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** Big Band is a {{Juggernaut}} style fighter who's SignatureAttack, "[[PunnyName Brass Knuckles]]", unleashes a devastating punch that powers through other attacks thanks to his super armor. He has another charge special called "Take the 'A' Train" which is a GrappleMove using the same windup animation as his punch, allowing for mix-ups. Both of this attacks can be used also as anti-air moves.

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** Big Band is a {{Juggernaut}} TheJuggernaut whose style fighter who's fighter's SignatureAttack, "[[PunnyName Brass Knuckles]]", unleashes a devastating punch that powers through other attacks thanks to his super armor. He has another charge special called "Take the 'A' Train" which is a GrappleMove using the same windup animation as his punch, allowing for mix-ups. Both of this attacks can be used also as anti-air moves.
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** Potemkin's Hammerfall needs a back-forward charge to do and is his way of approaching. He launches forward with the ability to super armor a hit and attack the opponent. Potemkin also has the option of ending the move early with Hammerfall Break, allowing him to pressure with normal attacks or land a [[GrappleMove Potemkin Buster.]]


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** [[VideoGame/StreetFighterIII Alex]] has two charge moves, Slash Elbow (back-forward) and Air Stampede (down-up). Both give him some degree of mobility and knock down his opponent so he can keep up momentum. Both moves are not safe on block and are easily parried, so Alex needs to be aware of when to use them to keep up the offense. ''VideoGame/StreetFighterV'' adds in a new move, [[GrappleMove Head Crush]] (down-up with a punch input), where Alex leaps into the air and grabs his opponent on landing. All of these moves gives Alex a nasty mixup game where he can always keep his opponent second guessing.


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** [[VideoGame/StreetFighterV Necalli]] has The Disc's Guidance (back-forward). He launches forward, scratching the opponent and can destroy a projectile along the way. If he has V-Trigger active, he doesn't need to charge and can just do back-forward plus any punch to do the attack. Curiously, in early betas of ''V'' Necalli had other charge moves, but Capcom opted keep The Disc's Guidance his only charge input special.
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[[folder:Action-Adventure]]
* ''VideoGame/ANNOMutationem'': Several of Ann's combat skills in the Expertise section of the [[SkillScoresAndPerks Skill Tree]] require the usage of combined inputs of either pressing certain buttons at the same time or performing signified movements before pressing the allotted button to trigger the attack skill.
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Charge inputs are common for moves with lots of area coverage like long-reaching projectiles, anti-air attacks, or high-mobility DashAttack{{s}}. The TropeCodifier, Guile from ''Franchise/StreetFighter'', exemplifies this with a with his far-reaching "Sonic Boom" projectile and the jumping "Flash Kick" that covers the space above him. Other payoffs to these moves include higher damage, priority, and locking opponents in place with high stun. Expect to see them from lots of [[LongRangeFighter zoners]] and neutral-oriented[[note]]''Neutral'': The state of a match where each side is trying to gain an advantage over the other[[/note]] fighters.

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Charge inputs are common for moves with lots of area coverage like long-reaching projectiles, anti-air attacks, or high-mobility DashAttack{{s}}.{{Dash Attack}}s. The TropeCodifier, Guile from ''Franchise/StreetFighter'', exemplifies this with a with his far-reaching "Sonic Boom" projectile and the jumping "Flash Kick" that covers the space above him. Other payoffs to these moves include higher damage, priority, and locking opponents in place with high stun. Expect to see them from lots of [[LongRangeFighter zoners]] and neutral-oriented[[note]]''Neutral'': The state of a match where each side is trying to gain an advantage over the other[[/note]] fighters.



** All of [[WildChild Blanka]]'s RollingAttack{{s}} are performed with charge inputs. The payoff for the charge is an unparalleled range of fast, far-travelling melee attacks that can attack from almost any angle.

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** All of [[WildChild Blanka]]'s RollingAttack{{s}} {{Rolling Attack}}s are performed with charge inputs. The payoff for the charge is an unparalleled range of fast, far-travelling melee attacks that can attack from almost any angle.
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Fan-speak term


** [[{{Bishonen}} Ash Crimson]], who is basically ''KOF's'' equivalent to Guile (or Remy in particular, Guile's [[SuspiciouslySimilarSubstitute equivalent]] in ''[[VideoGame/StreetFighterIII 3rd Strike]]''), the TropeCodifier of the charge-input special. Though he also has a command grab in his earlier appearances (done with half-circle forward plus punch up close) and he gains a special move in ''KOF XIII'' done with quarter-circle back plus any button that places a flame at any position in the screen depending on the button pressed. His "Sans Culotte" super, among other things, temporarily removes the charge requirements for his specials, which in turn results in massively increased combo freedom.

