Super Smash Bros. series

Charge: Difference between revisions

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[[File:SSBUWebsiteLucario2.jpg|thumb|{{SSBU|Lucario}} charging an [[Aura Sphere]], making it bigger and more powerful.]]
[[File:Samus Neutral B SSBU.gif|thumb|{{SSBU|Samus}} charging [[Charge Shot]].]]
'''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!!Notes
!Character!!Move!!Charge effect!!Charging method||[[Charge-cancel|Shield-cancellable?]]!!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.
|-
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|[[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.
|-
|-
|[[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.
|[[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.
|-
|-
|[[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.
|[[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.
|-
|-
|[[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.
|[[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.
|-
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|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.
|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.
|-
|-
|[[Dragon Fang Shot]] (arm)||Increases damage.
|[[Dragon Fang Shot]] (arm)||Increases damage.
|-
|-
|[[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 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 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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|[[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.
|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.
|-
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|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''.
|[[Quick Draw]]||Increases damage, knockback, and distance covered.||Can be held indefinitely in all games except ''Ultimate''.||{{n}}||
|-
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|[[Rocketbarrel Blast]]||Increases height and damage ||Automatically activates at full charge.
|[[Jigglypuff]]||[[Rollout]]||Increases speed, duration, damage||Can be held indefinitely in all games except ''Ultimate''.||{{n}}||
|-
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|[[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.
|[[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.
|-
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|rowspan="2"|[[Greninja]]||[[Water Shuriken]]||Increases size and number of hits.||Automatically activates at full charge.
|[[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
|-
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|[[Shadow Sneak]]||Increases knockback and distance covered.||Automatically activates at full charge. Greninja can traverse freely while charging.
|rowspan="2"|[[Kirby]]||{{b|Inhale|Kirby}}||colspan="3"|Various (see notes)||Kirby can copy a chargeable neutral special from some characters.
|-
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|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.
|[[Hammer Flip]]||Increases damage||Can be held indefinitely||{{n}}||While fully charged, 1% is dealt to Kirby every second; Kirby can move while charging.
|-
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|[[Zap]]||rowspan="2"|Activating at different charges unleashes different spells.
|rowspan="3"|[[Link]]||[[Hero's Bow]]||Increases damage and speed of arrow||Can be held indefinitely.||{{n}}||
|-
|-
|[[Woosh]]||Increases damage and recovery distance.
|[[Bow and Arrows]] (''[[Ultimate]]'')||Increases damage and speed of arrow||Once at full charge, can be held for three seconds before automatically firing.||{{n}}||
|-
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|[[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.
|[[Spin Attack]] (''[[Brawl]]'' onwards)||Increases damage and duration||Automatically activates at full charge||{{n}}||Aerial version cannot be charged.
|-
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|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.
|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.
|-
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|[[Quick Draw]]|| Increases damage, knockback, and distance covered. ||Can be held indefinitely.
|Becomes [[KO Uppercut]]||Filling the [[Power Meter]] by dealing and receiving damage||{{n}}||
|-
|-
|[[Jigglypuff]]||[[Rollout]]||Increases speed, duration, damage||Can be held indefinitely in all games except ''Ultimate''.
|[[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.
|-
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|[[Ken]]||[[Focus Attack]]||Increases damage and hitstun, causes crumpling animation||Can be cancelled by inputting either direction twice on the control stick.
|[[Lucas]]||[[PK Freeze]]||Increases damage, and [[freezing]] duration||Automatically activates at full charge||{{n}}||Makes Lucas [[helpless]] when used in the air.
|-
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|[[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.
|[[Lucina]]||[[Shield Breaker]]||Increases damage and [[shield damage]]||Automatically activates at full charge.||{{n}}||
|-
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|rowspan="2"|[[Kirby]]||{{b|Inhale|Kirby}}||Various (see notes)||Kirby can copy a chargeable neutral special from some characters.
|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.
|-
