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{{ArticleIcons|series=y}}
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[[File:Samus Neutral B SSBU.gif|thumb|{{SSBU|Samus}} charging [[Charge Shot]].]]
[[File:SSBUWebsiteLucario2.jpg|thumb|{{SSBU|Lucario}} charging an [[Aura Sphere]], making it bigger and more powerful.]]
'''Charging''' is the powering up of an [[attack]] or [[item]] in order to increase its potency (damage, range, speed, etc.).
'''Charging''' is the powering up of an [[attack]] or [[item]] in order to increase its potency (damage, range, speed, etc.).


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There are also [[items]] which can be charged. The [[Ore Club]]'s tornado's size varies with the charge of smash attack, and the [[Super Scope]]'s shots can be charged (though it runs out of ammunition faster that way). Also, the [[Hothead]] will be charged as it receives [[Flame]] and [[Electric]] damage.
There are also [[items]] which can be charged. The [[Ore Club]]'s tornado's size varies with the charge of smash attack, and the [[Super Scope]]'s shots can be charged (though it runs out of ammunition faster that way). Also, the [[Hothead]] will be charged as it receives [[Flame]] and [[Electric]] damage.
Charging should not be confused with charge motions, a particular type of [[command-input move]] that requires holding in a direction before attacking while inputting in the opposite direction. Currently, [[Terry]]'s [[Rising Tackle]] is the only charge motion move to appear in the ''Super Smash Bros.'' series.


==Chargeable special moves==
==Chargeable special moves==
{|class="wikitable"
{|class="wikitable"
!Character!!Move!!Charge effect!!Charging method||[[Charge-cancel|Shield-cancellable?]]!!Notes
!Character!!Move!!Charge effect!!Notes
|-
|-
|[[Banjo]] & [[Kazooie]]||[[Shock Spring Jump]]||Increases height||Automatically activates at full charge||{{n}}||Charging will briefly stall the duo in mid air and increase the height of the jump.
|[[Banjo & Kazooie]]||[[Shock Spring Jump]]||Increases height||Charging will briefly stall the duo in mid air and increase the height of the jump.
|-
|-
|[[Bayonetta]]||[[Bullet Climax]]||Increases damage||Automatically activates at full charge||{{y}}<ref name="nostore">Charge cannot be stored.</ref>||The bullets become more prominent in appearance, accompanied by a magic circle effect.
|[[Bayonetta]]||[[Bullet Climax]]||Increases damage||The bullets become more prominent in appearance, accompanied by a magic circle effect. This is one of two chargeable moves that can be cancelled but not be stored for later use, the other being Focus Attack.
|-
 
|[[Bowser Jr.]]||[[Clown Cannon]]||Increases damage, speed, and range||Automatically activates at full charge||{{n}}||The cannonball will bounce off of opponents that it hits. Bowser Jr. glows yellow when charging this move.
In ''Ultimate'', cancelling it is no longer possible.
|-
|-
|[[Byleth]]||[[Failnaught]]||Increases damage, speed, and range||Automatically activates at full charge||{{y}}<ref name="nostore"/>||Cannot be charge-cancelled once the second phase is reached.
|[[Bowser Jr.]]||[[Clown Cannon]]||Increases damage, speed, and range||The cannonball will bounce off of opponents that it hits. Bowser Jr. glows yellow when charging this move.
|-
|-
|[[Chrom]]||[[Flare Blade]]||Increases damage and knockback||Automatically activates at full charge||{{n}}||Attack is stronger when almost-fully charged; fully charged attack directly deals 10% damage to Chrom. Can turn around while charging.
|[[Chrom]]||[[Flare Blade]]||Increases damage and knockback||Automatically activates at full charge; attack is stronger when almost-fully charged; fully charged attack directly deals 10% damage to Chrom.
|-
|-
|[[Cloud]]||[[Limit Charge]]||Gives access to Limit Breaks||Auto-charge special; also charges by dealing and receiving damage||{{y}}||When fully charged, this move becomes Finishing Touch. In ''Ultimate'', if Cloud is interrupted while manually charging, some charge is lost; furthermore, a full charge can only be retained for up to 15 seconds.
