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Charged Attack: Difference between revisions

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{{trope}}
[[File:ChargedAttack.gif|link=R-Type|right|[[BellisariosBellisario's Maxim|Let's just ignore]] how the ship fired [[Wave Motion Gun|a beam that many times bigger than itself.]]]
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* 'Hold' type charge attacks. These require holding a controller button (or direction) for a set amount of time and then releasing it (or performing a final combination of button presses) to actually launch the attack. The button to be held is often the attack button, leaving the player defenseless while preparing it. As a result, depending on the game design and situation used, the charged attack [[Awesome but Impractical|may or may not be worth the time to prepare it]]--doubly so if charging the attack leaves the player unable to ''move'' or evade enemy attacks in the meantime.
 
In either case, be aware that [[The Computer Is a Cheating Bastard]] and an AI-controlled opponent might be able to execute charged attacks spontaneously without performing the actions necessary to prepare them up (especially if the opponent [[Turns Red]]). Alternately, when the AI actually takes time to prepare its attack, this may be a warning that the attack will be ''incredibly'' powerful (if not a [[One -Hit Kill]]) and [[The Law of Diminishing Defensive Effort|the player should immediately assume a defensive stance]]...unless it's an [[Unblockable Attack]], in which case dodging or interrupting the attack is in order.
{{examples|Examples}}
 
== Collect-Type ==
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== Hold-Type ==
* ''[[R-Type]]''.
* Many other [[Shoot 'Em Up|Shoot Em Ups]] feature these, such as ''[[Bio-Hazard Battle]]'', ''[[Blazing Star]]'', etc.
* ''[[Metroid]]'' series:
** Samus Aran has a charged beam attack, and in some versions also a dash move, the Shinespark, charged by running.
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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 (Video Game)|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 (Video Game)|Assassin's Creed Brotherhood]]''. You can charge it to {{spoiler|fry the brains of your enemies.}}
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* ''[[Tekken]]'' has Jack's [[Megaton Punch|Gigaton Punch]], which is charged by repeatedly rotating the joystick. At full power, it is unblockable and delivers a [[One Hit KO]].
* The Fusion Cannon in ''[[Descent]]''. If you charge it too long, it starts draining your shields and does less damage.
* The [[Shoot 'Em Up]] ''[[Recca]]'' uses this for your [[Smart Bomb]]- don't attack with your primary weapon and it starts charging up. Infinite smart bombs- [[Nintendo Hard|you're oh so gonna need them]].
* In the ''[[Pokémon (Franchise)|Pokémon]]'' series, the moves [[The Power of the Sun|SolarBeam]], Sky Attack, [[Use Your Head|Skull Bash]], and [[Razor Wind]] require a turn of charging before use.
** The hold item Power Herb eliminates this charge-up turn. In sunlight, SolarBeam does not require a charge-up turn, while in other weather (rain, sandstorm, hail), it does half damage.
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** The most notable use of charged attacks are probably the Dragon Shouts. Once you've gotten a hold of two or all three words of a Shout, holding the Shout button gives you either a more powerful or a different effect. Let's use the Unrelenting Force Shout as an example: tapping the Shout button gives you "Fus!", which briefly staggers your opponents. Holding it for a second or two gives you "Fus '''Ro'''!", which knocks them down. Holding it for a few more seconds gives you '''[[Memetic Mutation|FUS RO DAH!]]''', which sends your opponents [[Blown Across the Room|flying across the room]] (or off a cliff).
** More mundanely, if you're using a melee weapon, holding down the attack button lets you use a more-powerful power attack, at the cost of some stamina (and the time you used to charge up the attack).
** Most magic spells need to be charged before they can be used. Wards take a few seconds to appear. All healing spells except the basic Healing and Healing Hands require a brief charge-up period, and all Destruction spells except for the basic Novice-level ones have to be charged. As a result, the Master-level Destruction spells are [[Awesome but Impractical]]: they're slow to charge (at least 10 seconds, which is plenty of time to get killed), use up truly massive amounts of magicka, require both hands to cast (no [[Dual -Wielding]] for you!) and, unlike all of the lower-level spells, you can't move while casting them. Most damningly of all, the damage isn't ''that much'' better than, say, a dual-cast Firebolt spell, which uses a fraction of the magicka, and, with the Impact perk, has the added advantage of staggering every enemy you use it on.
* ''[[Swords]]'' has this. It involves building up the character's spiritual energy and unleashing it, providing you can get the attack in before your opponent hits you.
* In ''Little Samson'', Kikira's fire breath can be supercharged by holding down a button. The charging up is indicated by her body changing color.
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== Other ==
* ''[[Perfect Dark]]'''s Mauler pistol has a charged [[Secondary Fire]], but it doesn't work like either of the two examples because it charges automatically. Just keep the secondary fire mode active, and it'll automatically start glowing red and consuming up to five rounds in the current clip. Pulling the trigger consumes one more round and fires a shot with added damage based on how many rounds were used to charge up beforehand, with a full charge likely being a [[One -Hit Kill]].
* The Zappflies in ''[[Oddworld]]: Stranger's Wrath'' also charge similarly. Leave them loaded and don't fire, and the double-barreled crossbow will become electrified after about a second. This charged state is needed to activate certain switches and [[Abnormal Ammo|hunt other types of live ammo.]]
* ''[[Team Fortress 2 (Video Game)|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.
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