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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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, 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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