Charged Attack: Difference between revisions

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** The Soldier also has ''three'' charge-type bugles handy: One charges based on how much damage he's done and allows he and any nearby teammates to deal extra damage; one charges based on how much damage he's taken and gives extra defense to himself and any nearby teammates; and one charges based on BOTH how much damage he's done and taken and heals himself or any nearby teammates if they cause damage.
** The Pyro has the Phlogistinator, which charges whenever he causes fire damage and can be unleashed to cause triple damage for a few seconds.
* ''[[R-Type]]'' series
** Delta and Final have the Dose Attack / Delta Weapon, a smart bomb charged by absorbing shots with the Force Device.
** Similarly, some of Taito's lesser-known shooters feature the collection of power-ups (''[[Metal Black]]'') or absorbing of enemy shots (''[[Grid Seeker]]'') to power up a large-scale [[Wave Motion Gun|laser beam]]/[[Macross Missile Massacre|bombardment attack]].
* ''[[Ikaruga]]'' has a similar special attack, charged by absorbing like-polarity bullets.
* ''[[Devil May Cry]]'' has several examples. In addition to the [[Super Mode|Devil Trigger]] gauge, Nero has his [[It Runs on Nonsensoleum|sword revving]], while Dante has [[Attack Deflector|Royal Guard]]'s Rage Meter and the Disaster Gauge of [[Swiss Army Weapon|Pandora's Box]].
* ''[[Gungrave]]'' features the "Demolition Shot Gauge." To fill the gauge, Grave must collect "beats", which are obtained by shooting enemies and objects in succession, causing the beat counter flame to get bigger. When Grave has a least one gauge of energy stored, he can either expend it to heal himself, or expend it for its main use of firing a "demolition shot", which utilizes one of the heavy weapons stored in the coffin on his back.
* ''[[Metroid]]'' series:
** When fighting the final boss of ''[[Metroid Prime]]'', {{spoiler|in order to use the final weapon, Samus must stand in a pool of Phazon while firing.}} And yes, as you can imagine, standing in one place leads to bad things if one is not careful. That said, the boss is totally helpless while taking damage, and the Fission Metroids it spawns can be one-shot killed with the phazon beam if you're willing to to aim it away from the boss.
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* In ''[[.hack GU]]'', there is a meter that builds up over the course of many fights. When it's full, the player may use Awakening, which is usually powerful enough to wipe out an entire team of [[Mook|Mooks]] in one shot. Performing combos, Rengeki attacks, and healing teammates all contribute to the meter. A lone player cannot use Awakening... there must be at least one other person in the party.
* Your ship in ''[[Radiant Silvergun]]'' can collect pink bullets with its sword which fills up a bar. When the bar is full, a very powerful hyper sword attack can be activated.
* The ''[[Dynasty Warriors]]'' series features the musou gauge that can be filled either by charging or by defeating enough [[Mooks]]. When it's full, the character can use their musou move to destroy pretty much any NPC that gets in their way, provided they aren't using their musou as well.
* ''[[Jak and Daxter|Jak 2]]'' has the dark eco meter. Dark eco is obtained by defeating non-human enemies. When it's full, the player can use Dark Jak and gain powerful area of effect attacks.
* ''[[Kirby Super Star]]'' has the Plasma ability, which can be charged to five different levels by mashing the directional pad.
 
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** Taken to an extreme in ''[[Metroid Prime]]'', since you can charge any beam weapon ''and'' use an added missile attack with the charged shot.
* Obviously a major theme in [[Mario Strikers Charged]]. Charging the ball is often essential to scoring normal goals, and activating skillshots and megastrikes requires the player in possession to charge the ball as well.
* In ''[[Super Paper Mario]]'', Luigi has a charged jumping attack, which goes back further than that. It started with ''[[Super Mario Bros. 2]]'' (US), where every character can power up their jump by ducking.
* ''[[Mega Man (video game)|Mega Man]]'' is one of the earliest users of this. The [[Charged Attack]] has been a staple of his Buster ever since ''[[Mega Man 4]]''', and even before then, he was able to charge up Heat Man's Atomic Fire in ''[[Mega Man 2]]''.
** [[ROM Hack]] ''[[Rock Man 4 Minus Infinity]]'' has the [[Kill It with Fire|Pharaoh Shotgun.]]
** In the ''[[Mega Man X]]'' series, the Arm part of whatever armor usually grants the ability to charge the special weapons, in addition to making the default charged buster [[Daft Punk|harder, better, faster, stronger]].
