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[[File:LucarioAScharge.jpg|thumb|Lucario charging an Aura Sphere, making it bigger and more powerful within each second of charging.]]
[[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.).


*In all games except ''[[Super Smash Bros.]]'', [[smash attack]]s can be charged for up to 60 frames (1 second) by holding the [[A button|attack button]], which increases their damage up to a maximum of 1.4x, and greatly increases their knockback.
In all games except ''[[Super Smash Bros.]]'', [[smash attack]]s can be charged for up to 60 frames (1 second) by holding the [[A button|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 move]]s can also be charged, either by holding the [[B button|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 [[projectile]]s, can be [[charge-cancel]]ed, allowing a charge to be saved for later.
*Certain [[special move]]s can also be charged, sometimes by holding the [[B button|special attack button]].
**With some moves, namely [[Giant Punch]], [[Charge Shot]], [[Aura Sphere]], [[Needle Storm]], [[F.L.U.D.D.]], and [[Shadow Ball]], the charge can be held by the character indefinitely until the move is used again or the character is [[KO]]'d. These moves tend to be known as "auto-charge" moves, in that:
***...they will automatically enter a charging state once the [[B button|special attack button]] is tapped, and during this time, the user of the move can use any attack button to use the move, or use a [[Shield]] to cancel the charge and store it (inputting the [[B button|special attack button]] again will resume the charge, and moving left or right will cause an automatic [[Rolling|roll]] that produces the same cancel effect as the shield).
****Once the charge is complete, the move will (in most cases) automatically stop charging and the character will repeatedly flash to give the signal (as well as some other special effect on the character as well). From a full charge, pressing the special attack button will use the fully charged version of the move, and the charging process must be repeated. If charging in the air, a normal cancel will be applied as opposed to a shield or roll if cancelled in the manner as stated above.
*****Also, once the full charge is reached, the character may or may not continue charging until the attack is performed or if a cancel was done to perform it at a later time. Examples of characters who will still stay in their charging animation even at full charge unless cancelled are [[Mewtwo (SSBM)|Mewtwo]] and [[Lucario (SSBB)|Lucario]] for their [[Shadow Ball|neutral]] [[Aura Sphere|specials]].
*****[[Sheik (SSBM)|Sheik]] in ''Melee'' is the only exception to this, in that her [[Needle Storm]] must be charged up by holding down the special button, and if released will use the attack. Yet, she can roll and shield cancel it in the same manner as an auto-charge special.
******In ''64'', both the normal and special move buttons can be used to unleash an auto-charge attack during the charging period. From ''Melee'' onwards, only the special move button is allowed for such.
***In terms of most auto-charge specials being projectiles, [[Greninja]]'s [[Water Shuriken]] and [[Bowser Jr.]]'s [[Clown Cannon]] are the only projectile-based charging moves whose charges can't be held via a special auto-charge cancel, since they are normal chargeable special moves.
**Some special moves are automatically charged with time until activated ([[Wario Waft]], [[Robo Burner]]), at which point they are discharged.
***[[Sonic]]'s [[Spin Charge]] is unique in that it is charged by pressing the special button repeatedly, and [[Little Mac]]'s [[Straight Lunge]] is unique in that it is used when the player presses the B button again or when the charge is complete.
****In ''Super Smash Bros. 4'', when a character fully charges a special move that is able to be held, his or her portrait's eyes will flash.
*There are a few [[items]] which can be charged. The [[Ore Club]]'s tornado's size varies with charging its 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 on the field.


===Chargeable Special Moves===
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==
{|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.
|-
|[[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.
|-
|[[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.
|-
|[[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||{{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||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.
|-
|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.
|-
|[[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.
|-
|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.
|-
|[[Quick Draw]]||Increases damage, knockback, and distance covered.||Can be held indefinitely in all games except ''Ultimate''.||{{n}}||
|-
|[[Jigglypuff]]||[[Rollout]]||Increases speed, duration, damage||Can be held indefinitely in all games except ''Ultimate''.||{{n}}||
|-
|[[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.
|-
|[[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"|[[Kirby]]||{{b|Inhale|Kirby}}||colspan="3"|Various (see notes)||Kirby can copy a chargeable neutral special from some characters.
|-
|[[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"|[[Link]]||[[Hero's Bow]]||Increases damage and speed of arrow||Can be held indefinitely.||{{n}}||
|-
|[[Bow and Arrows]] (''[[Ultimate]]'')||Increases damage and speed of arrow||Once at full charge, can be held for three seconds before automatically firing.||{{n}}||
|-
|[[Spin Attack]] (''[[Brawl]]'' onwards)||Increases damage and duration||Automatically activates at full charge||{{n}}||Aerial version cannot be charged.
