Charge Meter: Difference between revisions

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{{trope}}
A close cousin to the [[Mana Meter]], the Charge Meter is an indicator of how long you've held down a particular button in order to build up to the capability to perform a special, powerful action, usually a [[Charged Attack|more powerful form of attack]].
 
Often it isn't even a meter per se, but simply the character glowing or flashing faster or brighter as you hold down the button. Often also has an audio component, usually a sound effect that rises in pitch as the charge builds. Unless the player has an [[Invulnerable Attack]], the Meter can be reset with [[Collision Damage]].
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* In ''[[Metroid]]'', Samus Aran's arm cannon charges in almost the exact same fashion as Mega Man's buster.
** The ''[[Metroid Prime]]'' games not only include the glowing cannon but also include an actual meter around your target.
** In ''[[Super Smash Bros.]]'', a ball of energy charges up on the tip of the cannon. The larger it gets, the stronger it grows.
** ''[[Metroid: Other M]]'' gives Samus an actual meter and enhancements that increase her weapon charging speed.
* ''[[Secret of Mana]]'' is an example of this actually being in meter form, though combined with the [[Sprint Meter]].
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** In ''[[Devil May Cry]] 4'', Nero's "Red Queen" sword has a motor in it designed to super heat the edge, activated by repeatedly pressing a button or using a precise input to unleash powered up versions of his regular moves. There is a meter next to the health bar to keep track of this. Similarly, Nero's [[Hand Cannon|double-barrelled revolver "Blue Rose"]] can be upgraded with charge capability to let it knock the enemy back/set them on fire/cause a shockwave. This is done with a more traditional "hold the button down" input, and the glow surrounding the Devil Bringer changes colour according to the level of charge achieved.
* Jehuty in ''[[Zone of the Enders]]'' can charge up its dash and burst shots; the dash shot locks onto more targets and shoots more homing lasers the longer the button is held, while the burst shot grows larger.
* In the ''Hurricane Pack'' Downloadable Content upgrades to ''[[Ninja Gaiden]]'', Ryu's ultimate attacks could be charged up (whereas in the original version of the remake they could only be used by sucking in orbs from dead enemies) to two or three levels, and every time you hit another level it was accompanied by a sudden burst of energy and a sound effect, with the final level indicated by a change of color in the energy Ryu was absorbing from his surroundings. This ability carried over to the two [[Updated Rerelease|Updated Rereleases]]s and the sequel.
* In ''[[Street Fighter]] 3'', one of Ryu's super moves lets him charge his Hadoken. The bigger you make it the harder it is to dodge, but you give your opponent more time to prepare/interrupt you. The upside to this is his fireball is unblockable and generates a very high amount of stun.
** Sakura's Hadoken had a similar property in the Alpha series, where hammering the punch button while "charging" the fireball would result in a large and more damaging (but much shorter range) blast.
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** ''[[Fable II]]'' will slowly zoom in on your target when you hold down the button.
* ''[[Another World (video game)|Another World]]'' lets you charge your gun by holding the fire button. A small blue ball appears at the end of the barrel which turns into a shield if the fire button is released, otherwise it turns into a larger blue ball which results in a devastating (but highly draining) [[Wave Motion Gun]]-esque blast.
* The ''[[Gundam vs. Series]]'' gained Charged Attacks in ''[[Gundam Seed|Alliance Vs. ZAFT]]'', with the [['''Charge Meter]]''' located on the ammunition indicator for the weapon to which it was linked. In return for infinite ammunition and high damage, these attacks tend to force the [[Humongous Mecha|Mobile Suit]] to stay still for a second or two. One common strategy is to mostly charge the meter, release to fire a normal shot, then press and hold the button again and quickly snap off a charge attack.
* Geno of ''[[Super Mario RPG]]'' has a [[Kamehame Hadoken|Geno Beam]] attack. Hold the Y Button to charge; let go at three stars for maximum power. Two is weak; four is overheating.
** Breaks in the [http://www.youtube.com/watch?v=ovK6Mr3Q8jU "Perpetuate303" background music of ''Tetrisphere''] appears to pay tribute to the sound effect when the charge is building to stars and the player lets go of the button.
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** The Medic has a healing gun that when used, will slowly charge a meter over time. When the meter is filled, the medic can then unleash an "ubercharge" which will make both him and his target either invincible or have constant critical hits until the meter drains.
** The Soldier has three "banner" items that replace his shotgun, with "Rage" meters that fill up based on damage done (Buff Banner), damage taken (Battalion's Backup), or both (Concheror). When it's full he can use the item to temporarily grant a buff to any teammate within a certain radius, himself included.
** The Pyro's Phlogistinator has an "Mmph!" meter that increases as he does fire damage through any method. When it's full, [[Alt Fire]] fully restores his health and the weapon gets guaranteed [[Critical Hit|Critical Hits]]s for 10 seconds.
** A different kind of charge meter: the Demoman's Chargin Targe meter is filled up by default when a player is spawned, being depleted when a player uses the Alt-Fire button to make the demoman "charge" forward towards the enemy; the meter indicates when a player can charge again.
* SNK (I believe) is the [[Trope Maker]] for fighting games - attacking (or getting hit) will fill a rage meter, and it's been used in just about every fighting game since.
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