Samus (SSBU)/Neutral special: Difference between revisions
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[[File:SamusChargeShotMaxSSBU.gif|thumb|800px|Hitbox visualization showing Samus's neutral special, Charge Shot, at maximum charge.]] | [[File:SamusChargeShotMaxSSBU.gif|thumb|800px|Hitbox visualization showing Samus's neutral special, Charge Shot, at maximum charge.]] | ||
[[File:SamusChargeShotMinSSBU.gif|thumb|450px|Hitbox visualization showing Samus's neutral special, Charge Shot, at minimum charge.]] | [[File:SamusChargeShotMinSSBU.gif|thumb|450px|Hitbox visualization showing Samus's neutral special, Charge Shot, at minimum charge.]] | ||
==Overview== | ==Overview== | ||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
*{{nerf|Charge Shot deals significantly less shield damage.}} | *{{nerf|Charge Shot deals significantly less shield damage.}} | ||
==Hitboxes== | ==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. | |||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Minimum Charge|24}} | {{HitboxTableTitle|Minimum Charge|24}} | ||
Line 58: | Line 62: | ||
==Timing== | ==Timing== | ||
=== | ===Not fully charged=== | ||
The move takes 13 frames to initiate before it can fire or start charging, and can be [[charge-cancel]]ed after this period. The timings listed below are without this initiation period. Charge-canceling also incurs 4 frames of lag before the selected action. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Hitbox | !Hitbox | ||
Line 77: | Line 81: | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
=== | ===Fully charged=== | ||
This data includes the | This data includes the startup period, as it is unlikely to release the Charge Shot at maximum charge from the charge animation. | ||
{|class="wikitable" | {|class="wikitable" | ||
!Hitbox | !Hitbox | ||
Line 95: | Line 99: | ||
{{FrameStrip|t=Lag|c=15|e=LagPropS}}{{FrameStrip|t=Lag|c=45|s=LagPropE}}{{FrameStrip|t=Interruptible|c=14}}{{FrameStrip|t=Blank|c=1}} | {{FrameStrip|t=Lag|c=15|e=LagPropS}}{{FrameStrip|t=Lag|c=45|s=LagPropE}}{{FrameStrip|t=Interruptible|c=14}}{{FrameStrip|t=Blank|c=1}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|charge=y|prop=y}} | |||
==Parameters== | |||
===Move=== | |||
{|class="wikitable" | |||
!Total charge time | |||
|112 frames | |||
|- | |||
!Minimum recoil speed after shot | |||
|<nowiki>-</nowiki>0.1 | |||
|- | |||
!Maximum recoil speed after shot | |||
|<nowiki>-</nowiki>0.8 | |||
|} | |||
===Shot=== | |||
{|class="wikitable" | |||
!Minimum shot speed | |||
|1.6 | |||
|- | |||
!Maximum shot speed | |||
|3.3 | |||
|- | |||
!Shot lifetime | |||
|60 frames | |||
|- | |||
!Minimum graphics size multiplier | |||
|0.3 | |||
|- | |||
!Maximum graphics size multiplier | |||
|1 | |||
|- | |||
!Can pierce opponents? | |||
|No | |||
|} | |||
{{MvSubNavSamus|g=SSBU}} | {{MvSubNavSamus|g=SSBU}} | ||
[[Category:Samus (SSBU)]] | [[Category:Samus (SSBU)]] | ||
[[Category:Neutral special moves (SSBU)]] | [[Category:Neutral special moves (SSBU)]] |
Revision as of 12:07, September 13, 2021
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.
Timing
Not fully charged
The move takes 13 frames to initiate before it can fire or start charging, and can be charge-canceled after this period. The timings listed below are without this initiation period. Charge-canceling also incurs 4 frames of lag before the selected action.
Hitbox | 3-62 |
---|---|
Interruptible | 32 |
Animation length | 54 |
Fully charged
This data includes the startup period, as it is unlikely to release the Charge Shot at maximum charge from the charge animation.
Hitbox | 16-75 |
---|---|
Interruptible | 61 |
Animation length | 74 |
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
Minimum shot speed | 1.6 |
---|---|
Maximum shot speed | 3.3 |
Shot lifetime | 60 frames |
Minimum graphics size multiplier | 0.3 |
Maximum graphics size multiplier | 1 |
Can pierce opponents? | No |
|