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|[[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.
|[[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.
|-
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|rowspan="2"|[[Link]]||[[Hero's Bow]]||Increases damage and speed of arrow||Can be held indefinitely.
|[[Mario]] (''Brawl'' onwards)||[[F.L.U.D.D.]]||Increases range and pushback||Auto-charge special||{{y}}||
|-
|-
|[[Spin Attack]] (''[[Brawl]]'' onwards)||Increases damage and duration||Automatically activates at full charge; aerial version cannot be charged.
|[[Marth]]||[[Shield Breaker]]||Increases damage and [[shield damage]]||Automatically activates at full charge.||{{n}}||
|-
|-
|[[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.
|[[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.
|-
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|[[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.
|rowspan="2"|[[Mii|Mii Brawler]]||[[Ultimate Uppercut]]||Increases damage||Auto-charge special||{{y}}||
|-
|-
|[[Lucas]]||[[PK Freeze]]||Increases damage, opponent stays [[freezing|frozen]] longer||Automatically activates at full charge, makes Lucas [[helpless]] when used in the air.
|[[Burning Dropkick]] (''[[Smash 4]]'' only)||Increases damage and travel distance||Automatically activates at full charge.||{{n}}||
|-
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|[[Lucina]]||[[Shield Breaker]]||Increases damage||Automatically activates at full charge. [[Shield damage]] varies depending on level of charge.
|[[Mii|Mii Gunner]]||[[Charge Blast]]||Increases range, damage, and size of sphere||Auto-charge special||{{y}}||
|-
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|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.
|rowspan="4"|[[Mii|Mii Swordfighter]]||[[Blurring Blade]]||Increases damage||Automatically activates at full charge.||{{n}}||
|-
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|[[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.
|[[Airborne Assault]] (''Smash 4'' only)||Increases damage and travel distance||Automatically activates at full charge.||{{n}}||
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|[[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.
|[[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.
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|[[Marth]]||[[Shield Breaker]]||Increases damage||Automatically activates at full charge. [[Shield damage]] varies depending on level of charge.
|[[Hero's Spin]]||Increases damage and duration||Automatically activates at full charge.||{{n}}||
|-
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|[[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.
|[[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.
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|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.
|[[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.
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|[[Burning Dropkick]]||Increases damage, and distance it will cover||Automatically activates at full charge.
|[[Ness]] (''[[Melee]]'' onwards)||[[PK Flash]]||Increases damage||Automatically activates at full charge||{{n}}||Makes Ness 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, 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.
|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.
|-
|-
|rowspan="4"|{{SSB4|Mii Swordfighter}}||[[Blurring Blade]]||Increases damage||Automatically activates at full charge.
|[[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.
|-
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|[[Airborne Assault]]||Increases damage, and distance it will cover||Automatically activates at full charge.
|[[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.
|-
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|[[Slash Launcher]]||Increases damage, and distance it will cover||Can be held indefinitely. Mii Swordfighter flashes red upon full charge.
|[[Pikachu]]||Increases damage and travel distance||Automatically activates at full charge.||{{n}}||
|-
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|[[Hero's Spin]]||Increases damage and duration||Automatically activates at full charge.
|rowspan="2"|{{SSBU|Piranha Plant}}||[[Poison Breath]]||Increases damage and distance||Auto-charge special||{{y}}||
|-
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|[[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.
|[[Long-Stem Strike]]||Increases distance||Automatically activates at full charge.||{{n}}||
|-
|-
|[[Ness]] (''[[Melee]]'' onwards)||[[PK Flash]]||Increases damage||Automatically activates at full charge, makes Ness helpless when used in the air.
|[[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.
|-
|-
|[[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.
|[[Pyra]]||[[Flame Nova]]||Increases damage and duration||Automatically activates at full charge||{{n}}||
|-
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|[[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.
|[[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.
|-
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|[[Pikachu]]||Increases damage and distance it will cover||Automatically activates at full charge.
|rowspan="3"|[[R.O.B.]]||[[Robo Burner]]||Increases duration (and therefore range)||Automatically charges when R.O.B. is on the ground.||{{n}}||
