Super Smash Bros. series

Charge

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Charging is the powering up of anattack oritem in order to increase its potency (damage, range, speed, etc.).

In all games exceptSuper Smash Bros.,smash attacks can be charged for up to 60 frames (1 second) by holding theattack button, which increases their damage up to a maximum of 1.4× (1.3671× inMelee), with a corresponding increase in knockback. InSuper Smash Bros. Ultimate, charged smash attacks can be held for significantly longer. Certainspecial moves can also be charged, either by holding thespecial attack button or by pressing the button once to begin charging and again to launch the attack.Sonic'sSpin Charge is unique in that it is charged by pressing the special button repeatedly. Some chargeable special moves, most of themprojectiles, can becharge-canceled, 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 asWario'sWario Waft andR.O.B.'sRobo Burner automatically charge over time, whileLittle Mac'sPower Meter andCloud'sLimit 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 notablyMewtwo'sShadow Ball andLucario'sAura Sphere.) Details on which special moves charge in which fashion can be found in the "Chargeable special moves" table below.

There are alsoitems which can be charged. All battering items can have their smash attack charged like any other fromMelee onwards (except for theHammer andGolden Hammer, which swing automatically without requiring or allowing any attack inputs, and theHome-Run Bat, whose smash attack always has the same wind-up period), and the effect is particularly noteworthy for theOre Club, whose tornado's size varies with the charge of its smash attack. TheSuper Scope's shots can be charged (although it runs out of ammunition faster that way), and characters can run and jump while charging it fromBrawl onwards. Also, theHothead will be charged as it receivesFlame andElectric damage.

Charging should not be confused with charge motions, a particular type ofcommand-input move that requires holding in a direction before attacking while inputting in the opposite direction. Currently,Terry'sRising Tackle is the only charge motion move to appear in theSuper Smash Bros. series.

Chargeable special moves[edit]