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** [[{{Bishonen}} Ash Crimson]], Crimson, who is basically ''KOF's'' equivalent to Guile (or Remy in particular, Guile's [[SuspiciouslySimilarSubstitute equivalent]] in ''[[VideoGame/StreetFighterIII 3rd Strike]]''), the TropeCodifier of the charge-input special. Though he also has a command grab in his earlier appearances (done with half-circle forward plus punch up close) and he gains a special move in ''KOF XIII'' done with quarter-circle back plus any button that places a flame at any position in the screen depending on the button pressed. His "Sans Culotte" super, among other things, temporarily removes the charge requirements for his specials, which in turn results in massively increased combo freedom.
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** [[AllAmericanFace Guile]], one of ''Street Fighter's'' premier LongRangeFighter{{s}}, is the TropeCodifier of charge inputs. In every appearance, his moveset has always featured his two SignatureAttack{{s}} the Sonic Boom and Flash Kick. Sonic Boom travels incredibly far compared to other projectiles, but also allows Guile to move alongside it, granting him a greater degree of area control. Flash Kick is a powerful anti-air move that covers most of the space above Guile, being great for catching opponents who try to jump over him.

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** [[AllAmericanFace Guile]], one of ''Street Fighter's'' premier LongRangeFighter{{s}}, {{Long Range Fighter}}s, is the TropeCodifier of charge inputs. In every appearance, his moveset has always featured his two SignatureAttack{{s}} {{Signature Attack}}s the Sonic Boom and Flash Kick. Sonic Boom travels incredibly far compared to other projectiles, but also allows Guile to move alongside it, granting him a greater degree of area control. Flash Kick is a powerful anti-air move that covers most of the space above Guile, being great for catching opponents who try to jump over him.

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** [[{{Bishonen}} Ash Crimson]], who is basically ''KOF's'' equivalent to Guile (or Remy in particular, Guile's [[SuspiciouslySimilarSubstitute equivalent]] in ''[[VideoGame/StreetFighterIII 3rd Strike]]''), the TropeCodifier of the charge-input special. Though he also has a command grab in his earlier appearances (done with half-circle forward plus punch up close) and he gains a special move in ''KOF XIII'' done with quarter-circle back plus any button that places a flame at any position in the screen depending on the button pressed.

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** [[{{Bishonen}} Ash Crimson]], who is basically ''KOF's'' equivalent to Guile (or Remy in particular, Guile's [[SuspiciouslySimilarSubstitute equivalent]] in ''[[VideoGame/StreetFighterIII 3rd Strike]]''), the TropeCodifier of the charge-input special. Though he also has a command grab in his earlier appearances (done with half-circle forward plus punch up close) and he gains a special move in ''KOF XIII'' done with quarter-circle back plus any button that places a flame at any position in the screen depending on the button pressed. His "Sans Culotte" super, among other things, temporarily removes the charge requirements for his specials, which in turn results in massively increased combo freedom.


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** [[DreadlockRasta Dee Jay]] is largely a Guile clone with a few unique special moves in Machine Gun Upper and Double Rolling Sobat. His appearance in ''6'' further distinguishes him from Guile by giving him fake-out variations of his charge moves.
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Another thing to note is that in most 2D fighting games, the block mechanic is tied to holding the movement stick backwards, which further reinforces the defensive nature of charge inputs by allowing the player to be in a constant state of reactive defense. This also applies to crouching, which both shrinks the player's hurtbox and blocks low attacks.

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Another thing to note is that in most 2D fighting games, the block mechanic is tied to holding the movement stick backwards, which further reinforces the defensive nature of charge inputs by allowing the player to be in a constant state of reactive defense. This also applies to crouching, which both shrinks the player's hurtbox and blocks low attacks.
attacks. Thus, it's common to see charge characters crouch-blocking for extended periods of time as holding down-back builds charge in both directions, allowing the player to quickly react to multiple potential situations with the correct move.
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** Pom's [[MakeMeWannaShout Bark!]] is activated by holding back and than pressing forward with a heavy attack. Pressing the other two causes her to dash toward the opponent.