** In the ''[[Mega Man Zero]]'' series, Zero gains the ability to charge all of his melee weapons.
* In the ''[[Star Fox (series)|Star FoxFOX]]'' series, charged shots are a staple ability, and can also lock-on to most enemies. In ''Command'', one of the several characteristics of the various ships is the lock-on system, which can be non-existant, lock onto the same target multiple times or lock onto multiple targets. Leon's ship has a rather weak laser, but a quick charge that locks onto every enemy on screen.
* All characters in ''[[Super Smash Bros.]] Melee'' can charge up their Smash attacks.
** Some Special B move attacks are more powerful the longer the attack button is held, but some ([[Metroid|Samus]], [[Donkey Kong]], [[Pokémon|Mewtwo, and Lucario]]'s neutral B moves, especially) can be charged up and released whenever the player wishes it. The Super Scope item can also be charged.
** In ''[[Super Smash Bros.|Super Smash Brothers Melee]]'' and ''Brawl'', Mr. Game & Watch's "Oil Panic" move works by collecting [[Rule of Three|three]] enemy projectiles in a bucket, then unleashing a splash of oil. The power of the splash depends on the power of the projectiles that were absorbed.
* ''[[No More Heroes]]''. A basic charged circular slice for low grip and a charged overhead slash for high grip.
* The ''[[Gundam]] Vs.'' series of video games gained charge attacks in the first ''[[Gundam Seed]]''-themed installment, with the [[Charge Meter]] being located on the ammunition indicator for the weapon in question.
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** In the older Zelda games, however, Link had the spin attack, where he spun 360 degrees, dealing extra damage and hitting all enemies surrounding him. However, it had to be charged by holding the attack button. The 3-D Zelda games introduced an instantaneous version of the attack, albeit weaker and somewhat tricky to perform. The Wii version of ''Twilight Princess'', however, since it uses the movement of the [[Wii Remote]] to activate the sword (and thus, no button to hold down), changes the spin-attack to an instantaneous attack with a [[Cooldown]] period. The [[Game Cube]] version behaved as status quo.
* ''[[Fable (video game series)|Fable]]'' series:
** 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]]'' 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 [[Magical Girl Lyrical Nanoha|Hayate]], have spells that can only be launched after they are charged, otherwise they will piffle out if you fire them prematurely.
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* ''[[Fraxy]]'''s Charge Blaster. Charge it and you get a big blaster shot. ''Overcharge'' it and you get a star-like blaster shot that explodes several times before dissipating.
* A PC-Engine shoot-em-up, ''[[Override]]'', has an unusually powerful variant on this. If you let go of the fire button, your ship will charge up energy on its own. If you let it charge for three seconds, pressing the fire button unleashes an enormous barrage of fireballs with an equivalent amount of power to a [[Smart Bomb]]. What really makes it [[Game Breaker|overpowered]] is that there's no limit on how often you can use this weapon, except that sometimes you won't have a chance to charge it up while a large amount of enemies are attacking.
* ''[[Phalanx]]'', with its "E" [[Power-Up]].
* The ''[[Pokémon Ranger]]'' games have an interesting version of this. As you progress through the game, you eventually get the option to hold your "Styler" in place on the touchscreen and let it charge up. Afterwards, you can draw circles around the enemy with an increased power, making them easier to capture. It can be difficult to pull off, though, as enemy Pokemon can easily break the charge by so much as stepping on the spot, let alone attacking it.
* The {{spoiler|Apple of Eden}} near the end of ''[[Assassin's Creed: Brotherhood|Assassin's Creed Brotherhood]]''. You can charge it to {{spoiler|fry the brains of your enemies.}}
* The Melnorme spaceship in ''[[Star Control]] 2'' has a charge attack that changes colors as it builds up. The "red" projectile is extremely powerful, and can fly through pretty much everything but a planet. Moreover, the charging attack is manifested as a globe at the front of the ship, which can be used as a sort of shield against incoming attacks--nothing except a collision with another ship/planet/asteroid will destroy a red globe, and having it collide with another ship is the almost the same as firing it. When you're holding down the button and something hits the red globe, the game deletes the red globe and does damage. However, since the ship now isn't charging a shot, on the next cycle, since you're still holding down the button, a green ball (lowest charge) will appear in front of your ship. Right where the enemy ship just collided. Therefore, the enemy ship, unless it's moving really fast, is ''still there'', and thus was just hit with another shot. Basically, if you ram an enemy with the shot fully charged, you will not only do the normal massive damage that the full charge does, but also get 3-5 subsequent low-charge shots in as well. So ramming the enemy ship isn't a bad tactic, when you can pull it off.
* ''[[Marathon Trilogy|Marathon]]'' has the Mercury-Class (later Zeus-Class) Fusion Pistol--it's perhaps the first FPS to have a chargeable weapon. The charging effect is activated by the secondary trigger; however, the Zeus-Class will explode if the trigger is held down for too long, killing the player.