Charge: Difference between revisions
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|[[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 | |[[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 | ||
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|[[Pichu (SSBM)|Pichu]]||[[Skull Bash]]||Increases damage, and distance | |[[Pichu (SSBM)|Pichu]]||[[Skull Bash]]||Increases damage, and distance||Activates automatically at full charge. Causes the same level of recoil regardless of charge level. | ||
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|[[Pikachu]]||[[Skull Bash]]||Increases damage, and distance | |[[Pikachu]]||[[Skull Bash]]||Increases damage, and distance||Activates automatically at full charge. | ||
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|[[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 | |[[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 | ||
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|[[Squirtle (SSBB)|Squirtle]]||[[Water Gun]]||Increases duration and range ||Charge can be kept by shielding or charging all the way. | |[[Squirtle (SSBB)|Squirtle]]||[[Water Gun]]||Increases duration and range ||Charge can be kept by shielding or charging all the way. | ||
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|rowspan="3"|[[R.O.B. (SSBB)|R.O.B.]]||[[Robo Burner]]||Increases duration (and therefore range)||Automatically charges when ROB is not | |rowspan="3"|[[R.O.B. (SSBB)|R.O.B.]]||[[Robo Burner]]||Increases duration (and therefore range)||Automatically charges when ROB is not moving; only charges on the ground. | ||
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|[[Robo Beam]]||Increases damage; lowers speed||Automatically charges when ROB is not using move. | |[[Robo Beam]]||Increases damage; lowers speed||Automatically charges when ROB is not using move. |
Revision as of 09:13, November 2, 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 | Activates automatically at full charge. | |
Donkey Kong | Giant Punch | Increases damage | Near fully charged is most powerful than fully charged; fully charged version is faster and, in Brawl, grants super armour. |
Ike | Eruption | Increases damage | Automatically activates at fully charge; Near fully charged is more powerful than fully charged; Fully charged deals 10% to Ike, and gives knockback resistance. |
Quick Draw | Increases damage, knockback, and distance covered. | 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; charge cannot be saved. |
Kirby | Inhale | Various (see notes) | Kirby can copy a chargeable 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 and duration | Activates automatically at full charge. | |
Lucario | Aura Sphere | Increases damage, range, and size of sphere | Can be charged indefinitely; charging animation has damaging hitbox; per Aura property of Lucario, grow stronger at higher damage percentages; charge can be saved via shielding. |
Luigi | Green Missile | Increases damage and distance Luigi travels | Automatically activates in Melee, can be held indefinitely in Brawl; can misfire (1 in 8 chance), 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., as well as range | Charge can be saved via shielding, dodging or charging all the way. |
Marth | Shield Breaker | Increases damage | Automatically activates at full charge. Shield damage varies dependant on level of 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 | Activates automatically at full charge. Causes the same level of recoil regardless of charge level. |
Pikachu | Skull Bash | Increases damage, and distance | 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 or charging all the way. |
R.O.B. | Robo Burner | Increases duration (and therefore range) | Automatically charges when ROB is not moving; only charges on the ground. |
Robo Beam | Increases damage; lowers speed | 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; fully charged attack directly deals 10% damage to Roy. |
Samus | Charge Shot | Increases range, damage, and size of sphere | Charge can be held by shielding. |
Sheik | Needles | Increases duration and damage | Can be charged indefintely in Melee; cannot be charged indefinitely in Brawl; maxes at six needles; charge can be stored via shielding. |
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 | Can be held indefinitely |
Spin Attack | Increases damage and duration | 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 | Can 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. |