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** Pom's [[MakeMeWannaShout Bark!]] "Bark!" is activated by holding back and than pressing forward with a heavy attack. Pressing the other two causes her to dash toward the opponent.
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I don't believe this counts. The trope is about holding the movement stick, not the button


[[folder:First-Person Shooters]]
* In the ''VideoGame/{{Marathon}}'' franchise the fusion pistol's secondary trigger requires you to hold the trigger for a more powerful charge. The more longer you hold the button, the more powerful the charge, unless you overdo it, in which case it blows up in your hands.
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* In the ''VideoGame/Marathon'' franchise the fusion pistol's secondary trigger requires you to hold the trigger for a more powerful charge. The more longer you hold the button, the more powerful the charge, unless you overdo it, in which case it blows up in your hands.

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* In the ''VideoGame/Marathon'' ''VideoGame/{{Marathon}}'' franchise the fusion pistol's secondary trigger requires you to hold the trigger for a more powerful charge. The more longer you hold the button, the more powerful the charge, unless you overdo it, in which case it blows up in your hands.
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How a charge input might tie into a character's overall playstyle.

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How !!How a charge input might tie into a character's overall playstyle.playstyle:



* Creates an inherit risk-reward dynamic as holding back may limit your other capabilties.

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* Creates an inherit risk-reward dynamic as holding back may limit your other capabilties.capabilities.




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[[folder:First-Person Shooters]]
* In the ''VideoGame/Marathon'' franchise the fusion pistol's secondary trigger requires you to hold the trigger for a more powerful charge. The more longer you hold the button, the more powerful the charge, unless you overdo it, in which case it blows up in your hands.
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Indentation, again


* ''VideoGame/SuperSmashBrosUltimate'': Terry Bogard from ''Fatal Fury'' appears as a GuestFighter, bringing his Rising Tackle with him as his up-special move. While the move can be performed with a single directional input, Terry can utilize the same charge input as the original to grant added damage and invincibility.
** Guile is in ''Ultimate'' as an assist trophy and much like a real Guile player, he plays defensive and usually stays crouching and using his Sonic Boom or Flash Kick depending on the distance. Occasionally, he does a jump kick instead of a Flash Kick, which can only mean ''he's programmed to drop his inputs''.

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* ''VideoGame/SuperSmashBrosUltimate'': ''VideoGame/SuperSmashBrosUltimate'':
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Terry Bogard from ''Fatal Fury'' appears as a GuestFighter, bringing his Rising Tackle with him as his up-special move. While the move can be performed with a single directional input, Terry can utilize the same charge input as the original to grant added damage and invincibility.
** Guile is in ''Ultimate'' appears as an assist trophy and much like a real Guile player, he plays defensive and usually stays crouching and using his Sonic Boom or Flash Kick depending on the distance. Occasionally, he does a jump kick instead of a Flash Kick, which can only mean ''he's programmed to drop his inputs''.
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Examples aren't recent.


** Terry Bogard's "Rising Tackle" has him leap up from a handstand to perform a spinning kick. The input is quite similar to ''Street Fighter's'' Flash Kick, charging down and moving up with a kick input. The start of the move grants Terry invincibility in multiple titles. As of his most recent appearance in ''VideoGame/TheKingOfFightersXV'', however, the move is now a Z-motion plus punch input instead[[note]] Though some games - notably ''KOF [='=]98'' had Rising Tackle as a Z-motion input well before ''XV'' made it the standard. [[/note]].
** Terry's adoptive son Rock Howard, the protagonist of ''VideoGame/GarouMarkOfTheWolves'', can also perform the Rising Tackle. Also, like Terry, the move became a motion input in his most recent ''KOF XV'' appearance, [[AvertedTrope averting]] this entirely.

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** Terry Bogard's "Rising Tackle" has him leap up from a handstand to perform a spinning kick. The input is quite similar to ''Street Fighter's'' Flash Kick, charging down and moving up with a kick input. The start of the move grants Terry invincibility in multiple titles. As of his most recent appearance in In ''VideoGame/TheKingOfFightersXV'', however, the move is now a Z-motion plus punch input instead[[note]] Though some games - notably ''KOF [='=]98'' '98'' had Rising Tackle as a Z-motion input well before ''XV'' made it the standard. [[/note]].
** Terry's adoptive son Rock Howard, the protagonist of ''VideoGame/GarouMarkOfTheWolves'', can also perform the Rising Tackle. Also, like Terry, the move became a motion input in his most recent ''KOF XV'' appearance, [[AvertedTrope averting]] this entirely.XV''.

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