|-
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|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.
|[[Robo Beam]]||Increases damage; lowers speed||Automatically charges when R.O.B. is not using it.||{{n}}||
|-
|-
|[[Long-Stem Strike]]||Increases distance||Automatically activates at full charge.
|[[Gyro]]||Increases duration and damage||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.
|[[Robin]]||{{b|Thunder|Robin}}||Advances rank of thunder magic, which increases effectiveness||Auto-charge special||{{y}}||
|-
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|[[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.
|[[Rosalina]]||[[Luma Shot]]||Increases range||Can be held indefinitely.||{{n}}||
|-
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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.
|[[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.
|-
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|[[Robo Beam]]||Increases damage; lowers speed||Automatically charges when R.O.B. is not using it.
|[[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.
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|[[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.
|[[Samus]]||[[Charge Shot]]||Increases range, damage, and size of sphere||Auto-charge special||{{y}}||Prior to ''Ultimate'', cannot be charged in midair.
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|[[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.
|rowspan="3"|[[Sephiroth]]||[[Flare]]||Increases spell rank, increasing damage and explosion size; lowers travel distance||Automatically activates at full charge||{{y}}<ref name="nostore"/>||
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|[[Rosalina]]||[[Luma Shot]]||Increases range||Can be held indefinitely.
|[[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.
|-
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|[[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.
|[[Blade Dash]]||Becomes Octaslash, increasing number of hits, damage and recovery distance||Automatically activates at full charge||{{n}}||
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|[[Ryu]]||[[Focus Attack]]||Increases damage and hitstun, causes crumpling animation||Can be cancelled by inputting either direction twice on the control stick.
|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.
|-
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|[[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.
|[[Burst Grenade]]||Increases duration of vacuum effect.||Automatically activates at full charge||{{n}}||
|-
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|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.
|[[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]].
|-
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|[[Burst Grenade]]||Increases duration of vacuum effect.||-
|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.
|-
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|rowspan="2"|[[Sonic]]||[[Spin Charge]]||Increases speed and damage ||Charged by rapidly pressing the special move button.
|[[Spin Dash]]||Increases speed and damage||Can be held indefinitely.||{{y}}<ref name="nostore"/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br/>{{n}}{{GameIcon|SSBU}}||
|-
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|[[Spin Dash]]||Increases speed and damage ||Can be held indefinitely.
|[[Squirtle]]||[[Water Gun]]||Increases duration, range and pushback||Auto-charge special||{{y}}||In ''Brawl'', the move will deal damage if uncharged.
|-
|-
|[[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.
|rowspan="2"|[[Toon Link]]||[[Hero's Bow]]||Increases damage, range, and speed||Can be held indefinitely.||{{n}}||
|-
|-
|rowspan="2"|[[Toon Link]]||[[Hero's Bow]]||Increases damage, range, and speed||Can be held indefinitely.
|[[Spin Attack]]||Increases damage and duration||Automatically activates at full charge||{{n}}||
|-
|-
|[[Spin Attack]]||Increases damage and duration||Cannot 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
|-
|-
|[[Wario]]||[[Wario Waft]]||Increases damage, distance Wario shoots up, and range ||Charges automatically over time; slightly fully charged stronger than fully charged.
|[[Wii Fit Trainer]]||[[Sun Salutation]]||Increases size, range, and damage||Auto-charge special||{{y}}||
|-
|-
|[[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.
|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}}||
|-
|-
|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.
|[[Spin Attack]] (''[[Ultimate]]'' onwards)||Increases damage||Automatically activates at full charge||{{n}}||Aerial version cannot be charged.
|-
|-
|[[Spin Attack]] (''[[Ultimate]]'' onwards)||Increases damage||Automatically activates at full charge; aerial version cannot be charged.
|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.
|-
|-
|[[Zelda]]||[[Phantom Slash]]||Increases damage and range||Automatically activates at full charge.
|[[Phantom Slash]]||Increases damage and range||Automatically activates at full charge.||{{n}}||
|-
|-
|[[Zero Suit Samus]]||[[Paralyzer]]||Increases damage and hitstun||Cannot be held indefinitely.
|[[Zero Suit Samus]]||[[Paralyzer]]||Increases damage and hitstun||Automatically activates at full charge||{{n}}||
|}
|}
===Notes===
<references/>