|[[Cloud]]||[[Limit Charge]]||Gives access to Limit Breaks||Can be charged by dealing and receiving damage, as well as manually charged. When fully charged, this move becomes Finishing Touch. In ''Ultimate'', if Cloud is interrupted while manually charging, some charge is lost; furthermore, a full charge can only be retained for up to 15 seconds.
|-
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|rowspan="2"|[[Corrin]]||[[Dragon Fang Shot]] (shot)||Increases damage and paralysis duration.||rowspan="2"|Automatically activates at full charge||rowspan="2"|{{n}}||rowspan="2"|Dragon Fang Shot is the only move with two different chargeable attacks.
|rowspan="2"|[[Corrin]]||[[Dragon Fang Shot]] (shot)||Increases damage and paralysis duration.||rowspan="2"|Dragon Fang Shot is the only move with two different chargeable attacks.
|-
|-
|[[Dragon Fang Shot]] (arm)||Increases damage.
|[[Dragon Fang Shot]] (arm)||Increases damage.
|-
|-
|[[Dark Pit]]||[[Silver Bow]]||Increases damage||Automatically activates at full charge||{{n}}||Can aim upwards or turn around while charging, allowing the move to charge indefinitely.
|[[Dark Pit]]||[[Silver Bow]]||Increases damage||Can be charged indefinitely only if one keeps repeatedly changing the direction in which the arrow is aimed.
|-
|[[Dark Samus]]||[[Charge Shot]]||Increases range, damage, and size of sphere ||Auto-charge special||{{y}}||
|-
|rowspan="2"|[[Diddy Kong]]||[[Peanut Popgun]]||Increases damage and lowers angle of fire||Automatically activates at full charge||{{n}}||If charged too long, the popgun will explode and Diddy Kong will be momentarily stunned in ''Brawl'' or create a damaging explosion in ''Smash 4'' and ''Ultimate''.
|-
|[[Rocketbarrel Blast]]||Increases height and damage||Automatically activates at full charge||{{n}}||
|-
|[[Donkey Kong]]||[[Giant Punch]]||Increases damage||Auto-charge special||{{y}}||Near fully charged is more powerful than fully charged; fully charged version is faster and, in ''Brawl'', grants [[Knockback resistance|super armour]].
|-
|rowspan="2"|[[Greninja]]||[[Water Shuriken]]||Increases size and number of hits.||Automatically activates at full charge.||{{n}}||
|-
|[[Shadow Sneak]]||Increases knockback and distance covered.||Automatically activates at full charge.||{{n}}||Greninja can traverse freely while charging.
|-
|rowspan="3"|[[Hero]]||[[Frizz]]||rowspan="2"|Increases spell rank, increasing damage, knockback and MP cost.||Auto-charge special||{{y}}||rowspan="3"|The spell used changes depending on charge level. The attack will fail if the user has less MP than needed for the given charge level.
|-
|[[Zap]]||Automatically activates at full charge.||{{n}}
|-
|[[Woosh]]||Increases spell rank, increasing damage, recovery distance and MP cost.||Automatically activates at full charge.||{{n}}
|-
|[[Inkling]]||[[Splat Bomb]]||Increases speed and throw distance.||Automatically activates at full charge.||{{n}}||If charged, Inkling will throw the bomb at a long distance, otherwise she will throw it at a short arc in front of herself.
|-
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|rowspan="2"|[[Ike]]||[[Eruption]]||Increases damage.{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br/>Increases damage and range.{{GameIcon|SSBU}}||Automatically activates at full charge||{{n}}||Near fully charged is more powerful than fully charged; Fully charged [[Recoil damage|deals 10% to Ike]], and gives knockback resistance. In ''Ultimate'' it creates more flame pillars at high charge levels which increase the move's range.
|[[Dark Samus]]||[[Charge Shot]]||Increases range, damage, and size of sphere ||Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground.
