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Charge: Difference between revisions

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m (→‎Chargeable Special Moves: this should be the basic layout.)
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!Character!!move!!Charge effect!!Notes
!Character!!move!!Charge effect!!Notes
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||rowspan="2"|[[Diddy Kong]]||[[Peanut Popgun]]|| Increases damage || If charged too long, the popgun will explode and Diddy will be stunned.
|rowspan="2"|[[Diddy Kong]]||[[Peanut Popgun]]|| Increases damage || If charged too long, the popgun will explode and Diddy will be stunned.
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|[[Rocketbarrel Blast]]||Increases height and damage || If charged for too long, the barrels will explode and Diddy will be damaged. Note that the move can be charged in the air.
|[[Rocketbarrel Blast]]||Increases height and damage || If charged for too long, the barrels will explode and Diddy will be damaged.  
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|[[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
|[[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
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|rowspan="2"|[[Ike]]||[[Eruption]]||Increases damage and knockback||Near fully charged is much more powerful than fully charged; Fully charged deals 10% to Ike.
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|[[Quickdraw]]|| Increases damage, knockback, and range || Can be held indefinitely.
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|[[Jigglypuff]]||[[Rollout]]||Increases speed, duration, damage, and knockback||Can be held indefinitely.
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Revision as of 22:08, October 30, 2011

Charging is the powering up of an attack or item in order to increase its potency (damage, range, speed, etc.).

Chargeable Special Moves

Character move Charge effect Notes
Diddy Kong Peanut Popgun Increases damage If charged too long, the popgun will explode and Diddy will be stunned.
Rocketbarrel Blast Increases height and damage If charged for too long, the barrels will explode and Diddy will be damaged.
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.
  • There are a few items which can be charged as well. Most battering weapons, and a few projectile items can be charged by flicking the control stick in the same manner of a Smash Attack. Also, the Hothead will be "charged" as it receives damage on the field.
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