Character |
Move |
Charge effect |
Charging method |
Shield-cancellable? |
Notes
|
Banjo & Kazooie |
Shock Spring Jump |
Increases height |
Automatically activates at full charge |
 |
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 |
[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 |
 |
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 |
[1] |
Cannot be charge-cancelled once the second phase is reached.
|
Chrom |
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 Chrom. Can turn around while charging.
|
Cloud |
Limit Charge |
Gives access to Limit Breaks |
Auto-charge special; also charges by dealing and receiving damage |
 |
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 |
 |
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 |
 |
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 |
|
Diddy Kong |
Peanut Popgun |
Increases damage and lowers angle of fire |
Automatically activates at full charge |
 |
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 |
|
Donkey Kong |
Giant Punch |
Increases damage |
Auto-charge special |
 |
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. |
|
Shadow Sneak |
Increases knockback and distance covered. |
Automatically activates at full charge. |
 |
Greninja can traverse freely while charging.
|
Hero |
Frizz |
Increases spell rank, increasing damage, knockback and MP cost. |
Auto-charge special |
 |
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. |
|
Woosh |
Increases spell rank, increasing damage, recovery distance and MP cost. |
Automatically activates at full charge. |
|
Inkling |
Splat Bomb |
Increases speed and throw distance. |
Automatically activates at full charge. |
 |
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.  Increases damage and range. |
Automatically activates at full charge |
 |
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. |
|
Jigglypuff |
Rollout |
Increases speed, duration, damage |
Can be held indefinitely in all games except Ultimate. |
|
Ken |
Focus Attack |
Increases damage and hitstun, causes crumpling animation |
Automatically activates at full charge |
 |
Can be cancelled by inputting either direction twice on the control stick.
|
King Dedede |
Jet Hammer |
Increases damage |
Can be held indefinitely |
 |
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 |
 |
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. |
|
Bow and Arrows (Ultimate) |
Increases damage and speed of arrow |
Once at full charge, can be held for three seconds before automatically firing. |
|
Spin Attack (Brawl onwards) |
Increases damage and duration |
Automatically activates at full charge |
 |
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 |
 
[1] |
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 |
|
Lucario |
Aura Sphere |
Increases damage, range, and size of sphere |
Auto-charge special |
 |
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 |
 |
Makes Lucas helpless when used in the air.
|
Lucina |
Shield Breaker |
Increases damage and shield damage |
Automatically activates at full charge. |
|
Luigi |
Green Missile |
Increases damage and distance Luigi travels |
Automatically activates at full charge Can be held indefinitely 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  |
 |
Can misfire (1 in 8 chance  or 1 in 10 chance  ), 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. |
 |
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 |
|
Marth |
Shield Breaker |
Increases damage and shield damage |
Automatically activates at full charge. |
|
Mewtwo |
Shadow Ball |
Increases damage, range, and size of sphere |
Auto-charge special |
 |
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 |
|
Burning Dropkick (Smash 4 only) |
Increases damage and travel distance |
Automatically activates at full charge. |
|
Mii Gunner |
Charge Blast |
Increases range, damage, and size of sphere |
Auto-charge special |
|
Mii Swordfighter |
Blurring Blade |
Increases damage |
Automatically activates at full charge. |
|
Airborne Assault (Smash 4 only) |
Increases damage and travel distance |
Automatically activates at full charge. |
|
Slash Launcher/Gale Stab |
Increases damage and travel distance |
Can be held indefinitely. Once at full charge, can be held for a few seconds before automatically activating. |
 |
Mii Swordfighter flashes red upon reaching full charge.
|
Hero's Spin |
Increases damage and duration |
Automatically activates at full charge. |
|
Mr. Game & Watch |
Oil Panic |
Gives access to a powerful attack |
Absorb up to 3 energy projectiles |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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. |
 |
Causes the same level of recoil regardless of charge level.
|
Pikachu |
Increases damage and travel distance |
Automatically activates at full charge. |
|
Piranha Plant |
Poison Breath |
Increases damage and distance |
Auto-charge special |
|
Long-Stem Strike |
Increases distance |
Automatically activates at full charge. |
|
Pit |
Palutena's Arrow |
Increases damage |
Automatically activates at full charge |
 |
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 |
|
Ridley |
Plasma Breath |
Increases amount of fireballs |
Automatically activates at full charge |
 |
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. |
|
Robo Beam |
Increases damage; lowers speed |
Automatically charges when R.O.B. is not using it. |
|
Gyro |
Increases duration and damage |
Auto-charge special |
|
Robin |
Thunder |
Advances rank of thunder magic, which increases effectiveness |
Auto-charge special |
|
Rosalina |
Luma Shot |
Increases range |
Can be held indefinitely. |
|
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. As of Ultimate, can turn around while charging.
|
Ryu |
Focus Attack |
Increases damage and hitstun, causes crumpling animation |
Automatically activates at full charge |
 |
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 |
 |
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 |
[1]
|
Shadow Flare |
Increases range and number of shadow balls attached to opponents |
Automatically activates at full charge |
 |
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 |
|
Sheik |
Needle Storm |
Increases duration and damage |
Can be held indefinitely (Melee) Auto-charge special (Brawl onwards) |
 |
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 |
|
Sonic |
Spin Charge |
Increases speed and damage |
Charged by rapidly pressing the special move button. |
 |
The move will cancel once enough time has passed without pressing the button.
|
Spin Dash |
Increases speed and damage |
Can be held indefinitely. |
[1] 

|
Squirtle |
Water Gun |
Increases duration, range and pushback |
Auto-charge special |
 |
In Brawl, the move will deal damage if uncharged.
|
Toon Link |
Hero's Bow |
Increases damage, range, and speed |
Can be held indefinitely. |
|
Spin Attack |
Increases damage and duration |
Automatically activates at full charge |
|
Wario |
Wario Waft |
Increases damage, travel distance and range |
Charges automatically over time |
 |
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 |
|
Young Link |
Fire Bow |
Increases damage, speed, and range |
Once at full charge, it can be held for three seconds before automatically firing. |
|
Spin Attack (Ultimate onwards) |
Increases damage |
Automatically activates at full charge |
 |
Aerial version cannot be charged.
|
Zelda |
Din's Fire |
Increases travel distance |
Automatically activates at full charge |
 |
Prior to Ultimate, leaves Zelda helpless when used in midair.
|
Phantom Slash |
Increases damage and range |
Automatically activates at full charge. |
|
Zero Suit Samus |
Paralyzer |
Increases damage and hitstun |
Automatically activates at full charge |
|