Charged Attack: Difference between revisions
Content deleted Content added
m Mass update links |
→Other: Added example from Say No! More |
||
(11 intermediate revisions by 3 users not shown) | |||
Line 1:
{{trope}}
[[File:ChargedAttack.gif|link=R-Type|
Charged attacks come in many shapes and sizes, largely depending on the type of game, but there's two basic types:
* 'Collect' type charge attacks. Closely related to the [[Limit Break]] popular in [[JRPG
* '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]]
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.
Line 12 ⟶ 11:
== Collect-Type ==
* In ''[[
** 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.
* ''[[
* ''[[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.
Line 26 ⟶ 25:
* ''[[Street Fighter]]'' in its later incarnations features variants of a super move gauge, allowing use of more powerful moves when the bar is filled.
* Rogues from ''[[World of Warcraft]]'' build up points through use of several charge-up moves, and have several finishing moves whose effect becomes more powerful the more points have been built up.
* The planeswalkers from ''[[Magic:
* ''[[Guitar Hero]]'':
** Groups of "star" notes; hit all of them and you get a quarter of your Star Power meter filled. Additional star power is gained by whammying any sustain notes in the group. Once your meter is at least half full, you can enable Star Power.
** ''[[Rock Band]]'' does the same thing with a twist: in addition to adding Overdrive power for each group of glowing notes, on occasion the band will all get glowing notes at the same time. If everyone hits the notes, they all get an extra quarter bar of Overdrive power. Otherwise, [[Call a Hit Point
* In ''[[Boktai
* In ''[[Eternal Sonata]]'', each attack builds up "Echoes," which make special attacks deal more damage. At the highest party level, this allows multiple characters to use special attacks together on the same turn, frequently allowing each party member to attack the enemy '''six times''' (two special attacks on each of the three party members' turns) before it gets a chance to fight back.
* In ''[[
** Interestingly, in ''X3'', after getting the upgrade for the arm part upgrade (not a [[Redundancy Department of Redundancy|typo]]) or the [[Game Breaker|Gold Armor]], taking damage fills up a meter (Collect-type) which allows for using Charged Shots without needing to charge (Hold-type). Sadly, the Hyper Buster isn't all that useful, due to the [[Nerf|downgrades]] it received from the previous game.
** ''Command Mission'' also uses this for the characters' Action Trigger special attacks.
* Most [[Professional Wrestling]] video games only allow you to perform a more powerful signature move upon filling up a meter (usually given a label such as "momentum") by performing a series of normal moves, often without receiving much damage in return.
* ''[[
* ''[[
* ''[[
* The indie shoot-em-up ''[[Medicalat]]'' has the Burst attack, which you gather energy for by letting go of the fire button so your cyborg nurse can use her syringe to absorb small bullets and the explosions of certain enemies, damage enemies that touch it and drain energy from shots that can't be absorbed. When the Burst is used, every enemy shot onscreen is absorbed for more energy, and a stream of big blasts is fired until the Burst gauge runs out. The gauge turns red when it's completely full, because if you absorb too much energy, you'll overcharge and take damage. If you can beat one of the bosses without using Burst (continuing to fire a Burst you already started is okay as long as you don't use it again during the fight), you'll get a Convert capsule which uses whatever Burst energy you have to refill your health.
* ''[[Seiken Densetsu 3]]'' and ''[[Legend of Mana]]'' build the charge meter using successful attacks landing on the enemy (and in ''Legend'', successful magic attacks).
* In ''[[Diablo|Diablo II]]'', a separate tree of Assassin skills is devoted to
* 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
* 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.
* ''[[
== Hold-Type ==
Line 56 ⟶ 55:
** 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 ''[[
* ''[[Mega Man (
** [[ROM Hack]] ''[[Rock Man 4 Minus Infinity]]'' has the [[Kill It
** In the ''[[
** In the ''[[
* In the ''[[Star Fox (
* 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
** 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.
* In ''[[
* In ''[[Devil May Cry]]'', gauntlet weapons (Ifrit, Beowulf and Gilgamesh) have the ability to increase their power by holding the button. Dante also has [[Sword Beam|Drive]]/[[Throwing Your Sword Always Works|Round Trip]] for his sword, and in 1, 3 and 4 there's the ability to charge gun shots (all of them in 1, Ebony & Ivory and Artemis in 3, and Ebony & Ivory, Blue Rose and Coyote-A in 4).
