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Charge: Difference between revisions

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|{{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.
|{{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.
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|rowspan="2"|[[Kirby]]||[[Inhale]]||Various (see notes)||Kirby can copy a chargeable neutral special from some characters.
|rowspan="2"|[[Kirby]]||{{b|Inhale|Kirby}}||Various (see notes)||Kirby can copy a chargeable neutral special from some characters.
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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.
|[[Hammer Flip]]||Increases damage||While fully charged, 1% is dealt to Kirby every second; Kirby can move while charging; charge cannot be saved.

Revision as of 04:53, September 25, 2015

Lucario charging an Aura Sphere, making it bigger and more powerful within each second of charging.

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, and greatly increases their knockback.
  • Certain special moves can also be charged, sometimes by holding the 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 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 special attack button again will resume the charge, and moving left or right will cause an automatic 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 and Lucario for their neutral specials.
          • 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

Character Move Charge effect Notes
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.
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.
Rocketbarrel Blast Increases height and damage Activates automatically at full charge.
Donkey Kong Giant Punch Increases damage Near fully charged is more powerful than fully charged; fully charged version is faster and, in Brawl, grants 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.
Greninja Water Shuriken Increases size and number of hits. Automatically activates at full charge.
Shadow Sneak Increases knockback and distance covered. Automatically activates at full charge. Greninja can traverse freely while charging.
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.
Quick Draw Increases damage, knockback, and distance covered. Can be held indefinitely.
Jigglypuff Rollout Increases speed, duration, damage Can be held indefinitely.
King Dedede Jet Hammer Increases damage Near fully charged is slightly more powerful than fully charged; while fully charged, 1% is dealt to Dedede every second until Dedede is up to 150%; Dedede can move while charging.
Kirby Inhale Various (see notes) Kirby can copy a chargeable neutral special from some characters.
Hammer Flip Increases damage While fully charged, 1% is dealt to Kirby every second; Kirby can move while charging; charge cannot be saved.
Link Hero's Bow Increases damage, and speed of arrow Can be held indefinitely.
Spin Attack (Brawl and Smash 4 only) Increases damage and duration Activates automatically at full charge.
Little Mac Straight Lunge Increases range and damage Can be held indefinitely; has knockback resistance while charging.
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.
Lucas PK Freeze Increases damage, opponent stays frozen longer Activates automatically at full charge, makes Lucas helpless when used in the air.
Lucina Shield Breaker Increases damage Automatically activates at full charge. Shield damage varies depending on level of charge.
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.
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.
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.
Marth Shield Breaker Increases damage Automatically activates at full charge. Shield damage varies depending on level of charge.
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.
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
Ness (Melee, Brawl, and Smash 4 only) PK Flash Increases damage Activates automatically at full charge, makes Ness helpless when used in the air
Pac-Man Bonus Fruit Advances to next fruit If orange is reached, time to charge to the next stage doubles.
Pichu Skull Bash Increases damage, and distance it will cover Activates automatically at full charge. Causes the same level of recoil regardless of charge level.
Pikachu Skull Bash Increases damage, and distance it will cover Activates automatically at full charge.
Pit Palutena's Arrow Increases damage Can be charged indefinitely only if one keeps on changing the direction in which the arrow is aimed
R.O.B. Robo Burner Increases duration (and therefore range) Automatically charges when ROB is on the ground.
Robo Beam Increases damage; lowers speed Automatically charges when ROB is not using it.
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.
Robin Thunder 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.
Rosalina Luma Shot Increases range Activates automatically at full charge.
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.
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.
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.
Burst Grenade Increases duration of vacuum effect. -
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.
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.
Toon Link Hero's Bow Increases damage, range, and speed Can be held indefinitely
Spin Attack Increases damage and duration Cannot be held indefinitely
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, 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.
Young Link Fire Bow Increases damage, speed, and range Can be held indefinitely
Zero Suit Samus Paralyzer Increases damage and hitstun Can be held indefinitely

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.
  • Even though two of the attacks technically have a passive charging phase, R.O.B. is the series' only character with three chargeable Special Attacks.