User:Mr. Anon/Charge chart: Difference between revisions

m
Fixed formatting error
(added more characters)
m (Fixed formatting error)
 
(13 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{|class="wikitable"
{|class="wikitable"
!Character!!move!!Charge effect!!Notes
!Character!!Move!!Charge effect!!Notes
|-
|-
|rowspan="2"|[[Diddy Kong]]||[[Peanut Popgun]]|| Increases damage || If charged too long, the popgun will explode and Diddy Kong will be momentarily stunned.
|rowspan="2"|[[Diddy Kong]]||[[Peanut Popgun]]|| Increases damage || If charged too long, the popgun will explode and Diddy Kong will be momentarily stunned.
Line 6: Line 6:
|[[Rocketbarrel Blast]]||Increases height and damage || Once full charge is met, the move is automatically used.  
|[[Rocketbarrel Blast]]||Increases height and damage || Once full charge is met, the move is automatically used.  
|-
|-
|[[Donkey Kong]]||[[Giant Punch]]|| Increases damage and knockback|| Near fully charged is most powerful, rather than fully charged, though fully charged version is faster and has super armor
|[[Donkey Kong]]||[[Giant Punch]]|| Increases damage|| Near fully charged is most powerful, rather than fully charged, though fully charged version is faster and has super armor
|-
|-
|rowspan="2"|[[Ike]]||[[Eruption]]||Increases damage and knockback||Near fully charged is much more powerful than fully charged; Fully charged deals 10% to Ike.
|rowspan="2"|[[Ike]]||[[Eruption]]||Increases damage||Near fully charged is much more powerful than fully charged; Fully charged deals 10% to Ike.
|-
|-
|[[Quickdraw]]|| Increases damage, knockback, and range || Can be held indefinitely.
|[[Quickdraw]]|| Increases damage, knockback, and range || Can be held indefinitely.
|-
|-
|[[Jigglypuff]]||[[Rollout]]||Increases speed, duration, damage, and knockback||Can be held indefinitely.
|[[Jigglypuff]]||[[Rollout]]||Increases speed, duration, damage||Can be held indefinitely.
|-
|-
|[[King Dedede]]||[[Jet Hammer]]||Increases damage and knockback|| 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.
|[[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.
|-
|-
|[[Kirby]]||[[Inhale]]||Various (see notes)|| Kirby can copy a chargable neutral special from some characters.
|[[Kirby]]||[[Inhale]]||Various (see notes)|| Kirby can copy a chargable neutral special from some characters.
|-
|-
|rowspan="2"|[[Link]]||[[Hero's Bow]]||Increases damage, knockback, and speed of arrow||Can be held indefinitely
|rowspan="2"|[[Link]]||[[Hero's Bow]]||Increases damage, and speed of arrow||Can be held indefinitely
|-
|-
|-[[Spin Attack]] (''[[Brawl]]'' only)||Increases damage and knockback||Activates automatically at full charge
|[[Spin Attack]] (''[[Brawl]]'' only)||Increases damage||Activates automatically at full charge
|-
|-
|-[[Lucario (SSBB)]]||[[Aura Sphere]]||Increases damage, knockback, and size of sphere||Can be charged indefinitely, charging animation has damaging hitbox
|[[Lucario (SSBB)|Lucario]]||[[Aura Sphere]]||Increases damage, range, and size of sphere||Can be charged indefinitely, charging animation has damaging hitbox
|-
|-
|-rowspan="2"|[[Luigi]]||[[Green Missile]]||Increases damage, knockback, and distance Luigi travels||Can be held indefinitely in Brawl
|[[Luigi]]||[[Green Missile]]||Increases damage and distance Luigi travels||Can be held indefinitely in Brawl; can misfire, sending Luigi a very far distance, regardless of charging time.