* ''[[Half-Life]]'' series:
** ''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
** 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.
* ''[[Fable (
** 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
* "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 ''[[
* ''[[Air Rivals]]'' uses a variant. The "Charged Shot" and "Hyper Shot" skills work almost the same as these, except it's more of a toggle than a hold. The button is pressed, then the skill charges up automatically for a period of time, then the charge is released with another press. Firing prematurely will cancel the charge, similar to releasing the button prematurely with a hold-type charge.
* Once again, ''[[
* ''[[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.
* ''[[
* 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
* 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
* ''[[Marathon
* And, of course, following from ''Marathon'''s Fusion Pistol is ''[[Halo|Halo's]]'' Plasma Pistol, with an overcharge shot that homes in on enemies and knocks out energy shields with one hit.
** The Spartan Laser, a shoulder-fired [[Wave Motion Gun]].
Line 95 ⟶ 94:
* In ''[[Final Fantasy Crystal Chronicles]]'', players can use a Focus Attack with their weapons this way. Magic is also cast in a similar charge-up fashion.
* Non-[[Video Game]] example. In ''[[GURPS]]'', a mage can charge up a magical projectile by holding onto it for a few seconds and adding extra energy.
* ''[[Prototype (
* In ''[[
* In ''[[Gaia Online|zOMG!]]'', successfully using your rings (whether attack or support) or receiving damage from enemies fills up a "Rage" meter, which is divided into three segments. You can consume filled segments to use a higher "Rage Rank" version of a ring that increases the potency of its function. A recent update that rebalanced the rings made nearly all of them have additional effects at higher Rage Ranks. A following update also provided a clear indication of how many segments you or your party members currently have available.
* In the second ''[[Mortal Kombat]]'' game, Liu Kang has the bicycle kick: he floats towards his adversary, making turkey noises, kicking his feet in a bicycle pedal motion. Players had to charge the low kick for a few seconds, but it was well worth the wait.
** Raiden has a Shocking Grasp for his
* ''[[Eternal Champions]]'' makes it so that ''every'' character is a charge character. (Although if you buy their ''[[Revenue Enhancing Devices|Activator]]'' controller, you don't have to deal with the charge times...)
* ''[[Phantasy Star Zero]]'' uses this type of charge functionality to expand your attack options. Charging the Basic or Heavy Attack yields a Photon
* In the original arcade version of ''[[Joe and Mac]]'' (or ''[[Caveman Ninja]]''), you can hold the attack button for Joe/Mac to charge up by spinning his arm and looking angry while doing so, then release it to throw a bigger version of whatever weapon he's using (including boomerangs, stone wheels, fireballs, and even clones of himself). If you hold it too long, he'll get tired afterwards.
* In ''[[Fallout 3]]'', every melee attack can be charged by holding down the button for half a second. This produces a larger swing and a war cry.
* ''[[
* ''[[Secret of Mana]]'' and ''[[Secret of Evermore]]'' have the hold-type charged attack. At higher weapon levels (lvl 4+), this may become [[Awesome but Impractical]], depending on the weapons equipped, allied [[
* The [[Real Life]] practice of "cooking" a hand grenade (holding it for a few seconds before throwing) could be seen as a variation of this. It can even increase the attack power if it causes the bomb to go off in midair, as airbursts are typically more effective than the same weapon detonating on the ground.
* 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> [[
* ''[[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
* ''[[Shadow of the Colossus]]'' allows you to stab at the Colossi's weak points, taking away at least one fifth of their health, by holding the attack button. Holding the attack button with a bow will also make the arrow go faster and farther in a straighter trajectory.
* ''[[
* ''[[Knights in The Nightmare]]'' requires you to hold the item on the knight (hold your stylus on screen) to charge a skill, even longer for a Hi-Skill.
* ''[[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 ''[[
** 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.
** The move Charge boosts the power of electric moves on the subsequent turn; the move Charge Beam has a high change of boosting special attack, indirectly making it a charge-up attack.
* The ''[[Street Fighter]]'' franchise has had special moves that involve holding back or down then pressing forward or up (respectively) along with an attack button at least since ''Street Fighter II''. [[The Computer Is a Cheating Bastard|Computer opponents could often forgo the charge portion.]]
* The ''[[Mega Man (
* ''[[The Elder Scrolls V: Skyrim]]'':
** 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).
Line 134 ⟶ 133:
* ''[[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.]]
* ''[[
* ''[[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.
{{reflist}}
[[Category:Videogame Effects and Spells]]
|