Charge Shot: Difference between revisions

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In ''Super Smash Bros. Brawl'' Charge Shot has seen multiple changes although the move has been noticeably toned down overall. One positive change is that the projectile has a larger hitbox, regardless of the charge level. This is especially the case for the fully charged version. Another positive change is that the move now has an instant charge cancel animation which makes it much safer to cancel the charge (although Samus can no longer perform Charge Cancel Storage due to this).  
In ''Super Smash Bros. Brawl'' Charge Shot has seen multiple changes although the move has been noticeably toned down overall. One positive change is that the projectile has a larger hitbox, regardless of the charge level. This is especially the case for the fully charged version. Another positive change is that the move now has an instant charge cancel animation which makes it much safer to cancel the charge (although Samus can no longer perform Charge Cancel Storage due to this).  


A minor change with the move is that the higher levels have a different launch angle, now launching opponents at a 40° angle rather than the [[Sakurai angle]]. This makes the higher levels launch aerial opponents at a lower level although considering the changes to the Sakurai angle, they launch grounded opponents at a higher angle than if the move kept the Sakurai angle (although the angle is still lower than in the previous game).  
A minor change with the move is that the higher levels have a different launch angle, now launching opponents at a 40° angle rather than the [[Sakurai angle]]. This makes the higher levels launch aerial opponents at a lower angle although considering the changes to the Sakurai angle, they launch grounded opponents at a higher angle than if the move kept the Sakurai angle (although the angle is still lower than in the previous game).  


However, the move has seen rather significant nerfs. Two minor nerfs are that it takes Samus one frame longer to shoot her Charge Shot and the projectile lasts for one less frame. These changes do not hurt the move too much however and the higher startup lag acts as a double edged sword as it gives the move one frame less ending lag.  
However, the move has seen rather significant nerfs. Two minor nerfs are that it takes Samus one frame longer to shoot her Charge Shot and the projectile lasts for one less frame. These changes do not hurt the move too much however and the higher startup lag acts as a double edged sword as it gives the move one frame less ending lag.  


A more substantial nerf however is that the higher charge levels deal less knockback, with the fully charged version taking a rather drastic hit. In ''Melee'', the fully charged version was a very reliable KO move under 100% even for center stage but in ''Brawl'', it cannot even KO most characters at 100% from center stage unless they have poor DI. This is made even worse when considering the move's very high hitlag, as it makes it very easy for the opponent to DI/SDI the move to survive it for as long as possible. The move has gone from being Samus strongest KO move by a large margin (outside of her charged Smash attacks) to its power now being similar to her up angled forward/back aerial, which both had their power reduced from ''Melee'' as well. The reduced power of the fully charged version does have one positive effect however, as it can now lead into followups at very low percents (most notably dash attack and down tilt) although even these followups can be avoided with SDI. A fully charged Charge Shot also travels slower which overall makes it easier to avoid despite its larger hitbox.  
A more substantial nerf however is that the higher charge levels deal less knockback, with the fully charged version taking a rather drastic hit. In ''Melee'', the fully charged version was a very reliable KO move under 100% even for center stage but in ''Brawl'', it cannot even KO most characters at 100% from center stage unless they have poor DI. This is made even worse when considering the move's very high hitlag, as it makes it very easy for the opponent to DI/SDI the move to survive it for as long as possible. The move has gone from being Samus strongest KO move by a large margin (outside of her charged Smash attacks) to its power now being similar to her up angled forward smash and her back aerial, which both had their power reduced from ''Melee'' as well. The reduced power of the fully charged version does have one positive effect however, as it can now lead into followups at very low percents (most notably dash attack and down tilt) although even these followups can be avoided with SDI. A fully charged Charge Shot also travels slower which overall makes it easier to avoid despite its larger hitbox.  


Overall Charge Shot still remains a useful tool in Samus' kit despite the rather drastic nerfs to her fully charged Charge Shot. While her fully charged Charge Shot is far less rewarding, it is still a strong projectile which is large, deals a lot of damage, can lead to followups at very low percents, can KO at high percents and it still remains very safe on shield, still making it a solid move overall.
Overall Charge Shot still remains a useful tool in Samus' kit despite the rather drastic nerfs to her fully charged Charge Shot. While her fully charged Charge Shot is far less rewarding, it is still a strong projectile which is large, deals a lot of damage, can lead to followups at very low percents, can KO at high percents and it still remains very safe on shield, still making it a solid move overall.