Samus (SSBU)/Neutral special

Update History
 

Hitboxes
The ID 0 and 1 hitboxes are used for no charge and full charge, respectively. For every charge frame, Charge Shot's damage, shield damage, base knockback, knockback scaling, and radius are linearly scaled from the ID 0 hitbox to the ID 1 hitbox. The sound effect's level also changes to M (Medium) when reaching at least half of the move's charge, then to L (Large) at full charge. The effective values can be calculated by the following formulas:
 * Damage:
 * Shield damage:
 * Base knockback:
 * Knockback scaling:
 * Radius:


 * }

Not fully charged
Charge-canceling the move incurs 4 frames of lag before the selected action.

!Shot !Grounded !Aerial

Fully charged
!Shot !Grounded !Aerial