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Charge
From SmashWiki, the Super Smash Bros. wiki
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Charging is the powering up of an attack or item in order to increase its potency (damage, range, speed, etc.).
- All smash attacks can be charged for up to 120 frames (2 seconds) by holding the attack button.
- Certain special moves can also be charged by holding the special attack button. With some moves, (Giant Punch, Charge Shot, Aura Sphere, and Shadow Ball) the charge can be held by the character indefinitely until the move is used again. 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.
Chargeable Special Moves
- Diddy Kong: Peanut Popgun, Rocketbarrel Blast
- Donkey Kong: Giant Punch
- Ike: Eruption, Quick Draw
- Jigglypuff: Rollout
- King Dedede: Jet Hammer
- Kirby: Kirby can copy the chargeable neutral special move of another character using Inhale
- Link: Spin Attack (Brawl only), Hero's Bow
- Lucario: Aura Sphere
- Luigi: Green Missile, Luigi Cyclone
- Mario: F.L.U.D.D.
- Marth: Shield Breaker
- Mewtwo: Shadow Ball
- Mr. Game & Watch: Oil Panic
- Pichu: Skull Bash
- Pikachu: Skull Bash
- Pit: Palutena's Arrow
- Squirtle: Water Gun
- R.O.B: Gyro, Robo Burner
- Roy: Flare Blade
- Samus: Charge Shot
- Sheik: Needles
- Sonic: Spin Dash, Spin Charge
- Toon Link: Spin Attack, Hero's Bow
- Wario: Wario Waft
- Yoshi: Egg Roll
- Young Link: Fire Bow
- Zero Suit Samus: Paralyzer