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. | # '''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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