Charge Shot: Difference between revisions

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{{Infobox Special Move
{{Infobox Special Move
|name=Charge Shot
|name=Charge Shot
|image={{tabber|title1=Samus|tab1=[[File:Samus Neutral B SSBU.gif|300px]]|title2=Dark Samus|tab2=[[File:Dark Samus Neutral B SSBU.gif|300px]]}}
|image={{tabber|title1=Samus|content1=[[File:Samus Neutral B SSBU.gif|300px]]|title2=Dark Samus|content2=[[File:Dark Samus Neutral B SSBU.gif|300px]]}}
|caption=Charging and firing the attack in ''Ultimate''.
|caption=Charging and firing the attack in ''Ultimate''.
|user=[[Samus]]
|user=[[Samus]]
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==Overview==
==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-cancel]]ing. If Samus is hit while she's charging, she will drop all the stored charge.
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 small and weak projectile, but becomes bigger and stronger as it is charged. 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-cancel]]ing. 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 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 strong KO move.


===In ''[[Super Smash Bros.]]''===
===In ''[[Super Smash Bros.]]''===
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===In ''[[Super Smash Bros. Melee]]''===
===In ''[[Super Smash Bros. Melee]]''===
 
[[File:Melee Charge shot.jpg|thumb|Samus charging the beam in ''Melee''.]]
[[File:Melee Charge shot.jpg|thumb|Samus charging her Charge Shot in ''Melee''.]]
 
In ''Super Smash Bros. Melee'', Charge Shot has seen numerous changes. One positive change the move has received is that it takes less time to startup. The move always takes 13 frames to startup, which is two frames less than its non charged counterpart in the previous game and six frames less than its previous fully charged counterpart. The move also charges faster, taking half a second less to fully charge. Samus has also gained a new notable setup into the move with her new [[down throw]] .This down throw + Charge Shot combo is highly effective against numerous members of the cast.  
In ''Super Smash Bros. Melee'', Charge Shot has seen numerous changes. One positive change the move has received is that it takes less time to startup. The move always takes 13 frames to startup, which is two frames less than its non charged counterpart in the previous game and six frames less than its previous fully charged counterpart. The move also charges faster, taking half a second less to fully charge. Samus has also gained a new notable setup into the move with her new [[down throw]] .This down throw + Charge Shot combo is highly effective against numerous members of the cast.  


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However, the move has also seen some negative changes. The move's power has been reduced with the move dealing less knockback and some levels even deal less damage (including the fully charged version which now deals 25%). The lower levels saw the largest reduction to their power although every level was made weaker. A fully charged Charge Shot still remains incredibly powerful however, only KOing around 10% later from center stage and as it is a more base knockback oriented move now, it can even KO slightly earlier if the opponent is very close to the horizontal blastzone.  
However, the move has also seen some negative changes. The move's power has been reduced with the move dealing less knockback and some levels even deal less damage (including the fully charged version which now deals 25%). The lower levels saw the largest reduction to their power although every level was made weaker. A fully charged Charge Shot still remains incredibly powerful however, only KOing around 10% later from center stage and as it is a more base knockback oriented move now, it can even KO slightly earlier if the opponent is very close to the horizontal blastzone.  
 
[[File:Filling OilPanic Melee.gif|thumb|Samus's Charge Shot being absorbed by {{SSBM|Mr. Game & Watch}}'s [[Oil Panic]] in ''Melee''.]]
The move is also less effective on shields. Not only does the move no longer deal extra shield damage (except for the fully charged version which deals more) but the move is heavily hindered by the changes to shields. Samus not only now has no ways to set up a Charge Shot on shield now but the fully charged version no longer gives Samus the frame advantage on shield if she lands it at point blank range. This means that the inescapable grab and shield pressure setups she used to have are gone, although the move does not leave Samus at a large disadvantage (-5 frames to be exact), with the move still being safe on shield overall.  
The move is also less effective on shields. Not only does the move no longer deal extra shield damage (except for the fully charged version which deals more) but the move is heavily hindered by the changes to shields. Samus not only now has no ways to set up a Charge Shot on shield now but the fully charged version no longer gives Samus the frame advantage on shield if she lands it at point blank range. This means that the inescapable grab and shield pressure setups she used to have are gone, although the move does not leave Samus at a large disadvantage (-5 frames to be exact), with the move still being safe on shield overall.  


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[[File:SSBUWebsitePalutena3.jpg|thumb|Samus getting her Charge Shot reflected back to her by [[Palutena]] in ''Ultimate''.]]
[[File:SSBUWebsitePalutena3.jpg|thumb|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 [[Clone|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.
In ''Super Smash Bros. Ultimate'', Samus can now charge her shots in midair, a first for the move. This allows for the same techniques as other charge specials, such as aerial [[charge-cancel]]ing or [[B-reversing]]. It is overall stronger and more damaging, and the uncharged versions have noticeably lower ending lag that makes them safer on shield, more effective in neutral, and even enables them to start combos. The fully charged version also has a higher hitlag multiplier, making it safer on shield (though not nearly to the same extent as the uncharged versions). However, the projectile has a slightly shorter duration, and while the fully charged version travels faster, the uncharged versions travel slower.
 