CharacterMoveCharge effectCharging methodShield-cancellable?Notes
Banjo &KazooieShock Spring JumpIncreases heightAutomatically activates at full charge.NoCharging will briefly stall the duo in mid air and increase the height of the jump.
BayonettaBullet ClimaxIncreases damageCan be held indefinitely (Smash 4 only)Yes[1]The bullets become more prominent in appearance, accompanied by a magic circle effect.
Bowser Jr.Clown CannonIncreases damage, speed, and rangeAutomatically activates at full charge.NoThe cannonball will bounce off of opponents that it hits. Bowser Jr. glows yellow when charging this move.
BylethFailnaughtIncreases damage, speed, and rangeAutomatically activates at full charge.Yes[1]Cannot be charge-cancelled once the second phase is reached.
ChromFlare BladeIncreases damage and knockbackAutomatically activates at full charge.NoAttack is stronger when almost-fully charged; fully charged attackdirectly deals 10% damage to Chrom. Can turn around while charging.
CloudLimit ChargeGives access toLimit BreaksAuto-charge special; also charges by dealing and receiving damageYesWhen fully charged, this move becomesFinishing Touch. InUltimate, if Cloud is interrupted while manually charging, some charge is lost; furthermore, a full charge can only be retained for up to 15 seconds.
CorrinDragon Fang Shot (shot)Increases damage andparalysis duration.Automatically activates at full charge.NoDragon Fang Shot is the only move with two different chargeable attacks.
Dragon Fang Shot (arm)Increases damage.
Dark PitSilver BowIncreases damageAutomatically activates at full charge.NoCan aim upwards or turn around while charging, allowing the move to charge indefinitely.
Dark SamusCharge ShotIncreases range, damage, and size of sphereAuto-charge specialYes
Diddy KongPeanut PopgunIncreases damage and lowers angle of fireAutomatically activates at full charge (but see notes)NoIf charged too long, the popgun will explode and Diddy Kong will be momentarily stunned inBrawl (effectively a very laggy charge cancel) or create a damaging explosion around himself inSmash 4 andUltimate. In either case, this "full charge" releases no projectile.
Rocketbarrel BlastIncreases height and damageAutomatically activates at full charge.No
Donkey KongGiant PunchIncreases damageAuto-charge specialYesNear fully charged is more powerful than fully charged; fully charged version is faster and, inBrawl, grantssuper armour.
GreninjaWater ShurikenIncreases size and number of hits.Automatically activates at full charge.No
Shadow SneakIncreases knockback and distance covered.Automatically activates at full charge.NoGreninja can traverse freely while charging.
HeroFrizzIncreases spell rank, increasing damage, knockback, andMP cost.Auto-charge specialYesThe spell used changes depending on charge level. The attack will fail if the user has less MP than needed for the given charge level.
ZapAutomatically activates at full charge.No
WooshIncreases spell rank, increasing damage, recovery distance, and MP cost.Automatically activates at full charge.No
InklingSplat BombIncreases speed and throw distance.Automatically activates at full charge.NoIf charged, Inkling will throw the bomb at a long distance; otherwise, she will throw it at a short arc in front of herself.
IkeEruptionIncreases damage.Super Smash Bros. BrawlSuper Smash Bros. 4
Increases damage and range.Super Smash Bros. Ultimate
Automatically activates at full charge.NoNear fully charged is more powerful than fully charged; Fully chargeddeals 10% damage to Ike, and givesknockback resistance. InUltimate, it creates more flame pillars at high charge levels which increase the move's range.
Quick DrawIncreases damage, knockback, and distance covered.Can be held indefinitely in all games exceptUltimate.No
JigglypuffRolloutIncreases speed, duration, and damage.Can be held indefinitely in all games exceptUltimate.No
KenFocus AttackIncreases damage and hitstun, causescrumpling animationAutomatically activates at full charge.NoCan be cancelled by inputting either direction twice on the control stick.
King DededeJet HammerIncreases damageCan be held indefinitelyNoNear fully charged is slightly more powerful than fully charged; while fully charged,1% damage is dealt to Dedede every second until Dedede is up to 150%; Dedede can move while charging
KirbyInhaleVarious (see notes)Kirby can copy a chargeable neutral special from some characters.
Hammer FlipIncreases damageCan be held indefinitelyNoWhile fully charged,1% damage is dealt to Kirby every second; Kirby can move while charging.
LinkHero's BowIncreases damage and speed of arrowCan be held indefinitely.No
Bow and Arrows (Ultimate)Increases damage and speed of arrowOnce at full charge, can be held for three seconds before automatically firing.No
Spin Attack (Brawl onwards)Increases damage and durationAutomatically activates at full charge.NoAerial version cannot be charged.
Little MacStraight LungeIncreases range; increases damage inUltimate. Gains high power but heavy ending lag when fully charged.Automatically activates at full charge.NoSuper Smash Bros. 4
Yes[1]Super Smash Bros. Ultimate
Has 8% damage-basedarmor while charging, making it a niche way to escape combos.
BecomesKO UppercutFilling thePower Meter by dealing and receiving damageNo
LucarioAura SphereIncreases damage, range, and size of sphereAuto-charge specialYesCharging animation has a damaging hitbox and can be held indefinitely, even after reaching full charge. Per Lucario'sAura, grows stronger at higher damage percentages.
LucasPK FreezeIncreases damage, andfreezing durationAutomatically activates at full charge. Hitbox can be repositioned while charging.NoMakes Lucashelpless when used in the air, but not inUltimate.
LucinaShield BreakerIncreases damage andshield damageAutomatically activates at full charge.No
LuigiGreen MissileIncreases damage and distance Luigi travelsAutomatically activates at full chargeSuper Smash Bros. Melee
Can be held indefinitelySuper Smash Bros. Brawl
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 airSuper Smash Bros. 4Super Smash Bros. Ultimate
NoCan misfire (1 in 8 chanceSuper Smash Bros. MeleeSuper Smash Bros. Brawl or 1 in 10 chanceSuper Smash Bros. 4Super Smash Bros. Ultimate), 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.NoUnlike most charged moves that can be stored, Luigi Cyclone has no visual indicator.
Mario (Brawl onwards)F.L.U.D.D.Increases range andpushbackAuto-charge specialYes
MarthShield BreakerIncreases damage andshield damageAutomatically activates at full charge.No
MewtwoShadow BallIncreases damage, range, and size of sphereAuto-charge specialYesCharging animation can be held indefinitely, even after reaching full charge. InMelee, the charging animation has a damaging hitbox.
Mii BrawlerUltimate UppercutIncreases damageAuto-charge specialYes
