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