Editing Charge

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'''Charging''' ({{ja|ホールド|Hōrudo}}, ''Hold'') is the powering up of an [[attack]] or [[item]] in order to increase its potency (damage, range, speed, etc.).
'''Charging''' ({{ja|ホールド|Hōrudo}}, ''Hold'') 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 attack]]s can be charged for up to 60 frames (1 second) by holding the [[A button|attack button]], which increases their damage up to a maximum of 1.(1.3671× in ''Melee''), with a corresponding increase in knockback. In ''[[Super Smash Bros. Ultimate]]'', charged smash attacks can be held for significantly longer. Certain [[special move]]s can also be charged, either by holding the [[B button|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 [[projectile]]s, can be [[charge-cancel]]ed, which in some cases allows a charge to be saved for later.
In all games except ''[[Super Smash Bros.]]'', [[smash attack]]s can be charged for up to 60 frames (1 second) by holding the [[A button|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 move]]s can also be charged, either by holding the [[B button|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 [[projectile]]s, can be [[charge-cancel]]ed, which in some cases allows 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. These passive charging mechanics should not be confused with the concept of an "auto-charge special", which refers to a charge-cancelable move that can store its charge and automatically cancels and stores the charge upon being fully charged, requiring a second special move input while charging or with a fully-stored charge to actually use the move. (Note that there are some exceptions that can be stored (and are therefore listed as "auto-charge specials" for convenience) but still require manual canceling to do so, even at full charge, most notably [[Mewtwo]]'s [[Shadow Ball]] and [[Lucario]]'s [[Aura Sphere]].) Details on which special moves charge in which fashion can be found in the "Chargeable special moves" table below.
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 [[item]]s which can be charged. All battering items can have their smash attack charged like any other from ''Melee'' onwards (except for the [[Hammer]] and [[Golden Hammer]], which swing automatically without requiring or allowing any attack inputs, and the [[Home-Run Bat]], whose smash attack always has the same wind-up period), and the effect is particularly noteworthy for the [[Ore Club]], whose tornado's size varies with the charge of its smash attack. The [[Super Scope]]'s shots can be charged (although it runs out of ammunition faster that way), and characters can run and jump while charging it from ''Brawl'' onwards. Also, the [[Hothead]] will be charged as it receives [[Flame]] and [[Electric]] 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.
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.
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|[[Bowser Jr.]]||[[Clown Cannon]]||Increases damage, speed, and range||Automatically activates at full charge.||{{n}}||The cannonball will bounce off of opponents that it hits. Bowser Jr. glows yellow when charging this move.
|[[Bowser Jr.]]||[[Clown Cannon]]||Increases damage, speed, and range||Automatically activates at full charge.||{{n}}||The cannonball will bounce off of opponents that it hits. Bowser Jr. glows yellow when charging this move.
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|[[Byleth]]||[[Failnaught]]||Increases damage, speed, and range||Automatically activates at full charge.||{{y}}<ref name="nostore"/>||Cannot be charge-cancelled once the second phase is reached.
|[[Byleth]]||[[Failnaught]]||Increases damage, speed, and range||Automatically activates at full charge||{{y}}<ref name="nostore"/>||Cannot be charge-cancelled once the second phase is reached.
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|[[Chrom]]||[[Flare Blade]]||Increases damage and knockback||Automatically activates at full charge.||{{n}}||Attack is stronger when almost-fully charged; fully charged attack [[Recoil damage|directly deals 10% damage to Chrom]]. Can turn around while charging.
|[[Chrom]]||[[Flare Blade]]||Increases damage and knockback||Automatically activates at full charge||{{n}}||Attack is stronger when almost-fully charged; fully charged attack [[Recoil damage|directly deals 10% damage to Chrom]]. Can turn around while charging.
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|[[Cloud]]||[[Limit Charge]]||Gives access to [[Limit Break]]s||Auto-charge special; also charges by dealing and receiving damage||{{y}}||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.
|[[Cloud]]||[[Limit Charge]]||Gives access to [[Limit Break]]s||Auto-charge special; also charges by dealing and receiving damage||{{y}}||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.
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|[[Dark Samus]]||[[Charge Shot]]||Increases range, damage, and size of sphere ||Auto-charge special||{{y}}||
|[[Dark Samus]]||[[Charge Shot]]||Increases range, damage, and size of sphere ||Auto-charge special||{{y}}||
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|rowspan="2"|[[Diddy Kong]]||[[Peanut Popgun]]||Increases damage and lowers angle of fire||Automatically activates at full charge (but see notes)||{{n}}||If charged too long, the popgun will explode and Diddy Kong will be momentarily stunned in ''Brawl'' (effectively a very laggy charge cancel) or create a damaging explosion around himself in ''Smash 4'' and ''Ultimate''. In either case, this "full charge" releases no projectile.
|rowspan="2"|[[Diddy Kong]]||[[Peanut Popgun]]||Increases damage and lowers angle of fire||Automatically activates at full charge (but see notes)||{{n}}||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''.
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|[[Rocketbarrel Blast]]||Increases height and damage||Automatically activates at full charge.||{{n}}||
|[[Rocketbarrel Blast]]||Increases height and damage||Automatically activates at full charge.||{{n}}||

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