Samus (SSBU)/Neutral special: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary |
No edit summary |
||
Line 5: | Line 5: | ||
==Overview== | ==Overview== | ||
{{competitive expertise}} | |||
==Update History== | ==Update History== | ||
Line 108: | Line 109: | ||
|46 | |46 | ||
|- | |- | ||
!Animation length | !Animation length | ||
|66 | |66 | ||
|} | |} | ||
Line 118: | Line 116: | ||
!Shot {{FrameStrip|t=Blank|c=15}}{{FrameStrip|t=Hitbox|c=60}} | !Shot {{FrameStrip|t=Blank|c=15}}{{FrameStrip|t=Hitbox|c=60}} | ||
|- | |- | ||
!Grounded {{FrameStrip|t=Lag|c=13|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE|e=LagPropS}}{{FrameStrip|t=Lag|c=45|s=LagPropE}}{{FrameStrip|t=Interruptible|c= | !Grounded {{FrameStrip|t=Lag|c=13|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE|e=LagPropS}}{{FrameStrip|t=Lag|c=45|s=LagPropE}}{{FrameStrip|t=Interruptible|c=6}}{{FrameStrip|t=Blank|c=9}} | ||
|- | |- | ||
!Aerial {{FrameStrip|t=Lag|c=13|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE|e=LagPropS}}{{FrameStrip|t=Lag|c=30|s=LagPropE}}{{FrameStrip|t=Interruptible|c=21}}{{FrameStrip|t=Blank|c=9}} | !Aerial {{FrameStrip|t=Lag|c=13|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE|e=LagPropS}}{{FrameStrip|t=Lag|c=30|s=LagPropE}}{{FrameStrip|t=Interruptible|c=21}}{{FrameStrip|t=Blank|c=9}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|charge=y|prop=y}} | {{FrameIconLegend|lag=y|hitbox=y|interruptible=y|charge=y|prop=y}} | ||
===Differences for {{SSBU|Kirby}}'s [[Copy Ability]]=== | |||
*{{nerf|The fully charged version has a slightly longer animation (66 frames → 70), increasing the time before he can [[fast fall]], grab ledges, or activate a held [[Assist Trophy]] after using it.}} | |||
==Parameters== | ==Parameters== | ||
Line 131: | Line 132: | ||
|- | |- | ||
!Minimum recoil speed after shot | !Minimum recoil speed after shot | ||
| | | -0.1 | ||
|- | |- | ||
!Maximum recoil speed after shot | !Maximum recoil speed after shot | ||
| | | -0.8 | ||
|} | |} | ||
Latest revision as of 12:32, June 17, 2022
Overview[edit]
Update History[edit]
- Charge Shot deals significantly less shield damage.
Hitboxes[edit]
The ID 0 and 1 hitboxes are used for no charge and full charge, respectively. For every charge frame, Charge Shot's damage, shield damage, base knockback, knockback scaling, and radius are linearly scaled from the ID 0 hitbox to the ID 1 hitbox. 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. The effective values can be calculated by the following formulas:
- Damage:
5 + 23 * charge frames / 112
- Shield damage:
-2.5 - 4.5 * charge frames / 112
- Base knockback:
14 + 32 * charge frames / 112
- Knockback scaling:
42 + 8 * charge frames / 112
- Radius:
1.9 + 6.1 * charge frames / 112
Timing[edit]
Not fully charged[edit]
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 (grounded; from release) | 45 (32) |
Interruptible (aerial; from release) | 46 (33) |
Animation length (from release) | 67 (54) |
Shot | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Aerial |
Fully charged[edit]
Hitbox | 16-75 |
---|---|
Interruptible (grounded) | 61 |
Interruptible (aerial) | 46 |
Animation length | 66 |
Shot | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Aerial |
Lag time |
Charge interval |
Hitbox |
Prop event |
Interruptible |
Differences for Kirby's Copy Ability[edit]
- The fully charged version has a slightly longer animation (66 frames → 70), increasing the time before he can fast fall, grab ledges, or activate a held Assist Trophy after using it.
Parameters[edit]
Move[edit]
Total charge time | 112 frames |
---|---|
Minimum recoil speed after shot | -0.1 |
Maximum recoil speed after shot | -0.8 |
Shot[edit]
Lifetime | 60 frames |
---|---|
Minimum speed | 1.6 |
Maximum speed | 3.3 |
Minimum size multiplier | 0.3 |
Maximum size multiplier | 1 |
Can pierce opponents? | No |
|