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
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
Lifetime | 60 frames |
---|---|
Minimum speed | 1.6 |
Maximum speed | 3.3 |
Minimum graphics size multiplier | 0.3 |
Maximum graphics size multiplier | 1 |
Can pierce opponents? | No |
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