|-
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|[[Quick Draw]]||Increases damage, knockback, and distance covered.||Can be held indefinitely in all games except ''Ultimate''.||{{n}}||
|rowspan="2"|[[Diddy Kong]]||[[Peanut Popgun]]||Increases damage and lowers angle of fire|| If charged too long, the popgun will explode and Diddy Kong will be momentarily stunned in ''Brawl'' or create a damaging explosion in ''Smash 4'' and ''Ultimate''.
|-
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|[[Jigglypuff]]||[[Rollout]]||Increases speed, duration, damage||Can be held indefinitely in all games except ''Ultimate''.||{{n}}||
|[[Rocketbarrel Blast]]||Increases height and damage ||Automatically activates at full charge.
|-
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|[[Ken]]||[[Focus Attack]]||Increases damage and hitstun, causes crumpling animation||Automatically activates at full charge||{{n}}||Can be cancelled by inputting either direction twice on the control stick.
|[[Donkey Kong]]||[[Giant Punch]]|| Increases damage||Near fully charged is more powerful than fully charged; fully charged version is faster and, in ''Brawl'', grants [[Knockback resistance|super armour]]. Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground.
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|[[King Dedede]]||[[Jet Hammer]]||Increases damage||Can be held indefinitely||{{n}}||Near fully charged is slightly more powerful than fully charged; while fully charged, 1% is dealt to Dedede every second until Dedede is up to 150%; Dedede can move while charging
|rowspan="2"|[[Greninja]]||[[Water Shuriken]]||Increases size and number of hits.||Automatically activates at full charge.
|-
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|rowspan="2"|[[Kirby]]||{{b|Inhale|Kirby}}||colspan="3"|Various (see notes)||Kirby can copy a chargeable neutral special from some characters.
|[[Shadow Sneak]]||Increases knockback and distance covered.||Automatically activates at full charge. Greninja can traverse freely while charging.
|-
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|[[Hammer Flip]]||Increases damage||Can be held indefinitely||{{n}}||While fully charged, 1% is dealt to Kirby every second; Kirby can move while charging.
|rowspan="3"|[[Hero]]||[[Frizz]]||rowspan="2"|Increases damage and knockback.||Auto-charge special, with the spell changing depending on the level. If cancelled, it can be activated again to continue the charge.
|-
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|rowspan="3"|[[Link]]||[[Hero's Bow]]||Increases damage and speed of arrow||Can be held indefinitely.||{{n}}||
|[[Zap]]||rowspan="2"|Activating at different charges unleashes different spells.
|-
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|[[Bow and Arrows]] (''[[Ultimate]]'')||Increases damage and speed of arrow||Once at full charge, can be held for three seconds before automatically firing.||{{n}}||
|[[Woosh]]||Increases damage and recovery distance.
|-
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|[[Spin Attack]] (''[[Brawl]]'' onwards)||Increases damage and duration||Automatically activates at full charge||{{n}}||Aerial version cannot be charged.
|[[Inkling]]||[[Splat Bomb]]||Increases speed and distance. ||If charged, Inkling will throw the bomb at a long distance, otherwise she will throw it at a short arc in front of herself.
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|rowspan="2"|[[Little Mac]]||rowspan="2"|[[Straight Lunge]]||Increases range; increases damage in ''Ultimate''. Gains high power but heavy ending lag when fully charged||Automatically activates at full charge||{{n}}{{GameIcon|SSB4}}<br/>{{y}}<ref name="nostore"/>{{GameIcon|SSBU}}||Has 8% damage-based [[armor]] while charging, making it a niche way to escape combos.
|rowspan="2"|[[Ike]]||[[Eruption]]||Increases damage||Automatically activates at full charge; Near fully charged is more powerful than fully charged; Fully charged [[Recoil damage|deals 10% to Ike]], and gives knockback resistance.
|-
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|Becomes [[KO Uppercut]]||Filling the [[Power Meter]] by dealing and receiving damage||{{n}}||
|[[Quick Draw]]|| Increases damage, knockback, and distance covered. ||Can be held indefinitely.
|-
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|[[Lucario]]||[[Aura Sphere]]||Increases damage, range, and size of sphere||Auto-charge special||{{y}}||Charging animation has a damaging hitbox and can be held indefinitely, even after reaching full charge. Per Lucario's [[Aura]], grows stronger at higher damage percentages.
|[[Jigglypuff]]||[[Rollout]]||Increases speed, duration, damage||Can be held indefinitely in all games except ''Ultimate''.
|-
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|[[Lucas]]||[[PK Freeze]]||Increases damage, and [[freezing]] duration||Automatically activates at full charge||{{n}}||Makes Lucas [[helpless]] when used in the air.
|[[Ken]]||[[Focus Attack]]||Increases damage and hitstun, causes crumpling animation||Can be cancelled by inputting either direction twice on the control stick.
