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Samus (SSBU)/Neutral special: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
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(→Timing) |
(→Shot) |
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Line 130: | Line 130: | ||
|3.3 | |3.3 | ||
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!Minimum | !Minimum size multiplier | ||
|0.3 | |0.3 | ||
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!Maximum | !Maximum size multiplier | ||
|1 | |1 | ||
|- | |- |
Revision as of 23:02, January 25, 2022
Overview
Update History
Charge Shot deals significantly less shield damage.
Hitboxes
Charge Shot's damage, shield damage, base knockback, knockback scaling, and radius are linearly scaled from the minimum charge hitbox to the maximum charge hitbox for every charge frame. The sound effect's level also changes to M (Medium) when reaching at least half of the move's charge, then to L (Large) at full charge.
Timing
Not fully charged
Charge-canceling the move incurs 4 frames of lag before the selected action.
Charges between | 13-14 |
---|---|
Hitbox (from release) | 16-75 (3-62) |
Interruptible (from release) | 45 (32) |
Animation length (from release) | 67 (54) |
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Fully charged
Hitbox | 16-75 |
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Interruptible | 61 |
Animation length | 74 |
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![]() Lag time |
![]() ![]() Charge interval |
![]() Hitbox |
![]() ![]() Prop event |
![]() Interruptible |
Parameters
Move
Total charge time | 112 frames |
---|---|
Minimum recoil speed after shot | -0.1 |
Maximum recoil speed after shot | -0.8 |
Shot
Lifetime | 60 frames |
---|---|
Minimum speed | 1.6 |
Maximum speed | 3.3 |
Minimum size multiplier | 0.3 |
Maximum size multiplier | 1 |
Can pierce opponents? | No |
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