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Charge: Difference between revisions

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m (Robo Beam also charges)
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*All [[smash attack|smash attacks]] can be charged for up to 120 frames (2 seconds) by holding the [[A button|attack button]].
*All [[smash attack|smash attacks]] can be charged for up to 120 frames (2 seconds) by holding the [[A button|attack button]].
*Certain [[special move]]s can also be charged by holding the [[B button|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.
*Certain [[special move]]s can also be charged by holding the [[B button|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.
*There are a few [[items]] which can be charged. Most battering weapons, and a few projectile items can be charged. Also, the [[Hothead]] will be ''charged'' as it receives damage on the field.


===Chargeable Special Moves===
===Chargeable Special Moves===
*[[Diddy Kong (SSBB)|Diddy Kong]]: [[Peanut Popgun]], [[Rocketbarrel Blast]]
{|class="wikitable"
*[[Donkey Kong]]: [[Giant Punch]]
!Character!!Move!!Charge effect!!Notes
*[[Ike (SSBB)|Ike]]: [[Eruption]], [[Quick Draw]]
|-
*[[Jigglypuff]]: [[Rollout]]
|rowspan="2"|[[Diddy Kong]]||[[Peanut Popgun]]|| Increases damage || If charged too long, the popgun will explode and Diddy Kong will be momentarily stunned.
*[[King Dedede (SSBB)|King Dedede]]: [[Jet Hammer]]
|-
*[[Kirby]]: Kirby can copy the chargeable neutral special move of another character using [[Inhale]]
|[[Rocketbarrel Blast]]||Increases height and damage || Once full charge is met, the move is automatically used.
*[[Link (SSBB)|Link]]: [[Spin Attack]] (''Brawl'' only), [[Hero's Bow]]
|-
*[[Lucario (SSBB)|Lucario]]: [[Aura Sphere]]
|[[Donkey Kong]]||[[Giant Punch]]|| Increases damage|| Near fully charged is most powerful, rather than fully charged, though fully charged version is faster and has super armor
*[[Luigi]]: [[Green Missile]], [[Luigi Cyclone]]
|-
*[[Mario (SSBB)|Mario]]: [[F.L.U.D.D.]]
|rowspan="2"|[[Ike]]||[[Eruption]]||Increases damage||Near fully charged is much more powerful than fully charged; Fully charged deals 10% to Ike.
*[[Marth]]: [[Shield Breaker]]
|-
*[[Mewtwo (SSBM)|Mewtwo]]: [[Shadow Ball]]
|[[Quickdraw]]|| Increases damage, knockback, and range || Can be held indefinitely.
*[[Mr. Game & Watch]]: [[Oil Panic]]  
|-
*[[Pichu (SSBM)|Pichu]]: [[Skull Bash]]
|[[Jigglypuff]]||[[Rollout]]||Increases speed, duration, damage||Can be held indefinitely.
*[[Pikachu]]: [[Skull Bash]]
|-
*[[Pit (SSBB)|Pit]]: [[Palutena's Arrow]]
|[[King Dedede]]||[[Jet Hammer]]||Increases damage|| 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.
*[[Squirtle (SSBB)|Squirtle]]: [[Water Gun]]
|-
*[[R.O.B. (SSBB)|R.O.B]]: [[Gyro]], [[Robo Beam]], [[Robo Burner]]
|[[Kirby]]||[[Inhale]]||Various (see notes)|| Kirby can copy a chargable neutral special from some characters.
*[[Roy (SSBM)|Roy]]: [[Flare Blade]]
|-
*[[Samus]]: [[Charge Shot]]
|rowspan="2"|[[Link]]||[[Hero's Bow]]||Increases damage, and speed of arrow||Can be held indefinitely
*[[Sheik]]: [[Needles]]
|-
*[[Sonic (SSBB)|Sonic]]: [[Spin Dash]], [[Spin Charge]]
|[[Spin Attack]] (''[[Brawl]]'' only)||Increases damage||Activates automatically at full charge
*[[Toon Link (SSBB)|Toon Link]]: [[Spin Attack]], [[Hero's Bow]]
|-
*[[Wario (SSBB)|Wario]]: [[Wario Waft]]
