Charge
Charging 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 attacks can be charged for up to 60 frames (1 second) by holding the 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 moves can also be charged, either by holding the 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 projectiles, can be charge-canceled, allowing 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.
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.
Chargeable special moves[edit]
Character | Move | Charge effect | Charging method | Shield-cancellable? | Notes |
---|---|---|---|---|---|
Banjo & Kazooie | Shock Spring Jump | Increases height | Automatically activates at full charge | Charging will briefly stall the duo in mid air and increase the height of the jump. | |
Bayonetta | Bullet Climax | Increases damage | Automatically activates at full charge | [1] | The bullets become more prominent in appearance, accompanied by a magic circle effect. |
Bowser Jr. | Clown Cannon | Increases damage, speed, and range | Automatically activates at full charge | The cannonball will bounce off of opponents that it hits. Bowser Jr. glows yellow when charging this move. | |
Byleth | Failnaught | Increases damage, speed, and range | Automatically activates at full charge | [1] | Cannot be charge-cancelled once the second phase is reached. |
Chrom | 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 Chrom. Can turn around while charging. | |
Cloud | Limit Charge | Gives access to Limit Breaks | Auto-charge special; also charges by dealing and receiving damage | 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. | |
Corrin | Dragon Fang Shot (shot) | Increases damage and paralysis duration. | Automatically activates at full charge | Dragon Fang Shot is the only move with two different chargeable attacks. | |
Dragon Fang Shot (arm) | Increases damage. | ||||
Dark Pit | Silver Bow | Increases damage | Automatically activates at full charge | Can aim upwards or turn around while charging, allowing the move to charge indefinitely. | |
Dark Samus | Charge Shot | Increases range, damage, and size of sphere | Auto-charge special | ||
Diddy Kong | Peanut Popgun | Increases damage and lowers angle of fire | Automatically activates at full charge | 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. | |
Rocketbarrel Blast | Increases height and damage | Automatically activates at full charge | |||
Donkey Kong | Giant Punch | Increases damage | Auto-charge special | Near fully charged is more powerful than fully charged; fully charged version is faster and, in Brawl, grants super armour. | |
Greninja | Water Shuriken | Increases size and number of hits. | Automatically activates at full charge. | ||
Shadow Sneak | Increases knockback and distance covered. | Automatically activates at full charge. | Greninja can traverse freely while charging. | ||
Hero | Frizz | Increases spell rank, increasing damage, knockback and MP cost. | Auto-charge special | The spell used changes depending on charge level. The attack will fail if the user has less MP than needed for the given charge level. | |
Zap | Automatically activates at full charge. | ||||
Woosh | Increases spell rank, increasing damage, recovery distance and MP cost. | Automatically activates at full charge. | |||
Inkling | Splat Bomb | Increases speed and throw distance. | Automatically activates at full charge. | If charged, Inkling will throw the bomb at a long distance, otherwise she will throw it at a short arc in front of herself. | |
Ike | Eruption | Increases damage. Increases damage and range. |
Automatically activates at full charge | Near fully charged is more powerful than fully charged; Fully charged deals 10% to Ike, and gives knockback resistance. In Ultimate it creates more flame pillars at high charge levels which increase the move's range. | |
Quick Draw | Increases damage, knockback, and distance covered. | Can be held indefinitely in all games except Ultimate. | |||
Jigglypuff | Rollout | Increases speed, duration, damage | Can be held indefinitely in all games except Ultimate. | ||
Ken | Focus Attack | Increases damage and hitstun, causes crumpling animation | Automatically activates at full charge | Can be cancelled by inputting either direction twice on the control stick. | |
King Dedede | Jet Hammer | Increases damage | Can be held indefinitely | 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 chargeable neutral special from some characters. | ||