|-
|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.
|-
|Becomes [[KO Uppercut]]||Filling the [[Power Meter]] by dealing and receiving damage||{{n}}||
|-
|[[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.
|-
|[[Lucas]]||[[PK Freeze]]||Increases damage, and [[freezing]] duration||Automatically activates at full charge||{{n}}||Makes Lucas [[helpless]] when used in the air.
|-
|[[Lucina]]||[[Shield Breaker]]||Increases damage and [[shield damage]]||Automatically activates at full charge.||{{n}}||
|-
|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.
|-
|[[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.
|-
|-
|[[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.
|[[Mario]] (''Brawl'' onwards)||[[F.L.U.D.D.]]||Increases range and pushback||Auto-charge special||{{y}}||
|-
|-
|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''.
|[[Marth]]||[[Shield Breaker]]||Increases damage and [[shield damage]]||Automatically activates at full charge.||{{n}}||
|-
|-
|[[Rocketbarrel Blast]]||Increases height and damage ||Activates automatically at full charge.
|[[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.
|-
|-
|[[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.
|rowspan="2"|[[Mii|Mii Brawler]]||[[Ultimate Uppercut]]||Increases damage||Auto-charge special||{{y}}||
|-
|-
|rowspan="2"|{{SSB4|Greninja}}||[[Water Shuriken]]||Increases size and number of hits.||Automatically activates at full charge.
|[[Burning Dropkick]] (''[[Smash 4]]'' only)||Increases damage and travel distance||Automatically activates at full charge.||{{n}}||
|-
|-
|[[Shadow Sneak]]||Increases knockback and distance covered.||Automatically activates at full charge. Greninja can traverse freely while charging.
|[[Mii|Mii Gunner]]||[[Charge Blast]]||Increases range, damage, and size of sphere||Auto-charge special||{{y}}||
|-
|-
|rowspan="2"|[[Ike]]||[[Eruption]]||Increases damage||Automatically activates at full charge; Near fully charged is more powerful than fully charged; Fully charged deals 10% to Ike, and gives knockback resistance.
|rowspan="4"|[[Mii|Mii Swordfighter]]||[[Blurring Blade]]||Increases damage||Automatically activates at full charge.||{{n}}||
|-
|-
|[[Quick Draw]]|| Increases damage, knockback, and distance covered. ||Can be held indefinitely.
|[[Airborne Assault]] (''Smash 4'' only)||Increases damage and travel distance||Automatically activates at full charge.||{{n}}||
|-
|-
|[[Jigglypuff]]||[[Rollout]]||Increases speed, duration, damage||Can be held indefinitely.
|[[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.
|-
|-
|{{SSBB|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.
|[[Hero's Spin]]||Increases damage and duration||Automatically activates at full charge.||{{n}}||
|-
|-
|rowspan="2"|[[Kirby]]||{{b|Inhale|Kirby}}||Various (see notes)||Kirby can copy a chargeable neutral special from some characters.
|[[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.
|-
|-
|[[Hammer Flip]]||Increases damage||While fully charged, 1% is dealt to Kirby every second; Kirby can move while charging; charge cannot be saved.
|[[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"|[[Link]]||[[Hero's Bow]]||Increases damage, and speed of arrow||Can be held indefinitely.
|[[Ness]] (''[[Melee]]'' onwards)||[[PK Flash]]||Increases damage||Automatically activates at full charge||{{n}}||Makes Ness helpless when used in the air.
|-
|-
|[[Spin Attack]] (''[[Brawl]]'' and ''[[Smash 4]]'' only)||Increases damage and duration||Activates automatically at full charge.
|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.
|-
|-
|{{SSB4|Little Mac}}||[[Straight Lunge]]||Increases range and damage||Can be held indefinitely; has knockback resistance while charging.
|[[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.
|-
|-
|[[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.
|[[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.
|-
|-
|{{SSBB|Lucas}}||[[PK Freeze]]||Increases damage, opponent stays [[freezing|frozen]] longer||Activates automatically at full charge, makes Lucas [[helpless]] when used in the air.
|[[Pikachu]]||Increases damage and travel distance||Automatically activates at full charge.||{{n}}||
|-
|-
|{{SSB4|Lucina}}||[[Shield Breaker]]||Increases damage||Automatically activates at full charge. [[Shield damage]] varies depending on level of charge.
|rowspan="2"|{{SSBU|Piranha Plant}}||[[Poison Breath]]||Increases damage and distance||Auto-charge special||{{y}}||
|-
|-
|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.
