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SubTrope of StatusLine (a display element showing the current disposition of the player, e.g. score, health, ammo, etc).
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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has charged melee attacks deplete your stamina meter.

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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has and ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' have charged melee attacks deplete your stamina meter.
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* ''Series/KamenRiderGeats'' introduces the Twin Command Buckle at the end of the first quarter. Where most Raise Buckles give the user's super-suit extra armor with new superpowers, Twin Command instead starts the user out in the barebones Raising Form, which grants no armor besides a visor and has no powers besides a sword with a gauge on the blade. Attacking with the sword fills the gauge up, which when full lets the user assume the heavily-armed and armored Command Form.
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*** It also gives Anthony Higgs a plasma cannon that "takes forever to charge".

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%%% This page has been alphabetized. Please add new examples in the correct order. Thanks!
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!!Examples:

to:

!!Examples:!!Video Game Examples:



* ''Franchise/{{Metroid}}'':
** In the first ''VideoGame/Metroid1'', Samus Aran's arm cannon charges in almost the exact same fashion as Mega Man's buster.
** The games in the ''VideoGame/MetroidPrimeTrilogy'' not only include the glowing cannon but also include an actual meter around your target.
** In ''VideoGame/SuperSmashBros'', a ball of energy charges up on the tip of the cannon. The larger it gets, the stronger it grows.
** ''VideoGame/MetroidOtherM'' gives Samus an actual meter and enhancements that increase her weapon charging speed.

to:

* ''Franchise/{{Metroid}}'':
** In the first ''VideoGame/Metroid1'', Samus Aran's arm cannon charges in almost the exact same fashion as Mega Man's buster.
** The games in the ''VideoGame/MetroidPrimeTrilogy'' not only include the glowing cannon but also include an actual meter around
''VideoGame/AnotherWorld'' lets you charge your target.
** In ''VideoGame/SuperSmashBros'', a
gun by holding the fire button. A small blue ball appears at the end of energy charges the barrel which turns into a shield if the fire button is released, otherwise it turns into a larger blue ball which results in a devastating (but highly draining) WaveMotionGun-esque blast.
* ''VideoGame/AnotherCenturysEpisode'' actually has two versions: standard charge-up weapons like high-power cannons get a standard meter, while multi-lock weapons like homing missiles have a number of marks that fill
up to indicate the number of targets acquired.
* ''VideoGame/BadDudes'' let you do this with your punches. Hold down the punch button long enough, and your dude growls while flaming. Release, and you get a loud {{kiai}} and a flaming punch.
* In ''Videogame/BattleZone1998'' and the sequel, charge attack weapons such as the MAG Cannon will generate a rising pitch and indicate their charge level with colored lights
on the tip of the cannon. The larger it gets, the stronger it grows.
** ''VideoGame/MetroidOtherM'' gives Samus an actual meter and enhancements that increase her weapon charging speed.
crosshair.



