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Charged Attack: Difference between revisions

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** ''Half-Life'' has the Tau Cannon, whose charged secondary attack is powerful enough to peneterate walls and gib opponents hiding behind them, but causes the gun to misfire and hurt the user if it's held too long (the gun is essentially a particle accelerator strapped onto a miniature nuclear reactor, so it's no wonder if the capacitors are unable to hold that much charge). In fact, camper-hunting is its intended purpose. The ''[[Half-Life]] 2'' buggy-mounted version trades off the peneteration capabilities with huge knockback, infinite ammo (it's tied into the buggy's electrical system) and lack of misfire (due to stolen Combine capacitors). A hand-carried version was in the HL2 beta but was cut from the final game.
** Somewhat weirdly, ''Half-Life 2'''s ''pistol'' has a charged attack, allowing it to fire a burst of shots in a short span of time. Especially weird in that it's not your standard 3-round burst, but more like 15 bullets fired ''at the exact same time''. This is such a [[Game Breaker]] that it was disabled for multiplayer in a later patch (although it still works in single player).
* ''[[The Legend of Zelda: Twilight Princess (Video Game)|The Legend of Zelda Twilight Princess]]'' contains a variation on the typical charged attack. When Link is in wolf form, he and Midna can team up for a specialized attack by holding down a particular button (which one depends on whether you're playing with the Wii or the [[Game Cube]]) and generating a circle of twilight to encompass multiple enemies. Releasing the button will then cause Wolf Link to more or less ricochet against all enemies caught in this circle, killing them instantly.
** And the Jump Strike skill, as well.
** 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.
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* ''[[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.}}
* 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 (Video Game)|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.
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* ''[[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.
* ''[[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.
 
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[[Category:Videogame Effects and Spells]]
[[Category:Charged Attack]]
[[Category:Trope]]
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