|[[Lucario (SSBB)|Lucario]]||[[Aura Sphere]]||Increases damage, range, and size of sphere||Can be charged indefinitely, charging animation has damaging hitbox
*[[Young Link (SSBM)|Young Link]]: [[Hero's Bow#Fire Bow|Fire Bow]]
|-
*[[Zero Suit Samus (SSBB)|Zero Suit Samus]]: [[Paralyzer]]
|[[Luigi]]||[[Green Missile]]||Increases damage and distance Luigi travels||Can be held indefinitely in Brawl; can misfire, sending Luigi a very far distance, regardless of charging time.
|-
|[[Mario (SSBB)|Mario]] (''[[Brawl]]'' only)||[[F.L.U.D.D.]]||Increases the amount of water Mario can spray while using F.L.U.D.D.||Charge can be saved, Mario will flash when the move is fully charged
|-
|[[Marth]]||[[Shield Breaker]]||Increases damage||Automatically activates at full charge.
|-
|[[Mewtwo (SSBM)|Mewtwo]]||[[Shadow Ball]]||Increases damage, range, and size of sphere||Can be charged indefinitely, charging animation has damaging hitbox; charge can be held by shielding
|-
|[[Mr. Game & Watch]]||[[Oil Panic]]||Once Oil Panic absorbs 3 energy projectiles, the oil can be released as an attack; damage increases by the power of the attacks absorbed||Charge can be held indefinitely and even if Mr. Game & Watch is KO'ed, If Oil Panic is fully charged,[[Bucket Braking]] cannot be performed
|-
|[[Pichu (SSBM)|Pichu]]||[[Skull Bash]]||Increases damage, and distance Pichu travels||Activates automatically at full charge
|-
|[[Pikachu]]||[[Skull Bash]]||Increases damage, and distance Pikachu travels||Activates automatically at full charge
|-
|[[Pit (SSBB)|Pit]]||[[Palutena's Arrow]]||Increases damage||Can be charged indefinitely only if one keeps on changing the direction in which the arrow is aimed
|-
|[[Squirtle (SSBB)|Squirtle]]||[[Water Gun]]||Increases duration and range ||Charge can be kept by shielding
|-
|rowspan="3"|[[R.O.B. (SSBB)|R.O.B.]]||[[Robo Burner]]||Increases duration (and therefore range)||Automatically charges when ROB is not using move.
|-
|[[Robo Beam]]||Increases damage||Automatically charges when ROB is not using move.
|-
|[[Gyro]]||Increases duration and damage||Charge can be held by shielding
|-
|[[Roy]]||[[Flare Blade]]||Increases damage and knockback||Automatically activates at full charge; attack is stronger when almost-fully charged.
|-
|[[Samus]]||[[Charge Shot]]||Increases range, damage, and size of sphere || Charge can be held by shielding.
|-
|[[Sheik]]||[[Needles]]||Increases duration and damage ||Cannot be charged indefintely; maxes at six needles
|-
|rowspan="2"|[[Sonic (SSBB)|Sonic]]||[[Spin Charge]]||Increases speed and damage ||
|-
|[[Spin Dash]]||Increases speed and damage || Charged by rapidly pressing special attack button; automatically launches after certain amount of time
|-
|rowspan="2"|[[Toon Link (SSBB)|Toon Link]]||[[Hero's Bow]]||Increases damage, range, and speed||
|-
|[[Spin Attack]]||Increases damage || Cannot be held indefinitely
|-
|[[Wario (SSBB)|Wario]]||[[Wario Waft]]||Increases damage, distance Wario shoots up, and range ||Charges automatically; slightly fully charged stronger than fully charged
|-
|[[Young Link (SSBM)|Young Link]]||[[Hero's Bow#Fire Bow|Fire Bow]]||Increases damage, speed, and range ||Cannot be held indefinitely
|-
|[[Zero Suit Samus (SSBB)|Zero Suit Samus]]||[[Paralyzer]]||Increases damage and hitstun ||Cannot be charged indefinitely; longer charge paralyses others for a longer period of time.
 