|[[Long-Stem Strike]]||Increases 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.
|[[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.
|-
|-
|{{SSBB|Mario}} (''Brawl'' and ''Smash 4'' only)||[[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.
|[[Pyra]]||[[Flame Nova]]||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.
|[[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.
|-
|-
|{{SSBM|Mewtwo}}||[[Shadow Ball]]||Increases damage, range, and size of sphere||Can be charged indefinitely; charging animation has damaging hitbox. 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.
|rowspan="3"|[[R.O.B.]]||[[Robo Burner]]||Increases duration (and therefore range)||Automatically charges when R.O.B. is on the ground.||{{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
|[[Robo Beam]]||Increases damage; lowers speed||Automatically charges when R.O.B. is not using it.||{{n}}||
|-
|-
|[[Ness]] (''[[Melee]]'', ''Brawl'', and ''Smash 4'' only)||[[PK Flash]]||Increases damage||Activates automatically at full charge, makes Ness helpless when used in the air
|[[Gyro]]||Increases duration and damage||Auto-charge special||{{y}}||
|-
|-
|{{SSB4|Pac-Man}}||[[Bonus Fruit]]||Advances to next fruit||If orange is reached, time to charge to the next stage doubles.
|[[Robin]]||{{b|Thunder|Robin}}||Advances rank of thunder magic, which increases effectiveness||Auto-charge special||{{y}}||
|-
|-
|{{SSBM|Pichu}}||[[Skull Bash]]||Increases damage, and distance it will cover||Activates automatically at full charge. Causes the same level of [[recoil damage|recoil]] regardless of charge level.
|[[Rosalina]]||[[Luma Shot]]||Increases range||Can be held indefinitely.||{{n}}||
|-
|-
|[[Pikachu]]||[[Skull Bash]]||Increases damage, and distance it will cover||Activates automatically at full charge.
|[[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.
|-
|-
|[[Pit]]||[[Palutena's Arrow]]||Increases damage||Can be charged indefinitely only if one keeps on changing the direction in which the arrow is aimed
|[[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.
|-
|-
|rowspan="3"|{{SSBB|R.O.B.}}||[[Robo Burner]]||Increases duration (and therefore range)||Automatically charges when ROB is on the ground.
|[[Samus]]||[[Charge Shot]]||Increases range, damage, and size of sphere||Auto-charge special||{{y}}||Prior to ''Ultimate'', cannot be charged in midair.
|-
|-
|[[Robo Beam]]||Increases damage; lowers speed||Automatically charges when ROB is not using it.
|rowspan="3"|[[Sephiroth]]||[[Flare]]||Increases spell rank, increasing damage and explosion size; lowers travel distance||Automatically activates at full charge||{{y}}<ref name="nostore"/>||
|-
|-
|[[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.
|[[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.
|-
|-
|{{SSB4|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.
|[[Blade Dash]]||Becomes Octaslash, increasing number of hits, damage and recovery distance||Automatically activates at full charge||{{n}}||
|-
|-
|{{SSB4|Rosalina}}||[[Luma Shot]]||Increases range||Activates automatically at full charge.
|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.
|-
|-
|{{SSBM|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.
|[[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.
|[[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.
|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.||-
|[[Spin Dash]]||Increases speed and damage||Can be held indefinitely.||{{y}}<ref name="nostore"/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br/>{{n}}{{GameIcon|SSBU}}||
|-
|-
|rowspan="2"|{{SSBB|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}}||
|-
|-
|{{SSBB|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}}||
|-
|-
|{{SSBB|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}}||
|-
|-
|{{SSB4|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.
|-
|-
|{{SSBM|Young Link}}||{{h2|Hero's Bow|Fire Bow}}||Increases damage, speed, and range ||Can be held indefinitely
|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.
|-
|-
|[[Zero Suit Samus]]||[[Paralyzer]]||Increases damage and hitstun ||Can be held indefinitely
|[[Phantom Slash]]||Increases damage and range||Automatically activates at full charge.||{{n}}||
|-
|-
|[[Zero Suit Samus]]||[[Paralyzer]]||Increases damage and hitstun||Automatically activates at full charge||{{n}}||
|}
|}
===Notes===
<references/>


==Trivia==
==Trivia==
*In ''Melee'', smash attacks can only attain a maximum charge of 1.3671x instead of the intended 1.4x. It's believed this implies that they can only be charged for 59 frames instead of 60, though this math is very slightly off.
*[[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).
*Even though two of the attacks technically have a passive charging phase, {{SSBB|R.O.B.}} is the series' only character with three chargeable Special Attacks.
*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.
*{{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.