* ''VideoGame/SecretOfMana'' is an example of this actually being in meter form, though combined with the SprintMeter.
** In ''VideoGame/SecretOfEvermore'', after getting the Jaguar Ring, charging at least three levels and then sprinting [[GoodBadBugs allows you to run indefinitely]].
** ''VideoGame/LegendOfMana'', the super attack at the end of the charge meter could go to LimitBreak levels depending on which item you had and how much ItemCrafting you had done. Or you could use [[spoiler: Blackpearl]] as your NPC assistant as [[spoiler: her synchro ability immediately fills your charge bar]] and spam super moves at will.
** In ''VideoGame/ChildrenOfMana'', holding down one of the weapon buttons will charge up a special attack, such as sending the flail in a straight line to push an object towards the character. CollisionDamage will stop the charge ''and'' the special attack.
* In ''VideoGame/TheLegendOfHeroesTrails'' series, CP is accumulated by attacking enemies or receiving damage. Once it reaches 100, an [[LimitBreak S-Craft]] can be used in battle, using it with 200 CP will double the damage dealt to enemies.
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has a spark travel up the length of Link's sword as he charges up for a SpinAttack.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' shows a spark to indicate the Spin Attack [[CoolDown recharging]] ''after it's performed'', in order to show when it can be used again. This is in lieu of the previous mainstay in the 3-D ''Zelda'' games of using Magic Power to perform an upgraded Spin Attack.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has charged melee attacks deplete your stamina meter.
* ''Franchise/SuperMarioBros''
** ''VideoGame/SuperMarioBros2'': When the player holds down on the directional pad, Mario (or whichever character the player controls) flashes while preparing for a super jump. This ability is also present in the GBA versions of the original ''VideoGame/MarioBros'' that come in GBA Mario games.
** ''VideoGame/SuperMarioBros3'': There is a meter that builds up depending on how long you run. Run long enough and, with the right power up, you can fly for short periods.
** Geno of ''VideoGame/SuperMarioRPGLegendOfTheSevenStars'' has a [[KamehameHadoken Geno Beam]] attack. Hold the Y Button to charge; let go at three stars for maximum power. Two is weak; four is overheating.
* ''Franchise/{{Halo}}'':
** Holding the trigger of the plasma pistol makes the gun glow more and shake. A fully-charged shot will completely drain any shield, even a fully-charged overshield, and also gain some tracking. From ''VideoGame/{{Halo 3}}'' onward, a fully-charged plasma pistol can also temporarily immobilize any vehicle it hits.
** In ''VideoGame/Halo5Guardians'', holding the trigger of the Incineration Cannon will also cause it to glow and shake, allowing you to fire a more powerful shot.
** The Spartan Laser and Railgun require each individual shot to be charged before they can be fired, with your reticle indicating how much time you have left before your shot is ready.
* The Bryar Blaster Pistol in ''VideoGame/JediKnightDarkForcesII'' and its sequel ''VideoGame/JediOutcast'' can be charged with the right mouse button. The effect is pretty much the same as before: the pistol shakes, and an energy orb appears at the muzzle. The DL-44 in ''VideoGame/JediAcademy'' has this, as it is pretty much the same weapon as ''Outcast'''s Bryar.
* The Gauss cannon in ''VideoGame/HalfLife1'' can also be charged. When doing so, the muzzle starts spinning, the weapon starts humming, and you can see your energy gauge decreasing. Hold it for too long, though, and the cannon will backfire and hurt you.
* ''VideoGame/SpiderMan2'' has one for Spidey's jump. Tap the jump button, and you'll get a short hop. Fully charged, you can jump straight to the top of some ''buildings''.

to:

* ''VideoGame/SecretOfMana'' is an example of this actually being The Monk Shadow Class in meter form, though combined with the SprintMeter.
** In ''VideoGame/SecretOfEvermore'', after getting the Jaguar Ring, charging at least three levels and then sprinting [[GoodBadBugs
''VideoGame/BlueDragon'' allows you to run indefinitely]].
** ''VideoGame/LegendOfMana'', the super attack at the end of the charge meter could go to LimitBreak levels depending on which item you had and how much ItemCrafting you had done. Or you could use [[spoiler: Blackpearl]] as your NPC assistant as [[spoiler: her synchro ability immediately fills your charge bar]] and spam super moves at will.
** In ''VideoGame/ChildrenOfMana'', holding down one of the weapon buttons will
charge up a special attack, such as sending your attack power, in most cases doubling your inflicted damage, but you usually have to wait four or five turns for the flail in a straight line Charge to push an object towards the character. CollisionDamage will stop the charge ''and'' the special attack.
take effect.
* In ''VideoGame/TheLegendOfHeroesTrails'' series, CP is accumulated by attacking enemies or receiving damage. Once it reaches 100, an [[LimitBreak S-Craft]] can be used in battle, using it with 200 CP will double the damage dealt to enemies.
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has a spark travel up the length of Link's sword as he charges up for a SpinAttack.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' shows a spark to indicate the Spin Attack [[CoolDown recharging]] ''after it's performed'', in order to show when it can be used again. This is in lieu of the previous mainstay
Later games in the 3-D ''Zelda'' ''VideoGame/{{Deception}}'' games of using Magic Power to perform an upgraded Spin Attack.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has charged melee attacks deplete your stamina meter.
* ''Franchise/SuperMarioBros''
** ''VideoGame/SuperMarioBros2'': When the player holds down on the directional pad, Mario (or whichever character the player controls) flashes while preparing for a super jump. This ability is also present in the GBA versions of the original ''VideoGame/MarioBros'' that come in GBA Mario games.
** ''VideoGame/SuperMarioBros3'': There is a meter that builds up depending on how long you run. Run long enough and, with the right power up, you can fly for short periods.
** Geno of ''VideoGame/SuperMarioRPGLegendOfTheSevenStars'' has a [[KamehameHadoken Geno Beam]] attack. Hold the Y Button to charge; let go at three stars for maximum power. Two is weak; four is overheating.
* ''Franchise/{{Halo}}'':
** Holding the trigger of the plasma pistol makes the gun glow more and shake. A fully-charged shot will completely drain any shield, even a fully-charged overshield, and also gain some tracking. From ''VideoGame/{{Halo 3}}'' onward, a fully-charged plasma pistol can also temporarily immobilize any vehicle it hits.
** In ''VideoGame/Halo5Guardians'', holding the trigger of the Incineration Cannon will also cause it to glow and shake, allowing you to fire a more powerful shot.
** The Spartan Laser and Railgun require each individual shot to be charged before they can be fired, with your reticle indicating how much time you have left before your shot is ready.
* The Bryar Blaster Pistol in ''VideoGame/JediKnightDarkForcesII'' and its sequel ''VideoGame/JediOutcast'' can be charged with the right mouse button. The effect is pretty much the same as before: the pistol shakes, and an energy orb appears at the muzzle. The DL-44 in ''VideoGame/JediAcademy'' has this, as it is pretty much the same weapon as ''Outcast'''s Bryar.
* The Gauss cannon in ''VideoGame/HalfLife1'' can also be charged. When doing so, the muzzle starts spinning, the weapon starts humming, and you can see your energy gauge decreasing. Hold it for too long, though, and the cannon will backfire and hurt you.
* ''VideoGame/SpiderMan2'' has one for Spidey's jump. Tap the jump button, and you'll get a short hop. Fully charged, you can jump straight to the top of some ''buildings''.
make traps recharge between uses.