==Trivia==
==Trivia==
*[[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).
*[[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).
*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 ''[[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 ''[[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]]

Latest revision as of 15:22, June 30, 2024

Samus charging Charge Shot.

Charging is the powering up of an attack or item in order to increase its potency (damage, range, speed, etc.).

In all games except Super Smash Bros., smash attacks can be charged for up to 60 frames (1 second) by holding the attack button, which increases their damage up to a maximum of 1.4x (1.3671x in Melee), with a corresponding increase in knockback. In Super Smash Bros. Ultimate, charged smash attacks can be held for significantly longer. Certain special moves can also be charged, either by holding the special attack button or by pressing the button once to begin charging and again to launch the attack. Sonic's Spin Charge is unique in that it is charged by pressing the special button repeatedly. Some chargeable special moves, most of them projectiles, can be charge-canceled, allowing a charge to be saved for later.

In addition to manually chargeable moves, a few passive charging mechanics exist. Moves such as Wario's Wario Waft and R.O.B.'s Robo Burner automatically charge over time, while Little Mac's Power Meter and Cloud's Limit Break are charged by dealing and receiving 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[edit]

Character Move Charge effect Charging method Shield-cancellable? Notes
Banjo & Kazooie Shock Spring Jump Increases height Automatically activates at full charge No 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 Yes[1] The bullets become more prominent in appearance, accompanied by a magic circle effect.
Bowser Jr. Clown Cannon Increases damage, speed, and range Automatically activates at full charge No The cannonball will bounce off of opponents that it hits. Bowser Jr. glows yellow when charging this move.
Byleth Failnaught Increases damage, speed, and range Automatically activates at full charge Yes[1] Cannot be charge-cancelled once the second phase is reached.
Chrom Flare Blade Increases damage and knockback Automatically activates at full charge No Attack is stronger when almost-fully charged; fully charged attack directly deals 10% damage to Chrom. Can turn around while charging.
Cloud Limit Charge Gives access to Limit Breaks Auto-charge special; also charges by dealing and receiving damage Yes 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.
Corrin Dragon Fang Shot (shot) Increases damage and paralysis duration. Automatically activates at full charge No Dragon Fang Shot is the only move with two different chargeable attacks.
Dragon Fang Shot (arm) Increases damage.
Dark Pit Silver Bow Increases damage Automatically activates at full charge No Can aim upwards or turn around while charging, allowing the move to charge indefinitely.
Dark Samus Charge Shot Increases range, damage, and size of sphere Auto-charge special Yes
Diddy Kong Peanut Popgun Increases damage and lowers angle of fire Automatically activates at full charge No 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 No
Donkey Kong Giant Punch Increases damage Auto-charge special Yes Near fully charged is more powerful than fully charged; fully charged version is faster and, in Brawl, grants super armour.
Greninja Water Shuriken Increases size and number of hits. Automatically activates at full charge. No
Shadow Sneak Increases knockback and distance covered. Automatically activates at full charge. No Greninja can traverse freely while charging.
Hero Frizz Increases spell rank, increasing damage, knockback and MP cost. Auto-charge special Yes 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. No
Woosh Increases spell rank, increasing damage, recovery distance and MP cost. Automatically activates at full charge. No
Inkling Splat Bomb Increases speed and throw distance. Automatically activates at full charge. No If charged, Inkling will throw the bomb at a long distance, otherwise she will throw it at a short arc in front of herself.
Ike Eruption Increases damage.Super Smash Bros. BrawlSuper Smash Bros. 4
Increases damage and range.Super Smash Bros. Ultimate
Automatically activates at full charge No Near fully charged is more powerful than fully charged; Fully charged 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.