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|[[Lucina]]||[[Shield Breaker]]||Increases damage and [[shield damage]]||Automatically activates at full charge.||{{n}}||
|[[King Dedede]]||[[Jet Hammer]]||Increases damage||Near fully charged is slightly more powerful than fully charged; while fully charged, 1% is dealt to Dedede every second until Dedede is up to 150%; Dedede can move while charging; charge cannot be saved, but can be held indefinitely.
|-
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|rowspan="2"|[[Luigi]]||[[Green Missile]]||Increases damage and distance Luigi travels||Automatically activates at full charge{{GameIcon|SSBM}}<br/>Can be held indefinitely{{GameIcon|SSBB}}<br/>Can be held for a few seconds before Luigi gives up and cancels the move on the ground but can be held indefinitely in the air{{GameIcon|SSB4}}{{GameIcon|SSBU}}||{{n}}||Can misfire (1 in 8 chance {{GameIcon|SSBM}}{{GameIcon|SSBB}} or 1 in 10 chance {{GameIcon|SSB4}}{{GameIcon|SSBU}}), sending Luigi a very far distance, regardless of charging time.
|rowspan="2"|[[Kirby]]||{{b|Inhale|Kirby}}||Various (see notes)||Kirby can copy a chargeable neutral special from some characters.
|-
|-
|[[Luigi Cyclone]] (''Melee'' only) ||Allows Luigi to ascend when using the move in the air once.||Finish or interrupt the move while on the ground.||{{n}}||Unlike most charged moves that can be stored, Luigi Cyclone has no visual indicator.
|[[Hammer Flip]]||Increases damage||While fully charged, 1% is dealt to Kirby every second; Kirby can move while charging; charge cannot be saved, but can be held indefinitely.
|-
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|[[Mario]] (''Brawl'' onwards)||[[F.L.U.D.D.]]||Increases range and pushback||Auto-charge special||{{y}}||
|rowspan="2"|[[Link]]||[[Hero's Bow]]||Increases damage and speed of arrow||Can be held indefinitely.
|-
|-
|[[Marth]]||[[Shield Breaker]]||Increases damage and [[shield damage]]||Automatically activates at full charge.||{{n}}||
|[[Spin Attack]] (''[[Brawl]]'' onwards)||Increases damage and duration||Automatically activates at full charge; aerial version cannot be charged.
|-
|-
|[[Mewtwo]]||[[Shadow Ball]]||Increases damage, range, and size of sphere||Auto-charge special||{{y}}||Charging animation can be held indefinitely, even after reaching full charge. In ''Melee'', the charging animation has a damaging hitbox.
|[[Little Mac]]||[[Straight Lunge]]||Increases range, damage remains the same; gains high power but heavy ending lag when fully charged||Automatically unleashed at full charge, can only be canceled by pressing the special button again after around a second has passed to unleash the move early. Has low knockback resistance while charging and during the lunge.
|-
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|rowspan="2"|[[Mii|Mii Brawler]]||[[Ultimate Uppercut]]||Increases damage||Auto-charge special||{{y}}||
|[[Lucario]]||[[Aura Sphere]]||Increases damage, range, and size of sphere||Can be charged indefinitely; charging animation has damaging hitbox; per [[Aura]] property of Lucario, grow stronger at higher damage percentages. Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground. Lucario will continue to charge the move at full charge.
|-
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|[[Burning Dropkick]] (''[[Smash 4]]'' only)||Increases damage and travel distance||Automatically activates at full charge.||{{n}}||
|[[Lucas]]||[[PK Freeze]]||Increases damage, opponent stays [[freezing|frozen]] longer||Automatically activates at full charge, makes Lucas [[helpless]] when used in the air.