 


*There are a few [[items]] which can be charged as well. Most battering weapons, and a few projectile items can be charged. Also, the [[Hothead]] will be ''charged'' as it receives damage on the field.
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Revision as of 21:51, October 31, 2011

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.
  • There are a few items which can be charged. Most battering weapons, and a few projectile items can be charged. Also, the Hothead will be charged as it receives damage on the field.

Chargeable Special Moves

Character Move Charge effect Notes
Diddy Kong Peanut Popgun Increases damage If charged too long, the popgun will explode and Diddy Kong will be momentarily stunned.
Rocketbarrel Blast Increases height and damage Once full charge is met, the move is automatically used.
Donkey Kong Giant Punch Increases damage Near fully charged is most powerful, rather than fully charged, though fully charged version is faster and has super armor
Ike Eruption Increases damage 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 Can be held indefinitely.
King Dedede Jet Hammer Increases damage 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 chargable neutral special from some characters.
Link Hero's Bow Increases damage, and speed of arrow Can be held indefinitely
Spin Attack (Brawl only) Increases damage Activates automatically at full charge
Lucario Aura Sphere Increases damage, range, and size of sphere Can be charged indefinitely, charging animation has damaging hitbox
Luigi Green Missile Increases damage and distance Luigi travels Can be held indefinitely in Brawl; can misfire, sending Luigi a very far distance, regardless of charging time.
Mario (Brawl only) F.L.U.D.D. Increases the amount of water Mario can spray while using F.L.U.D.D. Charge can be saved, Mario will flash when the move is fully charged
Marth Shield Breaker Increases damage Automatically activates at full charge.
Mewtwo Shadow Ball Increases damage, range, and size of sphere Can be charged indefinitely, charging animation has damaging hitbox; charge can be held by shielding
Mr. Game & Watch Oil Panic Once Oil Panic absorbs 3 energy projectiles, the oil can be released as an attack; damage increases by the power of the attacks absorbed Charge can be held indefinitely and even if Mr. Game & Watch is KO'ed, If Oil Panic is fully charged,Bucket Braking cannot be performed
Pichu Skull Bash Increases damage, and distance Pichu travels Activates automatically at full charge
Pikachu Skull Bash Increases damage, and distance Pikachu travels Activates automatically at full charge
Pit Palutena's Arrow Increases damage Can be charged indefinitely only if one keeps on changing the direction in which the arrow is aimed
Squirtle Water Gun Increases duration and range Charge can be kept by shielding
R.O.B. Robo Burner Increases duration (and therefore range) Automatically charges when ROB is not using move.
Robo Beam Increases damage Automatically charges when ROB is not using move.
Gyro Increases duration and damage Charge can be held by shielding
Roy Flare Blade Increases damage and knockback Automatically activates at full charge; attack is stronger when almost-fully charged.
Samus Charge Shot Increases range, damage, and size of sphere Charge can be held by shielding.
Sheik Needles Increases duration and damage Cannot be charged indefintely; maxes at six needles
Sonic Spin Charge Increases speed and damage
Spin Dash Increases speed and damage Charged by rapidly pressing special attack button; automatically launches after certain amount of time
Toon Link Hero's Bow Increases damage, range, and speed
Spin Attack Increases damage Cannot be held indefinitely
Wario Wario Waft Increases damage, distance Wario shoots up, and range Charges automatically; slightly fully charged stronger than fully charged
Young Link Fire Bow Increases damage, speed, and range Cannot be held indefinitely
Zero Suit Samus Paralyzer Increases damage and hitstun Cannot be charged indefinitely; longer charge paralyses others for a longer period of time.



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