Charged Attack: Difference between revisions

→‎Other: Added example from Say No! More
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** Ranged attacks become more powerful the longer you hold down the attack button. In ''Fable 2'', the longbows are replaced with firearms, but now, instead of a magic bar, all the spells are charged attacks.
** You can also "charge" a firearm after getting the level three ranged combat ability: the longer you aim at a target, the closer you'll zoom in to the enemy, and the closer you zoom in, the more damage you do. This can even be used to kill extremely powerful enemies in one shot. A possible exploit exists in that you can, using a flintlock (one-shot) weapon, fire repeatedly and continue to zoom in between shots, thereby increasing the amount of damage each successive shot causes.
* ''[[Magical Battle Arena]]'' has these for most of the characters' Special Attacks. Some, like the attacks of [[Original Generation]] characters and most of the ''[[Magical Girl Lyrical Nanoha (anime)|Magical Girl Lyrical Nanoha]]'' cast, can be fired immediately but have the option of being charged first for a more powerful attack. Others however, like [[Cardcaptor Sakura|Sakura]], the ''[[Slayers]]'' sorceresses, and [[Lyrical Nanoha|Hayate]], have spells that can only be launched after they are charged, otherwise they will piffle out if you fire them prematurely.
* "Burst Mode" in [[Gungrave]]. Holding down the fire button while standing still makes your shots more powerful as it causes Grave to go into a frenzy and he will jump and spin around, shooting everything [[Offhand Backhand|without looking]]. Billy and Juji in the sequel get their own variation (Juji's can launch a charged sword combo when the melee button is held for a few seconds and then released). This is if you turned the rapidfire/full-auto option on though.
* In ''[[Cave Story]]'', the one weapon whose level isn't affected by energy crystals is the Spur, whose level of strength depends on how long it gets charged.
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* This is how you damage bosses in ''[[Mobile Suit Gundam Climax UC|Gundam Climax UC]]''.
* ''[[Doom]] 3'''s BFG 9000 can be charged to create a heavier hitting projectile (at the cost of more ammo consumption). A fully charged blast can take out everything in the game with one shot except the Cyberdemon. You'd better be careful to watch the charge meter, though, or else you'll end up overcharging and having the gun blow up in your face.
* Several of the heavy weapons (most notably the <s>Nuke Gun</s> [[BFGBig Freaking Gun|Cain]]) in ''[[Mass Effect 2]]'' need to be charged for a few seconds before firing. Also, the [[Downloadable Content]] Geth Plasma Shotgun has this as its [[Secondary Fire]].
* ''[[The Haunted Mansion]]'' allows you to do this with the Beacon of Souls, after you get the appropriate Soul Gem. The ability increses as you collect more.
* ''[[Super Monkey Ball]]'''s Monkey Fight has this, a multiplayer sumo like minigame where you can charge your fist before punching—a good smack can send opponents flying out of the ring.
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* ''[[Team Fortress 2]]'' also has a similar weapon. The Soda Popper for the Scout has a charging attack that builds up by moving around while wielding the [[Sawed-Off Shotgun]]. When the meter is full, it automatically makes Scout's attacks as mini-crits until the meter empties.
* ''[[Children of Mana]]'' has both types, whose effect varies depending on the weapon. For the hold-type, the sword acts as a shield to block ranged attacks, the flail will move straight forward to act as a grapple to pull an enemy or item towards you (or the other way around), the bow will make music that [[Standard Status Effects|give some status ailment to enemies]], and the hammer releases a sort of [[Ground Pound]]. The collect-type changes the aforementioned hold-type attacks, giving different, more powerful ones. It is charged by hitting enemies and taking damage.
* ''[[Say No! More]]'' has chargeable Nos, which must both left to charge and held to use.
 
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[[Category:Videogame Effects and Spells]]