|-
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|[[Mii|Mii Gunner]]||[[Charge Blast]]||Increases range, damage, and size of sphere||Auto-charge special||{{y}}||
|[[Lucina]]||[[Shield Breaker]]||Increases damage||Automatically activates at full charge. [[Shield damage]] varies depending on level of charge.
|-
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|rowspan="4"|[[Mii|Mii Swordfighter]]||[[Blurring Blade]]||Increases damage||Automatically activates at full charge.||{{n}}||
|rowspan="2"|[[Luigi]]||[[Green Missile]]||Increases damage and distance Luigi travels||Automatically activates in ''Melee'', can be held indefinitely in ''Brawl''; can misfire (1 in 8 chance), sending Luigi a very far distance, regardless of charging time. In ''SSB4'', Luigi will give up after a while and the attack will be cancelled.
|-
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|[[Airborne Assault]] (''Smash 4'' only)||Increases damage and travel distance||Automatically activates at full charge.||{{n}}||
|[[Luigi Cyclone]] (''Melee'' only) || Allows Luigi to ascend when using the move in the air once.||Charges by having the move finished or interrupted while on the ground. Unlike most charged moves that can be stored, Luigi Cyclone has no visual indicator.
|-
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|[[Slash Launcher]]/[[Gale Stab]]||Increases damage and travel distance||Can be held indefinitely.{{GameIcon|SSB4}}<br/>Once at full charge, can be held for a few seconds before automatically activating.{{GameIcon|SSBU}}||{{n}}||Mii Swordfighter flashes red upon reaching full charge.
|[[Mario]] (''Brawl'' onwards)||[[F.L.U.D.D.]]||Increases the amount of water Mario can spray while using F.L.U.D.D., as well as range||Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground.
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|[[Hero's Spin]]||Increases damage and duration||Automatically activates at full charge.||{{n}}||
|[[Marth]]||[[Shield Breaker]]||Increases damage||Automatically activates at full charge. [[Shield damage]] varies depending on level of charge.
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|[[Mr. Game & Watch]]||[[Oil Panic]]||Gives access to a powerful attack||Absorb up to 3 energy projectiles||{{y}}||Charge can be held even after Mr. Game & Watch is KO'd. If Oil Panic is fully charged, [[Bucket Braking]] cannot be performed. As of ''Smash 4'', strong projectiles will fill multiple segments at once.
|[[Mewtwo]]||[[Shadow Ball]]||Increases damage, range, and size of sphere||Can be charged indefinitely; charging animation has damaging hitbox (only in ''Melee''). Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground. Mewtwo will continue to charge the move at full charge.
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|[[Mythra]]||[[Lightning Buster]]||Increases damage, performs an additional slash at full charge||Automatically activates at full charge||{{n}}||The charging animation has a damaging hitbox. Can turn around as the move is released.
|rowspan="2"|{{SSB4|Mii Brawler}}||[[Ultimate Uppercut]]||Increases damage||Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground.
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|[[Ness]] (''[[Melee]]'' onwards)||[[PK Flash]]||Increases damage||Automatically activates at full charge||{{n}}||Makes Ness helpless when used in the air.
|[[Burning Dropkick]]||Increases damage, and distance it will cover||Automatically activates at full charge.
|-
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|rowspan="2"|[[Pac-Man]]||[[Bonus Fruit]]||Advances to next fruit, each with varying damage and travel behavior||Auto-charge special||{{y}}||Once orange is reached, time to charge to the next stage doubles. Opponents can attack the fruit during the charge, although this causes only hitlag with no negative effect.
|[[Mii|Mii Gunner]]||[[Charge Blast]]||Increases range, damage, and size of sphere ||Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground.
|-
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|[[Power Pellet]]||Increases travel distance||Automatically activates at full charge||{{n}}||If the pellet is attacked, it will drop to the ground as a healing item and interrupt the move.
|rowspan="4"|{{SSB4|Mii Swordfighter}}||[[Blurring Blade]]||Increases damage||Automatically activates at full charge.
