Character |
move |
Charge effect |
Notes
|
Diddy Kong |
Peanut Popgun |
Increases damage |
If charged too long, the popgun will explode and Diddy Kong will be momentarily stunned.
|
Rocketbarrel Blast |
Increases height and damage |
Once full charge is met, the move is automatically used.
|
Donkey Kong |
Giant Punch |
Increases damage and knockback |
Near fully charged is most powerful, rather than fully charged, though fully charged version is faster and has super armor
|
Ike |
Eruption |
Increases damage and knockback |
Near fully charged is much more powerful than fully charged; Fully charged deals 10% to Ike.
|
Quickdraw |
Increases damage, knockback, and range |
Can be held indefinitely.
|
Jigglypuff |
Rollout |
Increases speed, duration, damage, and knockback |
Can be held indefinitely.
|
King Dedede |
Jet Hammer |
Increases damage and knockback |
Near fully charged is slightly more powerful than fully charged; while fully charged, 1% is dealt to Dedede every second until Dedede is up to 150%; Dedede can move while charging.
|
Kirby |
Inhale |
Various (see notes) |
Kirby can copy a chargable neutral special from some characters.
|