Editing Charge Shot

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# '''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. {{Main|Samus (SSB4)/Neutral special/Custom 1}}
# '''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. Pushes Samus back more than the default, potentially making it useful for recovering, much like {{SSB4|Mewtwo}}'s [[Shadow Ball]]. {{Main|Samus (SSB4)/Neutral special/Custom 2}}
# '''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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