later from center stage and as it is a more base knockback oriented move now, it can even KO slightly earlier if the opponent is very close to the horizontal blastzone.  
[[File:Filling OilPanic Melee.gif|thumb|Samus's Charge Shot being absorbed by {{SSBM|Mr. Game & Watch}}'s [[Oil Panic]] in ''Melee''.]]
 
The move is also less effective on shields. Not only does the move no longer deal extra shield damage (except for the fully charged version which deals more) but the move is heavily hindered by the changes to shields. Samus not only now has no ways to set up a Charge Shot on shield now but the fully charged version no longer gives Samus the frame advantage on shield if she lands it at point blank range. This means that the inescapable grab and shield pressure setups she used to have are gone, although the move does not leave Samus at a large disadvantage (-5 frames to be exact), with the move still being safe on shield overall.  
The move is also less effective on shields. Not only does the move no longer deal extra shield damage (except for the fully charged version which deals more) but the move is heavily hindered by the changes to shields. Samus not only now has no ways to set up a Charge Shot on shield now but the fully charged version no longer gives Samus the frame advantage on shield if she lands it at point blank range. This means that the inescapable grab and shield pressure setups she used to have are gone, although the move does not leave Samus at a large disadvantage (-5 frames to be exact), with the move still being safe on shield overall.  


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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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[[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, and she can cancel the charge with a jump or spotdodge. 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. It also doesn't cancel instantly, taking instead 4 frames to do so when the shield button is pressed. This allows her to tap the shield button and cancel the move without being forced to activate her shield or having to roll, but it also makes charging riskier.
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.
 
{{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.


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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.  


[[File:ChargeShotOrigin.jpg|thumb|left|The Charge Beam being charged in ''{{iw|metroidwiki|Metroid Prime 3: Corruption}}''.]]
[[File:ChargeShotOrigin.jpg|thumbnail|left|The Charge Beam being charged in ''{{iw|metroidwiki|Metroid Prime 3: Corruption}}''.]]


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.
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.
The Charge Shot move in the ''Smash Bros.'' games uses a light blue color (similar in appearance to the {{iw|metroidwiki|Ice Beam}} ability), which greatly differs from its look in all of the ''Metroid'' games, in which it is colored bright yellow.


During her boss battles in both ''{{iw|metroidwiki|Metroid Prime 2: Echoes}}'' and ''{{iw|metroidwiki|Metroid Prime 3: Corruption}}'', [[Dark Samus]] has been shown to utilize her own version of the Charge Beam to charge up powerful {{iw|metroidwiki|Phazon}} based attacks in a similar fashion to Samus's.
During her boss battles in both ''{{iw|metroidwiki|Metroid Prime 2: Echoes}}'' and ''{{iw|metroidwiki|Metroid Prime 3: Corruption}}'', [[Dark Samus]] has been shown to utilize her own version of the Charge Beam to charge up powerful {{iw|metroidwiki|Phazon}} based attacks in a similar fashion to Samus's.
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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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|en=Charge Shot
|en=Charge Shot
|fr=Super tir
|fr=Super tir
|es_es=Disparo carga
|es=Disparo cargado
|es_la=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. His projectiles are also shot from a noticeable height difference, hugging the ground instead of at chest level, allowing his shots to hit enemies at a lower elevation.
*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]].
==Technical details==
==Technical details==
Samus:
Samus:
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Dark Samus:
Dark Samus:
*[[Dark Samus (SSBU)/Neutral special]]
*[[Dark Samus (SSBU)/Neutral special]]
{{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)]]
[[es:Disparo carga]]

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