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Charge Shot: Difference between revisions

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{{CustomSet|Samus|Neutral|name1=Charge Shot|desc1=An energy ball 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 ball 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. {{Main|Samus (SSB4)/Neutral special/Custom 1}}
# '''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. {{Main|Samus (SSB4)/Neutral special/Custom 2}}


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Revision as of 04:37, April 20, 2021

This article is about Samus' and Dark Samus' neutral special move. For Mega Man's forward smash of the same name, see Mega Man.
Charge Shot
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Charging and firing the attack in Ultimate.
Users Samus
Dark Samus
Universe Metroid
Article on Metroid Wiki Charge Beam

Charge Shot (チャージショット, Charge Shot) is Samus and Dark Samus's neutral special move.

Overview

Pressing the special move button will cause Samus to start auto-charging energy in her arm cannon, which can be fired by pressing the button again. The move starts off as a tiny weak projectile but as it is charged, it becomes bigger and stronger. 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. While charging, the player can press the grab or shield button or the control stick left or right to cancel the charge and/or dodge or roll, 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 drop all the stored charge.

In games prior to Ultimate, the move could only be charged when used on the ground. When used in the air, Samus would instantly fire, whether the beam was previously charged or not; thus, the move cannot be charged in the air. A fully charged shot deals very high damage and solid knockback for a projectile, being a solid KO move.

In Super Smash Bros.

Samus shooting her fully charged Charge Shot in Smash 64.

In Super Smash Bros., Samus' Charge Shot works on a stage system. The Charge Shot has eight different stages as it charges, with each stage being larger and dealing more damage and knockback than the last. The amount of startup the move has before it starts charging or before Samus shoots depends on the level of charge. With no charge, the move takes 15 frames to startup which then increases up to 19 frames as the move reaches higher charge levels. The whole move takes 155 frames (Just under 2.6 seconds) to fully charge. When Samus shoots her Charge Shot, it comes out on frame 2 and the entire animation takes 30 frames. When used in the air, Samus will not go into her charge animation and when she shoots her Charge Shot, she will perform a small jump.

A fully charged Charge Shot is incredibly powerful, dealing 26% and very high horizontal knockback, KOing Mario at 70% on Dream Land, making it Samus' strongest KO move. Samus is also capable of comboing into Charge Shot with down aerial being her strongest setup. This naturally makes a fully charged Charge Shot deadly as it is a large and very powerful projectile which can catch opponents landing, edgeguard opponents and end combos for early KOs.

Charge Shot is also very effective against shields, especially the fully charged version. Samus can land a guaranteed charge shot on shield after a Z-canceled neutral, back or down aerial, with the entire string leading into a forward smash for a shield break combo. The fully charged version gives Samus an enormous frame advantage on shield (+32 frames at point blank) which easily allows her to pressure her opponents. The move can easily lead into her grab which then allows her to use her incredibly powerful throws. Samus even has a shield break combo from a fully charged Charge Shot with Charge Shot → upward angled forward smash → forward tilt although this is very difficult to perform and it also works against a few characters.

Charge cancel

Samus is capable of cancelling her charge shot with a roll or shield. With the shield variant, Samus is stuck in lag for one frame before she can shield. If Samus only presses shield for one frame, she will not go into the shielding animation, enabling her to immediately act out of the charge. This is very difficult to perform and utilise however due to the frame perfect timing required although the normal shield variant is still very useful as Samus can jump out of shield which can then lead into her aerials or her Screw Attack.

Overall, Charge Shot is a very powerful tool in Samus' kit due to its extreme power and range, in addition to its incredible shield pressuring potential.

In Super Smash Bros. Melee

Samus charging her Charge Shot in Melee.

In Super Smash Bros. Melee, Samus's 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 thrown down.

In all regional versions of Melee, Samus will lose her charge if she is hit out of her Screw Attack.

In Super Smash Bros. Brawl

Samus with her Charge Shot fully charged in Brawl.
Stage Damage Percent that can KO in Brawl
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%

In Super Smash Bros. 4

Samus shooting her fully charged Charge Shot in Smash 4.

In Super Smash Bros. 4, a Miiverse post first claimed it had "drastically improved" speed and power. Indeed, the attack as a whole has been improved considerably, with a slightly faster charging time, quicker startup, and significantly improved knockback that can KO at 115% from the middle of Final Destination. With these buffs, this makes Charge Shot one of Samus's standard finishing options.

In Super Smash Bros. Ultimate

Samus getting her Charge Shot reflected back to her by Palutena in Ultimate.

In Super Smash Bros. Ultimate, Samus can now charge her shots in midair. This can be cancelled by jumping or air dodging. Additionally, Dark Samus, being an Echo Fighter of Samus, retains this move; compared to Samus, Dark Samus's version is fired at a slightly lower elevation, allowing her to hit grounded targets that Samus cannot.

Instructional quotes

Super Smash Bros. Melee instruction booklet SamusHeadSSBM.png Hold B to charge up power, then press B again to fire. Press L, R, or Z to stop charging.
Super Smash Bros. Brawl instruction booklet SamusHeadSSBB.png Charge with the B Button and press again to fire. Press the Z Button to stop charging and resume later with the B Button.
Super Smash Bros. for Nintendo 3DS case foldout SamusHeadSSB4-3.png Charge energy, and fire a shot with B.
Super Smash Bros. Ultimate Move List SamusHeadSSBU.png Charges up a projectile while on the ground or in midair. Can keep the charge after dodging or shielding.
DarkSamusHeadSSBU.png Charges up a projectile while on the ground or in midair. Can keep the charge after dodging or shielding.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Charge Shot 2. Dense Charge Shot 3. Melee Charge Shot
SamusNeutral1-SSB4.png
SamusNeutral2-SSB4.png
SamusNeutral3-SSB4.png
"An energy ball that shoots straight. Can be charged and stored for later." "A Charge Shot with even more power, but at the expense of range and speed." "A point-blank Charge Shot that isn't a projectile. Charging expands its range."
  1. Charge Shot: Default.
  2. 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.
  3. 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 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.

Origin

The Charge Beam being charged in Metroid Prime 3: Corruption.

If she didn't start out with it, the Charge Beam 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 the Metroid series, Samus cannot save a charge for later as she can in Smash Bros., though she can continue charging and just hold it for any length of time, as well as begin charging while in motion and in the air. In the Metroid games, the beam also charges noticeably faster.

Gallery

Names in other languages

Language Name
Japan Japanese チャージショット, Charge Shot
UK English Charge Shot
France French Super tir
Germany German Charge-Beam
Spain Spanish Disparo cargado
Italy Italian Colpo ricarica
China Chinese (Simplified) 蓄能射击
Taiwan Chinese (Traditional) 蓄能射擊
South Korea Korean 차지 빔, Charge Beam
Netherlands Dutch Superschot
Russia Russian Усиленный выстрел

Trivia

  • When Kirby uses this move, he uses his hands to charge and fire the shot, since he has no Arm Cannon of his own.
  • The charging sound for the Melee Charge Shot is shared with the Mii Gunner's Charge Blast.
  • This move shares its name with Mega Man's forward smash.