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|[[Pichu]]||rowspan=2|[[Skull Bash]]||Increases damage and travel distance||Automatically activates at full charge.||{{n}}||Causes the same level of [[recoil damage|recoil]] regardless of charge level.
|[[Airborne Assault]]||Increases damage, and distance it will cover||Automatically activates at full charge.
|-
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|[[Pikachu]]||Increases damage and travel distance||Automatically activates at full charge.||{{n}}||
|[[Slash Launcher]]||Increases damage, and distance it will cover||Can be held indefinitely. Mii Swordfighter flashes red upon full charge.
|-
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|rowspan="2"|{{SSBU|Piranha Plant}}||[[Poison Breath]]||Increases damage and distance||Auto-charge special||{{y}}||
|[[Hero's Spin]]||Increases damage and duration||Automatically activates at full charge.
|-
|-
|[[Long-Stem Strike]]||Increases distance||Automatically activates at full charge.||{{n}}||
|[[Mr. Game & Watch]]||[[Oil Panic]]||Once Oil Panic absorbs 3 energy projectiles, the oil can be released as an attack||Charge can be held indefinitely and even if Mr. Game & Watch is KO'ed; If Oil Panic is fully charged, [[Bucket Braking]] cannot be performed.
|-
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|[[Pit]]||[[Palutena's Arrow]]||Increases damage||Automatically activates at full charge||{{n}}||Can aim upwards or turn around while charging, allowing the move to charge indefinitely.
|[[Ness]] (''[[Melee]]'' onwards)||[[PK Flash]]||Increases damage||Automatically activates at full charge, makes Ness helpless when used in the air.
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|[[Pyra]]||[[Flame Nova]]||Increases damage and duration||Automatically activates at full charge||{{n}}||
|[[Pac-Man]]||[[Bonus Fruit]]||Advances to next fruit||Auto-charge special. If orange is reached, time to charge to the next stage doubles. Opponents can attack the fruit during the charge, although this causes only hitlag with no negative effect.
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|[[Ridley]]||[[Plasma Breath]]||Increases amount of fireballs||Automatically activates at full charge||{{n}}||If he is hit in the mouth while charging he will take more damage while negating knockback.
|[[Pichu]]||rowspan=2|[[Skull Bash]]||Increases damage and distance it will cover||Automatically activates at full charge. Causes the same level of [[recoil damage|recoil]] regardless of charge level.
|-
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|rowspan="3"|[[R.O.B.]]||[[Robo Burner]]||Increases duration (and therefore range)||Automatically charges when R.O.B. is on the ground.||{{n}}||
|[[Pikachu]]||Increases damage and distance it will cover||Automatically activates at full charge.
|-
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|[[Robo Beam]]||Increases damage; lowers speed||Automatically charges when R.O.B. is not using it.||{{n}}||
|rowspan="2"|{{SSBU|Piranha Plant}}||[[Poison Breath]]||Increases damage and distance||Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground.
|-
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|[[Gyro]]||Increases duration and damage||Auto-charge special||{{y}}||
|[[Long-Stem Strike]]||Increases distance||Automatically activates at full charge.
|-
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|[[Robin]]||{{b|Thunder|Robin}}||Advances rank of thunder magic, which increases effectiveness||Auto-charge special||{{y}}||
|[[Pit]]||[[Palutena's Arrow]]||Increases damage||Can be charged indefinitely only if one keeps repeatedly changing the direction in which the arrow is aimed.
|-
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|[[Rosalina]]||[[Luma Shot]]||Increases range||Can be held indefinitely.||{{n}}||
|[[Ridley]]||[[Plasma Breath]]||Increases amount of fireballs||Charges a stream of fireballs from his mouth. The longer it is charged the more fireballs will be shot out. If he is hit in the mouth while charging he will take more damage while negating knockback.