Quick Draw Increases damage, knockback, and distance covered. Can be held indefinitely in all games except Ultimate. No
Jigglypuff Rollout Increases speed, duration, damage Can be held indefinitely in all games except Ultimate. No
Ken Focus Attack Increases damage and hitstun, causes crumpling animation Automatically activates at full charge No Can be cancelled by inputting either direction twice on the control stick.
King Dedede Jet Hammer Increases damage Can be held indefinitely No 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 chargeable neutral special from some characters.
Hammer Flip Increases damage Can be held indefinitely No While fully charged, 1% is dealt to Kirby every second; Kirby can move while charging.
Link Hero's Bow Increases damage and speed of arrow Can be held indefinitely. No
Bow and Arrows (Ultimate) Increases damage and speed of arrow Once at full charge, can be held for three seconds before automatically firing. No
Spin Attack (Brawl onwards) Increases damage and duration Automatically activates at full charge No Aerial version cannot be charged.
Little Mac Straight Lunge Increases range; increases damage in Ultimate. Gains high power but heavy ending lag when fully charged Automatically activates at full charge NoSuper Smash Bros. 4
Yes[1]Super Smash Bros. Ultimate
Has 8% damage-based armor while charging, making it a niche way to escape combos.
Becomes KO Uppercut Filling the Power Meter by dealing and receiving damage No
Lucario Aura Sphere Increases damage, range, and size of sphere Auto-charge special Yes 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.
Lucas PK Freeze Increases damage, and freezing duration Automatically activates at full charge No Makes Lucas helpless when used in the air.
Lucina Shield Breaker Increases damage and shield damage Automatically activates at full charge. No
Luigi Green Missile Increases damage and distance Luigi travels Automatically activates at full chargeSuper Smash Bros. Melee
Can be held indefinitelySuper Smash Bros. Brawl
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 airSuper Smash Bros. 4Super Smash Bros. Ultimate
No Can misfire (1 in 8 chance Super Smash Bros. MeleeSuper Smash Bros. Brawl or 1 in 10 chance Super Smash Bros. 4Super Smash Bros. Ultimate), sending Luigi a very far distance, regardless of charging time.
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. No Unlike most charged moves that can be stored, Luigi Cyclone has no visual indicator.
Mario (Brawl onwards) F.L.U.D.D. Increases range and pushback Auto-charge special Yes
Marth Shield Breaker Increases damage and shield damage Automatically activates at full charge. No
Mewtwo Shadow Ball Increases damage, range, and size of sphere Auto-charge special Yes Charging animation can be held indefinitely, even after reaching full charge. In Melee, the charging animation has a damaging hitbox.
Mii Brawler Ultimate Uppercut Increases damage Auto-charge special Yes
Burning Dropkick (Smash 4 only) Increases damage and travel distance Automatically activates at full charge. No
Mii Gunner Charge Blast Increases range, damage, and size of sphere Auto-charge special Yes
Mii Swordfighter Blurring Blade Increases damage Automatically activates at full charge. No
Airborne Assault (Smash 4 only) Increases damage and travel distance Automatically activates at full charge. No
Slash Launcher/Gale Stab Increases damage and travel distance Can be held indefinitely.Super Smash Bros. 4
Once at full charge, can be held for a few seconds before automatically activating.Super Smash Bros. Ultimate
No Mii Swordfighter flashes red upon reaching full charge.
Hero's Spin Increases damage and duration Automatically activates at full charge. No
Mr. Game & Watch Oil Panic Gives access to a powerful attack Absorb up to 3 energy projectiles Yes 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.
Mythra Lightning Buster Increases damage, performs an additional slash at full charge Automatically activates at full charge No The charging animation has a damaging hitbox. Can turn around as the move is released.
Ness (Melee onwards) PK Flash Increases damage Automatically activates at full charge No Makes Ness helpless when used in the air.
Pac-Man Bonus Fruit Advances to next fruit, each with varying damage and travel behavior Auto-charge special Yes 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.
Power Pellet Increases travel distance Automatically activates at full charge No If the pellet is attacked, it will drop to the ground as a healing item and interrupt the move.
