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Samus (SSBU)/Neutral special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Charge Shot.
Hitbox visualization showing Samus's neutral special, Charge Shot, at maximum charge.
Hitbox visualization showing Samus's neutral special, Charge Shot, at minimum charge.

OverviewEdit

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Update HistoryEdit

  3.0.0

  •   Charge Shot deals significantly less shield damage.

HitboxesEdit

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: 5 + 23 * charge frames / 112
  • Shield damage: -2.5 - 4.5 * charge frames / 112
  • Base knockback: 14 + 32 * charge frames / 112
  • Knockback scaling: 42 + 8 * charge frames / 112
  • Radius: 1.9 + 6.1 * charge frames / 112
ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Minimum charge
0 0 0 5.0% -2.5   Speed-based 14 42 0   1.9 top 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Maximum charge
1 0 0 28.0% -7.0   Speed-based 46 50 0   8.0 top 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

Not fully chargedEdit

Charge-canceling the move incurs 4 frames of lag before the selected action.

Charges between 13-14
Hitbox (from release) 16-75 (3-62)
Interruptible (grounded; from release) 45 (32)
Interruptible (aerial; from release) 46 (33)
Animation length (from release) 67 (54)
Shot                                                                                                                                                       
Grounded                                                                                                                                                       
Aerial                                                                                                                                                       

Fully chargedEdit

Hitbox 16-75
Interruptible (grounded) 61
Interruptible (aerial) 46
Animation length 66
Shot                                                                                                                                                       
Grounded                                                                                                                                                       
Aerial                                                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Prop event
 
Interruptible

Differences for Kirby's Copy AbilityEdit

  •   The fully charged version has a slightly longer animation (66 frames → 70), increasing the time before he can fast fall, grab ledges, or activate a held Assist Trophy after using it.

ParametersEdit

MoveEdit

Total charge time 112 frames
Minimum recoil speed after shot -0.1
Maximum recoil speed after shot -0.8

ShotEdit

Lifetime 60 frames
Minimum speed 1.6
Maximum speed 3.3
Minimum size multiplier 0.3
Maximum size multiplier 1
Can pierce opponents? No