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|[[Roy]]||[[Flare Blade]]||Increases damage and knockback||Automatically activates at full charge||{{n}}||Attack is stronger when almost-fully charged; fully charged attack directly deals 10% damage to Roy. As of ''Ultimate'', can turn around while charging.
|rowspan="3"|[[R.O.B.]]||[[Robo Burner]]||Increases duration (and therefore range)||Automatically charges when R.O.B. is on the ground.
|-
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|[[Ryu]]||[[Focus Attack]]||Increases damage and hitstun, causes crumpling animation||Automatically activates at full charge||{{n}}||Can be cancelled by inputting either direction twice on the control stick.
|[[Robo Beam]]||Increases damage; lowers speed||Automatically charges when R.O.B. is not using it.
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|[[Samus]]||[[Charge Shot]]||Increases range, damage, and size of sphere||Auto-charge special||{{y}}||Prior to ''Ultimate'', cannot be charged in midair.
|[[Gyro]]||Increases duration and damage||Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground.
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|rowspan="3"|[[Sephiroth]]||[[Flare]]||Increases spell rank, increasing damage and explosion size; lowers travel distance||Automatically activates at full charge||{{y}}<ref name="nostore"/>||
|[[Robin]]||{{b|Thunder|Robin}}||Advances rank of thunder magic, which increases effectiveness||Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground. If Robin takes damage while charging Thunder, the entire charge is lost.
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|[[Shadow Flare]]||Increases range and number of shadow balls attached to opponents||Automatically activates at full charge||{{n}}||Can turn around as the move is released.
|[[Rosalina]]||[[Luma Shot]]||Increases range||Can be held indefinitely.
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|[[Blade Dash]]||Becomes Octaslash, increasing number of hits, damage and recovery distance||Automatically activates at full charge||{{n}}||
|[[Roy]]||[[Flare Blade]]||Increases damage and knockback||Automatically activates at full charge; attack is stronger when almost-fully charged; fully charged attack directly deals 10% damage to Roy.
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|rowspan="2"|[[Sheik]]||[[Needle Storm]]||Increases duration and damage||Can be held indefinitely (''Melee'')<br/>Auto-charge special (''Brawl'' onwards)||{{y}}||In ''Melee'', the attack is performed after releasing the button and must be shield-cancelled to store the charge; as of ''Brawl'' it functions like a standard auto-charge special.
|[[Ryu]]||[[Focus Attack]]||Increases damage and hitstun, causes crumpling animation||Can be cancelled by inputting either direction twice on the control stick.
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|[[Burst Grenade]]||Increases duration of vacuum effect.||Automatically activates at full charge||{{n}}||
|[[Samus]]||[[Charge Shot]]||Increases range, damage, and size of sphere ||Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground.
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|[[Shulk]]||[[Monado Arts]] (''Ultimate'' onwards)||Opens the Monado Art wheel||Automatically activates at full charge||{{n}}||Shulk can act freely while charging, but can't crouch, shield, airdodge, or use other special moves. Any stored charge normally resets when used freely, but can be accessed and resumed by using [[dial storage]].
|rowspan="2"|[[Sheik]]||[[Needle Storm]]||Increases duration and damage||Can be charged indefinitely in ''Melee''; cannot be charged indefinitely in ''Brawl''; maxes at six needles; Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground. However, in ''Melee'', the B button must be held down to charge instead of inputting B then any attack button to attack during the charge; it is only up until ''Brawl'' it becomes a normal auto-charge special.
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|rowspan="2"|[[Sonic]]||[[Spin Charge]]||Increases speed and damage||Charged by rapidly pressing the special move button.||{{n}}||The move will cancel once enough time has passed without pressing the button.
|[[Burst Grenade]]||Increases duration of vacuum effect.||-
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|[[Spin Dash]]||Increases speed and damage||Can be held indefinitely.||{{y}}<ref name="nostore"/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br/>{{n}}{{GameIcon|SSBU}}||
|rowspan="2"|[[Sonic]]||[[Spin Charge]]||Increases speed and damage ||Charged by rapidly pressing the special move button.
|-
|-
|[[Squirtle]]||[[Water Gun]]||Increases duration, range and pushback||Auto-charge special||{{y}}||In ''Brawl'', the move will deal damage if uncharged.
|[[Spin Dash]]||Increases speed and damage ||Can be held indefinitely.