Burning Dropkick (Smash 4 only)Increases damage and travel distanceAutomatically activates at full charge.No
Mii GunnerCharge BlastIncreases range, damage, and size of sphereAuto-charge specialYes
Mii SwordfighterBlurring BladeIncreases damageAutomatically activates at full charge.No
Airborne Assault (Smash 4 only)Increases damage and travel distanceAutomatically activates at full charge.No
Slash Launcher/Gale StabIncreases damage and travel distanceCan be held indefinitely.Super Smash Bros. 4
Once at full charge, can be held for a few seconds before automatically activating.Super Smash Bros. Ultimate
NoMii Swordfighter flashes red upon reaching full charge.
Hero's SpinIncreases damage and durationAutomatically activates at full charge.No
Mr. Game & WatchOil PanicGives access to a powerful attackAbsorb up to 3 energy projectilesYesCharge can be held even after Mr. Game & Watch is KO'd. If Oil Panic is fully charged,Bucket Braking cannot be performed. As ofSmash 4, strong projectiles will fill multiple segments at once.
MythraLightning BusterIncreases damage, performs an additional slash at full chargeAutomatically activates at full charge.NoThe charging animation has a damaging hitbox. Can turn around as the move is released.
Ness (Melee onwards)PK FlashIncreases damageAutomatically activates at full charge. Hitbox can be repositioned while charging.NoMakes Ness helpless when used in the air, but not inUltimate.
Pac-ManBonus FruitAdvances to next fruit, each with varying damage and travel behaviorAuto-charge specialYesOnce 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 PelletIncreases travel distanceAutomatically activates at full charge.NoIf the pellet is attacked, it will drop to the ground as a healing item and interrupt the move.
PichuSkull BashIncreases damage and travel distanceAutomatically activates at full charge.NoCauses the same level ofrecoil regardless of charge level.
PikachuIncreases damage and travel distanceAutomatically activates at full charge.No
Piranha PlantPoison BreathIncreases damage and distanceAuto-charge specialYes
Long-Stem StrikeIncreases distanceAutomatically activates at full charge.No
PitPalutena's BowIncreases damageAutomatically activates at full chargeNoCan aim upwards or turn around while charging, allowing the move to charge indefinitely.
PyraFlame NovaIncreases damage and durationAutomatically activates at full chargeNo
RidleyPlasma BreathIncreases amount of fireballsAutomatically activates at full chargeNoIf he is hit in the mouth while charging, he will take more damage while negating knockback.
R.O.B.Robo BurnerIncreases duration (and therefore range)Automatically charges when R.O.B. is on the ground.No
Robo BeamIncreases damage; lowers speedAutomatically charges when R.O.B. is not using it.No
GyroIncreases duration and damageAuto-charge specialYes
RobinThunderAdvances rank of thunder magic, which increases effectiveness and durability costAuto-charge specialYes
RosalinaLuma ShotIncreases rangeCan be held indefinitely (Smash 4 only).No
RoyFlare BladeIncreases damage and knockbackAutomatically activates at full chargeNoAttack is stronger when almost-fully charged; fully charged attackdirectly deals 10% damage to Roy. As ofUltimate, can turn around while charging.
RyuFocus AttackIncreases damage and hitstun, causes crumpling animationAutomatically activates at full charge.NoCan be cancelled by inputting either direction twice on the control stick.
SamusCharge ShotIncreases range, damage, and size of sphereAuto-charge specialYesPrior toUltimate, cannot be charged in midair.
SephirothFlareIncreases spell rank, increasing damage and explosion size; lowers travel distanceAutomatically activates at full charge.Yes[1]
Shadow FlareIncreases range and number of shadow balls attached to opponentsAutomatically activates at full charge.NoCan turn around as the move is released.
Blade DashBecomes Octaslash, increasing number of hits, damage, and recovery distanceAutomatically activates at full charge.No
SheikNeedle StormIncreases duration and damageCan be held indefinitely (Melee)
Auto-charge special (Brawl onwards)
YesInMelee, the attack is performed after releasing the button and must be shield-cancelled to store the charge; as ofBrawl, it functions like a standard auto-charge special.
Burst GrenadeIncreases duration of vacuum effect.Automatically activates at full charge.No
ShulkMonado Arts (Ultimate onwards)Opens the Monado Art wheelAutomatically activates at full chargeNoShulk can act freely while charging, but can'tcrouch,shield,air dodge, or use other special moves. Any stored charge normally resets when used freely, but can be accessed and resumed by usingdial storage.
SonicSpin ChargeIncreases speed and damageCharged by rapidly pressing the special move button.NoThe move will cancel once enough time has passed without pressing the button.
Spin DashIncreases speed and damageCan be held indefinitely prior toUltimate.Yes[1]Super Smash Bros. BrawlSuper Smash Bros. 4
NoSuper Smash Bros. Ultimate
SquirtleWater GunIncreases duration, range, andpushbackAuto-charge specialYesInBrawl, the move will deal damage if uncharged.
Toon LinkHero's BowIncreases damage, range, and speedCan be held indefinitely (not inUltimate).No
Spin AttackIncreases damage and durationAutomatically activates at full charge.No
WarioWario WaftIncreases damage, travel distance and rangeCharges automatically over timeNoAlmost fully charged stronger than fully charged. Charge can be held even after Wario is KO'd.
Wii Fit TrainerSun SalutationIncreases size, range, and damageAuto-charge specialYes
Young LinkFire BowIncreases damage, speed, and rangeCan be held indefinitely inMelee.No
Spin Attack (Ultimate)Increases damageAutomatically activates at full chargeNoAerial version cannot be charged.
ZeldaDin's FireIncreases travel distanceAutomatically activates at full charge.NoPrior toUltimate, leaves Zelda helpless when used in midair.
Phantom SlashIncreases damage and rangeAutomatically activates at full charge.No
Zero Suit SamusParalyzerIncreases damage andhitstunAutomatically activates at full charge.No

Notes[edit]

  1. ^abcdeCharge cannot be stored.

Trivia[edit]

  • R.O.B.,Hero, andSephiroth each have the most chargeable special attacks at three (though two of R.O.B's attacks have a passive charging phase).
  • In bothMelee andBrawl, Ness cannot charge his up and down smashes if he stands on an edge and the yo-yo reaches beyond the edge.
  • InSmash 4 andUltimate, the fighter's eye in their icons will briefly glint when an attack is fully charged.
  • Terry'sRising Tackle can be activated with a "charge input" where he holds a position for an amount of time before activation. As the move can also be activated traditionally, this is different from a true charging attack.