|-
|-
|-[[Luigi Cyclone]] (''[[Melee]]'' only)||Allows Luigi to gain height in the air after this move is used on the ground
|[[Mario (SSBB)|Mario]] (''[[Brawl]]'' only)||[[F.L.U.D.D.]]||Increases the amount of water Mario can spray while using F.L.U.D.D.||Charge can be saved, Mario will flash when the move is fully charged
|-
|-
|-[[Mario (SSBB|Mario)]] (''[[Brawl]]'' only)||Increases the amount of water Mario can spray while using F.L.U.D.D.||Charge can be saved, Mario will flash when the move is fully charged
|[[Marth]]||[[Shield Breaker]]||Increases damage||Automatically activates at full charge.
|-
|-
|-[[Marth]]||[[Shield Breaker]]||Increases damage and knockback||Activates automatically at full charge
|[[Mewtwo (SSBM)|Mewtwo]]||[[Shadow Ball]]||Increases damage, range, and size of sphere||Can be charged indefinitely, charging animation has damaging hitbox; charge can be held by shielding
|-
|-
|-[[Mewtwo (SSBM)]]||[[Shadow Ball]]||Increases damage and knockback||Can be charged indefinitely, charging animation has damaging hitbox
|[[Mr. Game & Watch]]||[[Oil Panic]]||Once Oil Panic absorbs 3 energy projectiles, the oil can be released as an attack; damage increases by the power of the attacks absorbed||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
|-
|-
|-[[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
|[[Pichu (SSBM)|Pichu]]||[[Skull Bash]]||Increases damage, and distance Pichu travels||Activates automatically at full charge
|-
|-
|-[[Pichu (SSBM)|Pichu]]||[[Skull Bash]]||Increases damage, knockback, and distance Pichu travels||Activates automatically at full charge
|[[Pikachu]]||[[Skull Bash]]||Increases damage, and distance Pikachu travels||Activates automatically at full charge
|-
|-
|-[[Pikachu]]||[[Skull Bash]]||Increases damage, knockback, and distance Pikachu travels||Activates automatically at full charge
|[[Pit (SSBB)|Pit]]||[[Palutena's Arrow]]||Increases damage||Can be charged indefinitely only if one keeps on changing the direction in which the arrow is aimed
|-
|-
|-[[Pit (SSBB)|Pit]]||[[Palutena's Arrow]]||Increases damage and knockback||Can be charged indefinitely only if one keeps on changing the direction in which the arrow is aimed
|[[Squirtle (SSBB)|Squirtle]]||[[Water Gun]]||Increases duration and range ||Charge can be kept by shielding
|-
|rowspan="3"|[[R.O.B. (SSBB)|R.O.B.]]||[[Robo Burner]]||Increases duration (and therefore range)||Automatically charges when ROB is not using move.
|-
|[[Robo Beam]]||Increases damage||Automatically charges when ROB is not using move.
|-
|[[Gyro]]||Increases duration and damage||Charge can be held by shielding
|-
|[[Roy]]||[[Flare Blade]]||Increases damage and knockback||Automatically activates at full charge; attack is stronger when almost-fully charged.
|-
|[[Samus]]||[[Charge Shot]]||Increases range, damage, and size of sphere || Charge can be held by shielding.
|-
|[[Sheik]]||[[Needles]]||Increases duration and damage ||Cannot be charged indefintely; maxes at six needles
|-
|rowspan="2"|[[Sonic (SSBB)|Sonic]]||[[Spin Charge]]||Increases speed and damage ||
|-
|[[Spin Dash]]||Increases speed and damage || Charged by rapidly pressing special attack button; automatically launches after certain amount of time
|-
|rowspan="2"|[[Toon Link (SSBB)|Toon Link]]||[[Hero's Bow]]||Increases damage, range, and speed||
|-
|[[Spin Attack]]||Increases damage || Cannot be held indefinitely
|-
|[[Wario (SSBB)|Wario]]||[[Wario Waft]]||Increases damage, distance Wario shoots up, and range ||Charges automatically; slightly fully charged stronger than fully charged
|-
|[[Young Link (SSBM)|Young Link]]||[[Hero's Bow#Fire Bow|Fire Bow]]||Increases damage, speed, and range ||Cannot be held indefinitely
|-
|[[Zero Suit Samus (SSBB)|Zero Suit Samus]]||[[Paralyzer]]||Increases damage and hitstun ||Cannot be charged indefinitely; longer charge paralyses others for a longer period of time.