Hammer Flip | Increases damage | Can be held indefinitely | While fully charged, 1% is dealt to Kirby every second; Kirby can move while charging. | ||
Link | Hero's Bow | Increases damage and speed of arrow | Can be held indefinitely. | ||
Bow and Arrows (Ultimate) | Increases damage and speed of arrow | Once at full charge, can be held for three seconds before automatically firing. | |||
Spin Attack (Brawl onwards) | Increases damage and duration | Automatically activates at full charge | Aerial version cannot be charged. | ||
Little Mac | Straight Lunge | Increases range; increases damage in Ultimate. Gains high power but heavy ending lag when fully charged | Automatically activates at full charge | [1] |
Has 8% damage-based armor while charging, making it a niche way to escape combos. |
Becomes KO Uppercut | Filling the Power Meter by dealing and receiving damage | ||||
Lucario | Aura Sphere | Increases damage, range, and size of sphere | Auto-charge special | Charging animation has a damaging hitbox and can be held indefinitely, even after reaching full charge. Per Lucario's Aura, grows stronger at higher damage percentages. | |
Lucas | PK Freeze | Increases damage, and freezing duration | Automatically activates at full charge | Makes Lucas helpless when used in the air. | |
Lucina | Shield Breaker | Increases damage and shield damage | Automatically activates at full charge. | ||
Luigi | Green Missile | Increases damage and distance Luigi travels | Automatically activates at full charge Can be held indefinitely 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 air |
Can misfire (1 in 8 chance or 1 in 10 chance ), 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. | Unlike most charged moves that can be stored, Luigi Cyclone has no visual indicator. | ||
Mario (Brawl onwards) | F.L.U.D.D. | Increases range and pushback | Auto-charge special | ||
Marth | Shield Breaker | Increases damage and shield damage | Automatically activates at full charge. | ||
Mewtwo | Shadow Ball | Increases damage, range, and size of sphere | Auto-charge special | Charging animation can be held indefinitely, even after reaching full charge. In Melee, the charging animation has a damaging hitbox. | |
Mii Brawler | Ultimate Uppercut | Increases damage | Auto-charge special | ||
Burning Dropkick (Smash 4 only) | Increases damage and travel distance | Automatically activates at full charge. | |||
Mii Gunner | Charge Blast | Increases range, damage, and size of sphere | Auto-charge special | ||
Mii Swordfighter | Blurring Blade | Increases damage | Automatically activates at full charge. | ||
Airborne Assault (Smash 4 only) | Increases damage and travel distance | Automatically activates at full charge. | |||
Slash Launcher/Gale Stab | Increases damage and travel distance | Can be held indefinitely. Once at full charge, can be held for a few seconds before automatically activating. |
Mii Swordfighter flashes red upon reaching full charge. | ||
Hero's Spin | Increases damage and duration | Automatically activates at full charge. | |||
Mr. Game & Watch | Oil Panic | Gives access to a powerful attack | Absorb up to 3 energy projectiles | Charge can be held even after Mr. Game & Watch is KO'd. If Oil Panic is fully charged, Bucket Braking cannot be performed. As of Smash 4, strong projectiles will fill multiple segments at once. | |
Mythra | Lightning Buster | Increases damage, performs an additional slash at full charge | Automatically activates at full charge | The charging animation has a damaging hitbox. Can turn around as the move is released. | |
Ness (Melee onwards) | PK Flash | Increases damage | Automatically activates at full charge | Makes Ness helpless when used in the air. | |
Pac-Man | Bonus Fruit | Advances to next fruit, each with varying damage and travel behavior | Auto-charge special | Once 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 Pellet | Increases travel distance | Automatically activates at full charge | If the pellet is attacked, it will drop to the ground as a healing item and interrupt the move. | ||
Pichu | Skull Bash | Increases damage and travel distance | Automatically activates at full charge. | Causes the same level of recoil regardless of charge level. | |
Pikachu | Increases damage and travel distance | Automatically activates at full charge. | |||
Piranha Plant | Poison Breath | Increases damage and distance | Auto-charge special | ||
Long-Stem Strike | Increases distance | Automatically activates at full charge. | |||
