Charge-cancel: Difference between revisions
(Limit Charge is the only one where you don't lose the charge if hit, right?) |
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While charging such an [[attack]] on the ground, players can cancel the charge and (usually) store it by pressing a [[shield]] or [[grab]] button, or tapping sideways on the [[Control stick]] or [[D-pad]] to [[roll]] out of the charge. If they are in the air while in their charging state, canceling it with a shield or grab button will make them cancel it with an [[air dodge]] instead. | While charging such an [[attack]] on the ground, players can cancel the charge and (usually) store it by pressing a [[shield]] or [[grab]] button, or tapping sideways on the [[Control stick]] or [[D-pad]] to [[roll]] out of the charge. If they are in the air while in their charging state, canceling it with a shield or grab button will make them cancel it with an [[air dodge]] instead. | ||
If a character is hit while charging one of these moves (other than [[Limit Charge]]), they will lose the charge completely and have to start over, regardless of whether they had stored a charge before. | |||
Due to its [[buffer]] system, charge-canceling Giant Punch in ''Brawl'' will result in Donkey Kong performing an air dodge if the input is entered late into the charge animation. | Due to its [[buffer]] system, charge-canceling Giant Punch in ''Brawl'' will result in Donkey Kong performing an air dodge if the input is entered late into the charge animation. | ||
==List of moves that can be charge-canceled== | ==List of moves that can be charge-canceled== | ||
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*[[Pac-Man]]: [[Bonus Fruit]] | *[[Pac-Man]]: [[Bonus Fruit]] | ||
*[[R.O.B.]]: [[Gyro]] | *[[R.O.B.]]: [[Gyro]] | ||
*[[Robin]]: | *[[Robin]]: {{b|Thunder|Robin}} | ||
*[[Samus]]: [[Charge Shot]] | *[[Samus]]: [[Charge Shot]] | ||
*[[Sheik]]: [[Needle Storm]] (button must be held to charge in ''Melee'') | *[[Sheik]]: [[Needle Storm]] (button must be held to charge in ''Melee'') |
Revision as of 04:08, December 18, 2015
Charge-canceling is the act of halting the charging of an auto-chargeable special move, such as Samus' Charge Shot. This allows the user to store a partial charge and resume charging the move later.
While charging such an attack on the ground, players can cancel the charge and (usually) store it by pressing a shield or grab button, or tapping sideways on the Control stick or D-pad to roll out of the charge. If they are in the air while in their charging state, canceling it with a shield or grab button will make them cancel it with an air dodge instead.
If a character is hit while charging one of these moves (other than Limit Charge), they will lose the charge completely and have to start over, regardless of whether they had stored a charge before.
Due to its buffer system, charge-canceling Giant Punch in Brawl will result in Donkey Kong performing an air dodge if the input is entered late into the charge animation.
List of moves that can be charge-canceled
Samus and Mii Gunner are the only characters who cannot charge cancel in midair, since Charge Shot and Charge Blast cannot be charged in midair. Additionally, Mewtwo's and Lucario's auto-charge specials will continue charging even at max charge unless canceled or fired during that period, as opposed to automatically stopping like everyone else.
- Cloud: Limit Charge
- Donkey Kong: Giant Punch
- Kirby: can copy all moves listed here except Limit Charge, F.L.U.D.D., Ultimate Uppercut and Gyro.
- Lucario: Aura Sphere
- Mario: F.L.U.D.D.
- Mewtwo: Shadow Ball
- Mii Brawler: Ultimate Uppercut
- Mii Gunner: Charge Blast
- Pac-Man: Bonus Fruit
- R.O.B.: Gyro
- Robin: Thunder
- Samus: Charge Shot
- Sheik: Needle Storm (button must be held to charge in Melee)
- Squirtle: Water Gun
- Wii Fit Trainer: Sun Salutation
In Super Smash Bros. 4, fully completing the charge of any of these specials will briefly display glowing stars on the character's eyes in their battle portrait. In the case of Miis, the glowing stars will appear on their arms.