Pichu Skull Bash Increases damage and travel distance Automatically activates at full charge. No Causes the same level of recoil regardless of charge level.
Pikachu Increases damage and travel distance Automatically activates at full charge. No
Piranha Plant Poison Breath Increases damage and distance Auto-charge special Yes
Long-Stem Strike Increases distance Automatically activates at full charge. No
Pit Palutena's Arrow Increases damage Automatically activates at full charge No Can aim upwards or turn around while charging, allowing the move to charge indefinitely.
Pyra Flame Nova Increases damage and duration Automatically activates at full charge No
Ridley Plasma Breath Increases amount of fireballs Automatically activates at full charge No If he is hit in the mouth while charging he will take more damage while negating knockback.
R.O.B. Robo Burner Increases duration (and therefore range) Automatically charges when R.O.B. is on the ground. No
Robo Beam Increases damage; lowers speed Automatically charges when R.O.B. is not using it. No
Gyro Increases duration and damage Auto-charge special Yes
Robin Thunder Advances rank of thunder magic, which increases effectiveness Auto-charge special Yes
Rosalina Luma Shot Increases range Can be held indefinitely. No
Roy Flare Blade Increases damage and knockback Automatically activates at full charge No Attack is stronger when almost-fully charged; fully charged attack directly deals 10% damage to Roy. As of Ultimate, can turn around while charging.
Ryu Focus Attack Increases damage and hitstun, causes crumpling animation Automatically activates at full charge No Can be cancelled by inputting either direction twice on the control stick.
Samus Charge Shot Increases range, damage, and size of sphere Auto-charge special Yes Prior to Ultimate, cannot be charged in midair.
Sephiroth Flare Increases spell rank, increasing damage and explosion size; lowers travel distance Automatically activates at full charge Yes[1]
Shadow Flare Increases range and number of shadow balls attached to opponents Automatically activates at full charge No Can turn around as the move is released.
Blade Dash Becomes Octaslash, increasing number of hits, damage and recovery distance Automatically activates at full charge No
Sheik Needle Storm Increases duration and damage Can be held indefinitely (Melee)
Auto-charge special (Brawl onwards)
Yes 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.
Burst Grenade Increases duration of vacuum effect. Automatically activates at full charge No
Shulk Monado Arts (Ultimate onwards) Opens the Monado Art wheel Automatically activates at full charge No 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.
Sonic Spin Charge Increases speed and damage Charged by rapidly pressing the special move button. No The move will cancel once enough time has passed without pressing the button.
Spin Dash Increases speed and damage Can be held indefinitely. Yes[1]Super Smash Bros. BrawlSuper Smash Bros. 4
NoSuper Smash Bros. Ultimate
Squirtle Water Gun Increases duration, range and pushback Auto-charge special Yes In Brawl, the move will deal damage if uncharged.
Toon Link Hero's Bow Increases damage, range, and speed Can be held indefinitely. No
Spin Attack Increases damage and duration Automatically activates at full charge No
Wario Wario Waft Increases damage, travel distance and range Charges automatically over time No Almost fully charged stronger than fully charged. Charge can be held even after Wario is KO'd
Wii Fit Trainer Sun Salutation Increases size, range, and damage Auto-charge special Yes
Young Link Fire Bow Increases damage, speed, and range Once at full charge, it can be held for three seconds before automatically firing. No
Spin Attack (Ultimate onwards) Increases damage Automatically activates at full charge No Aerial version cannot be charged.
Zelda Din's Fire Increases travel distance Automatically activates at full charge No Prior to Ultimate, leaves Zelda helpless when used in midair.
Phantom Slash Increases damage and range Automatically activates at full charge. No
Zero Suit Samus Paralyzer Increases damage and hitstun Automatically activates at full charge No

Notes[edit]

  1. ^ a b c d e Charge cannot be stored.

Trivia[edit]

  • 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).
  • In Melee, Ness cannot 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.
  • 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.