Editing Charge Shot
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{{CustomSet|Samus|Neutral|name1=Charge Shot|desc1=An energy blast that shoots straight. Can be charged and stored for later.|name2=Dense Charge Shot|desc2=A Charge Shot with even more power, but at the expense of range and speed.|name3=Melee Charge Shot|desc3=A point-blank Charge Shot that isn't a projectile. Charging expands its range.}} | {{CustomSet|Samus|Neutral|name1=Charge Shot|desc1=An energy blast that shoots straight. Can be charged and stored for later.|name2=Dense Charge Shot|desc2=A Charge Shot with even more power, but at the expense of range and speed.|name3=Melee Charge Shot|desc3=A point-blank Charge Shot that isn't a projectile. Charging expands its range.}} | ||
# '''Charge Shot''': Default. | # '''Charge Shot''': Default. | ||
# '''Dense Charge Shot''': Takes 30% longer to charge, but fires a larger, more powerful and much slower-moving projectile. 4% uncharged, 27% fully charged. The projectile moves so slow that Samus can walk by a fully charged one. There can be up to three uncharged shots on-screen at once. Useful for setups. | # '''Dense Charge Shot''': Takes 30% longer to charge, but fires a larger, more powerful and much slower-moving projectile. 4% uncharged, 27% fully charged. The projectile moves so slow that Samus can walk by a fully charged one. There can be up to three uncharged shots on-screen at once. Useful for setups. | ||
# '''Melee Charge Shot''': Releases a short-range "shotgun blast" of energy rather than a projectile ball, meaning the attack can neither be reflected nor absorbed. Deals 5% damage uncharged and 20% fully charged. The move has plenty of hitstun, but high ending lag. Charges faster than the original move. Much like {{SSB4|Mewtwo}}'s [[Shadow Ball]], this move slides Samus backward depending on how much it was charged, therefore making it potentially useful for recovering back on-stage. | # '''Melee Charge Shot''': Releases a short-range "shotgun blast" of energy rather than a projectile ball, meaning the attack can neither be reflected nor absorbed. Deals 5% damage uncharged and 20% fully charged. The move has plenty of hitstun, but high ending lag. Charges faster than the original move. Much like {{SSB4|Mewtwo}}'s [[Shadow Ball]], this move slides Samus backward depending on how much it was charged, therefore making it potentially useful for recovering back on-stage. | ||
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