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Charge Shot: Difference between revisions

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==Origin==
==Origin==
If she didn't start out with it, the Charge Beam (as it is called in all ''Metroid'' games, due to it being one, unlike in ''Smash Bros.'' where it is depicted as a progressively larger ball of energy) 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 none of these situations can Samus save a charge for later as is done in ''Super Smash Bros.'', though she can continue charging for any length of time and just hold it as well as begin charging while in motion and in the air and charging much faster.
If she didn't start out with it, the Charge Beam (as it is called in all ''Metroid'' games, due to it being one, unlike in ''Smash Bros.'' where it is depicted as a progressively larger ball of energy) 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 none of these situations can Samus save a charge for later as is done in ''Super Smash Bros.'', though she can continue charging for any length of time and just hold it as well as begin charging while in motion and in the air and charging much faster.
==Description from the ''Melee'' Instruction Booklet==
''Hold [[Image:B Button(GCN).png|24px]] to charge up power, then press [[Image:B Button(GCN).png|24px]] again to fire. Press '''L''', '''R''', or '''<span style="color:purple">Z</span>''' to stop charging.''


==Trivia==
==Trivia==

Revision as of 21:02, September 27, 2011

Charge Shot
Charge.jpg
Samus in the process of charging her arm cannon in Super Smash Bros. Brawl.
User Samus
Universe Metroid

The Charge Shot is Samus' neutral special move.

Overview

Pressing the special move button will cause Samus to start charging energy in her arm cannon, which can be fired by pressing the button again. 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. Alternatively, the player can press the grab and shield buttons or the control stick left or right to cancel the charge and/or dodge, and pressing the special move button again will resume her charge. This is called charge-canceling. If Samus is hit while she's charging, she will not retain the stored charge.

When used in the air, Samus will instantly fire, whether the beam was previously charged or not. A fully charged shot does 25% damage. The attack inflicts great knockback at higher damage percentages and is a good projectile for edgeguarding. A fully charged shot can also break a Smash Ball in one hit (although the charging time must be taken into account if planning this).

In Super Smash Bros. Melee, Samus' 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. Young Link is a notable exception, due to his high rebound height after being throwed down.

Stages

Charge Shot has eight different stages of damage and knockback that is determined by the charge of the attack, there are seven stages of charging and the eighth stage which is when the Charge Shot is fully charged. Unlike other charge attacks there is no difference to damage and knockback when in the air and the last stage of charging is weaker than the fully charged stage.

Stage Damage Percent that can KO
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%

Charge cancel

In all three games, Samus is capable of interrupting the charge of the attack by pressing the shield button. Since its possible to go directly into a jump while shielding, charge canceling can be used to bluff an opponent by allowing them to come close to the player while they're charging, only to find themselves attacked by an aerial. Because the shield button was held down to cancel the shot, many players that are just learning the basics of this technique can only perform an aerial Grapple Beam afterwards, since they do not let go of the shield button quickly enough. However, with precision timing, it becomes possible to perform any action that is possible at any other given time that Samus would be airborne.

As an added bonus, the amount of time the Charge Shot had been charged is still retained after canceling via shield, in the same way as if it were canceled via a roll.

Origin

If she didn't start out with it, the Charge Beam (as it is called in all Metroid games, due to it being one, unlike in Smash Bros. where it is depicted as a progressively larger ball of energy) was one of the first power-ups Samus would get in the 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 missiles. 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 none of these situations can Samus save a charge for later as is done in Super Smash Bros., though she can continue charging for any length of time and just hold it as well as begin charging while in motion and in the air and charging much faster.

Description from the Melee Instruction Booklet

Hold File:B Button(GCN).png to charge up power, then press File:B Button(GCN).png again to fire. Press L, R, or Z to stop charging.

Trivia

  • When Kirby uses this move, he uses his hands to charge and fire the shot.

Gallery