{{SSBU|Dark Samus}}, being an [[Clone|Echo Fighter]] of Samus, retains this move; Dark Samus' version is completely identical, but with altered charging and firing poses which use a single arm. Mechanically, these poses make Dark Samus' Charge Shot fire at a slightly lower elevation, allowing her to hit grounded targets that Samus cannot. The move also has altered effects, with tendrils coming out of the projectile, a dark blue color scheme instead of light blue, and a wavier projectile shape while charging. Dark Samus' cannon arm also appears to briefly "break apart" when firing a Charge Shot.
 
As in previous games in the series, {{SSBU|Kirby}} is once again able to [[copy]] Samus's Charge Shot, but he can also copy Dark Samus's version as well in ''Ultimate''; apart from the aforementioned aesthetic differences, both versions are functionally largely identical for Kirby as he fires both versions close to the ground, thus making the height difference negligible. Kirby's Charge Shots are also able to hit below the ledge more consistently compared to Samus and Dark Samus.


{{clr}}
{{clr}}
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If she didn't start out with it, the Charge Beam 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.  
If she didn't start out with it, the Charge Beam 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.  


[[File:ChargeShotOrigin.jpg|thumbnail|left|The Charge Beam being charged in ''{{iw|metroidwiki|Metroid Prime 3: Corruption}}''.]]
[[File:ChargeShotOrigin.jpg|thumb|left|The Charge Beam being charged in ''{{iw|metroidwiki|Metroid Prime 3: Corruption}}''.]]


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.
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.
The Charge Shot move in the ''Smash Bros.'' games uses a light blue color (similar in appearance to the {{iw|metroidwiki|Ice Beam}} ability), which greatly differs from its look in all of the ''Metroid'' games, in which it is colored bright yellow.
During her boss battles in both ''{{iw|metroidwiki|Metroid Prime 2: Echoes}}'' and ''{{iw|metroidwiki|Metroid Prime 3: Corruption}}'', [[Dark Samus]] has been shown to utilize her own version of the Charge Beam to charge up powerful {{iw|metroidwiki|Phazon}} based attacks in a similar fashion to Samus's.
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{{clr}}


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Samus shoot charged Beam SSB.png|Samus shooting a fully charged beam in ''Smash 64''.
Samus shoot charged Beam SSB.png|Samus shooting a fully charged beam in ''Smash 64''.
Ssb64samus.jpg|Artwork of Charge Shot in the ''Super Smash Bros. 64'' instruction manual.
Ssb64samus.jpg|Artwork of Charge Shot in the ''Super Smash Bros. 64'' instruction manual.
Melee Charge shot.jpg|Samus charging the beam in ''Melee''.
Samus'bmove.jpg|Samus shooting a fully charged beam in ''Melee''.
Samus'bmove.jpg|Samus shooting a fully charged beam in ''Melee''.
Charge.jpg|Samus in the process of charging her arm cannon in ''[[Super Smash Bros. Brawl]]''.
Charge.jpg|Samus in the process of charging her arm cannon in ''[[Super Smash Bros. Brawl]]''.
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|en=Charge Shot
|en=Charge Shot
|fr=Super tir
|fr=Super tir
|es=Disparo cargado
|es_es=Disparo carga
|es_la=Disparo cargado
|de=Charge-Beam
|de=Charge-Beam
|it=Colpo ricarica
|it=Colpo ricarica
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==Trivia==
==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.
*When [[Kirby]] uses this move, he uses his hands to charge and fire the shot, since he has no Arm Cannon of his own. His projectiles are also shot from a noticeable height difference, hugging the ground instead of at chest level, allowing his shots to hit enemies at a lower elevation.
*The charging sound for the Melee Charge Shot is shared with the [[Mii Gunner]]'s [[Charge Blast]].
*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]].
*This move shares its name with [[Mega Man]]'s [[forward smash]].
==Technical details==
==Technical details==
Samus:
Samus:
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Dark Samus:
Dark Samus:
*[[Dark Samus (SSBU)/Neutral special]]
*[[Dark Samus (SSBU)/Neutral special]]
{{Multiple Special Moves|Samus|Dark Samus}}
{{Multiple Special Moves|Samus|Dark Samus}}


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[[Category:Dark Samus]]
[[Category:Dark Samus]]
[[Category:Dark Samus (SSBU)]]
[[Category:Dark Samus (SSBU)]]
[[es:Disparo carga]]
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