|-
|-
|rowspan="2"|[[Toon Link]]||[[Hero's Bow]]||Increases damage, range, and speed||Can be held indefinitely.||{{n}}||
|[[Squirtle]]||[[Water Gun]]||Increases duration and range ||Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground.
|-
|-
|[[Spin Attack]]||Increases damage and duration||Automatically activates at full charge||{{n}}||
|rowspan="2"|[[Toon Link]]||[[Hero's Bow]]||Increases damage, range, and speed||Can be held indefinitely.
|-
|-
|[[Wario]]||[[Wario Waft]]||Increases damage, travel distance and range||Charges automatically over time||{{n}}||Almost fully charged stronger than fully charged. Charge can be held even after Wario is KO'd
|[[Spin Attack]]||Increases damage and duration||Cannot be held indefinitely.
|-
|-
|[[Wii Fit Trainer]]||[[Sun Salutation]]||Increases size, range, and damage||Auto-charge special||{{y}}||
|[[Wario]]||[[Wario Waft]]||Increases damage, distance Wario shoots up, and range ||Charges automatically over time; slightly fully charged stronger than fully charged.
|-
|-
|rowspan="2"|[[Young Link]]||[[Fire Bow]]||Increases damage, speed, and range||Once at full charge, it can be held for three seconds before automatically firing.||{{n}}||
|[[Wii Fit Trainer]]||[[Sun Salutation]]||Increases size, range, and damage||Auto-charge special, and thus the attack must be manually inputted to come out during the charge, and said charge can be saved by shielding or rolling on ground.
|-
|-
|[[Spin Attack]] (''[[Ultimate]]'' onwards)||Increases damage||Automatically activates at full charge||{{n}}||Aerial version cannot be charged.
|rowspan="2"|[[Young Link]]||[[Fire Bow]]||Increases damage, speed, and range ||Once at full charge, it can be held for three seconds before automatically firing.
|-
|-
|rowspan="2"|[[Zelda]]||[[Din's Fire]]||Increases travel distance||Automatically activates at full charge||{{n}}||Prior to ''Ultimate'', leaves Zelda helpless when used in midair.
|[[Spin Attack]] (''[[Ultimate]]'' onwards)||Increases damage||Automatically activates at full charge; aerial version cannot be charged.
|-
|-
|[[Phantom Slash]]||Increases damage and range||Automatically activates at full charge.||{{n}}||
|[[Zelda]]||[[Phantom Slash]]||Increases damage and range||Automatically activates at full charge.
|-
|-
|[[Zero Suit Samus]]||[[Paralyzer]]||Increases damage and hitstun||Automatically activates at full charge||{{n}}||
|[[Zero Suit Samus]]||[[Paralyzer]]||Increases damage and hitstun||Cannot be held indefinitely.
|}
|}
===Notes===
<references/>


==Trivia==
==Trivia==
*[[R.O.B.]], [[Hero]] and [[Sephiroth]] each have the most chargeable special attacks at three (though two of R.O.B's attacks have a passive charging phase).
*[[R.O.B.]] and [[Hero]] are the only characters with three chargeable special attacks (though two of the former's attacks technically have a passive charging phase).
*In ''[[Melee]]'', {{SSBM|Ness}} cannot charge his up and down smashes if he stands on an edge and the yo-yo reaches beyond the edge.
*In ''[[Melee]]'', {{SSBM|Ness}} can not charge his up and down smashes if he stands on an edge and the yo-yo reaches beyond the edge.
*In ''[[Smash 4]]'' and ''[[Ultimate]]'', the fighter's eye in their icons will briefly glint when an attack is fully charged.
*In ''[[Smash 4]]'' and ''[[Ultimate]]'', the fighter's eye in their icons will briefly glint when an attack is fully charged.
*{{SSBU|Terry}}'s [[Rising Tackle]] can be activated with a "charge input" where he holds a position for an amount of time before activation. As the move can also be activated traditionally, this is different from a true charging attack.


{{AllGames|Techniques}}
{{AllGames|Techniques}}


[[Category:Game physics]]
[[Category:Game physics]]

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