Pit | Palutena's Arrow | Increases damage | Automatically activates at full charge | Can aim upwards or turn around while charging, allowing the move to charge indefinitely. | |
Pyra | Flame Nova | Increases damage and duration | Automatically activates at full charge | ||
Ridley | Plasma Breath | Increases amount of fireballs | Automatically activates at full charge | If he is hit in the mouth while charging he will take more damage while negating knockback. | |
R.O.B. | Robo Burner | Increases duration (and therefore range) | Automatically charges when R.O.B. is on the ground. | ||
Robo Beam | Increases damage; lowers speed | Automatically charges when R.O.B. is not using it. | |||
Gyro | Increases duration and damage | Auto-charge special | |||
Robin | Thunder | Advances rank of thunder magic, which increases effectiveness | Auto-charge special | ||
Rosalina | Luma Shot | Increases range | Can be held indefinitely. | ||
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. As of Ultimate, can turn around while charging. | |
Ryu | Focus Attack | Increases damage and hitstun, causes crumpling animation | Automatically activates at full charge | Can be cancelled by inputting either direction twice on the control stick. | |
Samus | Charge Shot | Increases range, damage, and size of sphere | Auto-charge special | Prior to Ultimate, cannot be charged in midair. | |
Sephiroth | Flare | Increases spell rank, increasing damage and explosion size; lowers travel distance | Automatically activates at full charge | [1] | |
Shadow Flare | Increases range and number of shadow balls attached to opponents | Automatically activates at full charge | Can turn around as the move is released. | ||
Blade Dash | Becomes Octaslash, increasing number of hits, damage and recovery distance | Automatically activates at full charge | |||
Sheik | Needle Storm | Increases duration and damage | Can be held indefinitely (Melee) Auto-charge special (Brawl onwards) |
In Melee, the attack is performed after releasing the button and must be shield-cancelled to store the charge; as of Brawl it functions like a standard auto-charge special. | |
Burst Grenade | Increases duration of vacuum effect. | Automatically activates at full charge | |||
Shulk | Monado Arts (Ultimate onwards) | Opens the Monado Art wheel | Automatically activates at full charge | Shulk can act freely while charging, but can't crouch, shield, airdodge, or use other special moves. Any stored charge normally resets when used freely, but can be accessed and resumed by using dial storage. | |
Sonic | Spin Charge | Increases speed and damage | Charged by rapidly pressing the special move button. | The move will cancel once enough time has passed without pressing the button. | |
Spin Dash | Increases speed and damage | Can be held indefinitely. | [1] |
||
Squirtle | Water Gun | Increases duration, range and pushback | Auto-charge special | In Brawl, the move will deal damage if uncharged. | |
Toon Link | Hero's Bow | Increases damage, range, and speed | Can be held indefinitely. | ||
Spin Attack | Increases damage and duration | Automatically activates at full charge | |||
Wario | Wario Waft | Increases damage, travel distance and range | Charges automatically over time | Almost fully charged stronger than fully charged. Charge can be held even after Wario is KO'd | |
Wii Fit Trainer | Sun Salutation | Increases size, range, and damage | Auto-charge special | ||
Young Link | Fire Bow | Increases damage, speed, and range | Once at full charge, it can be held for three seconds before automatically firing. | ||
Spin Attack (Ultimate onwards) | Increases damage | Automatically activates at full charge | Aerial version cannot be charged. | ||
Zelda | Din's Fire | Increases travel distance | Automatically activates at full charge | Prior to Ultimate, leaves Zelda helpless when used in midair. | |
Phantom Slash | Increases damage and range | Automatically activates at full charge. | |||
Zero Suit Samus | Paralyzer | Increases damage and hitstun | Automatically activates at full charge |
Notes[edit]
Trivia[edit]
- R.O.B., Hero and Sephiroth each have the most chargeable special attacks at three (though two of R.O.B's attacks have a passive charging phase).
- In Melee, Ness cannot charge his up and down smashes if he stands on an edge and the yo-yo reaches beyond the edge.
- In Smash 4 and Ultimate, the fighter's eye in their icons will briefly glint when an attack is fully charged.
- Terry's Rising 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.