* In ''VideoGame/SystemShock2'', the PSI-Disciplines meter consists of three-quarters normal part on the left and a one-quarter part of the right, and releasing the charge on the latter with result in the stronger effect.
* The ''VideoGame/RType'' series is one of the first shmups to let the normal shot charge up. Usually, it's not really worth it to use the normal shot on anything but the weakest of enemies. Taken to the logical extreme in ''R-Type Final'' with the Giga Wave Cannon that has 7 charge levels and takes 45 seconds to be charged fully during which you need to rely entirely on dodging enemies, but in return you're rewarded with a shot as big as the screen that takes out any boss in a single hit regardless of difficulty level. It's also the methoid used to finish off the BigBad in the default ending.



* Jehuty in ''VideoGame/ZoneOfTheEnders'' can charge up its dash and burst shots; the dash shot locks onto more targets and shoots more homing lasers the longer the button is held, while the burst shot grows larger.
* In the ''Hurricane Pack'' Downloadable Content upgrades to ''VideoGame/NinjaGaiden'', Ryu's ultimate attacks could be charged up (whereas in the original version of the remake they could only be used by sucking in orbs from dead enemies) to two or three levels, and every time you hit another level it was accompanied by a sudden burst of energy and a sound effect, with the final level indicated by a change of color in the energy Ryu was absorbing from his surroundings. This ability carried over to the two {{Updated Rerelease}}s and the sequel.
* ''Franchise/StreetFighter'':
** In ''VideoGame/StreetFighterIII'', one of Ryu's super moves lets him charge his Hadoken. The bigger you make it the harder it is to dodge, but you give your opponent more time to prepare/interrupt you. The upside to this is his fireball is unblockable and generates a very high amount of stun.
** Sakura's Hadoken had a similar property in the ''VideoGame/StreetFighterAlpha'' series, where hammering the punch button while "charging" the fireball would result in a large and more damaging (but much shorter range) blast.
* The railgun, gained late in ''VideoGame/MetalGearSolid4GunsOfThePatriots'', has a charge meter. At its highest setting, it will kill anything in one shot.



* ''VideoGame/AnotherWorld'' lets you charge your gun by holding the fire button. A small blue ball appears at the end of the barrel which turns into a shield if the fire button is released, otherwise it turns into a larger blue ball which results in a devastating (but highly draining) WaveMotionGun-esque blast.

to:

* ''VideoGame/AnotherWorld'' lets you A lot of borgs in ''VideoGame/GotchaForce'' have charge your gun by holding the fire button. A small blue ball attacks. When charging, a charge meter appears at the end of the barrel which turns into a shield if the fire button is released, otherwise it turns into a larger blue ball which results in a devastating (but highly draining) WaveMotionGun-esque blast.and your borg starts to glow.



* ''VideoGame/BadDudes'' let you do this with your punches. Hold down the punch button long enough, and your dude growls while flaming. Release, and you get a loud {{kiai}} and a flaming punch.

to:

* ''VideoGame/BadDudes'' let The Gauss cannon in ''VideoGame/HalfLife1'' can also be charged. When doing so, the muzzle starts spinning, the weapon starts humming, and you do this can see your energy gauge decreasing. Hold it for too long, though, and the cannon will backfire and hurt you.
* ''Franchise/{{Halo}}'':
** Holding the trigger of the plasma pistol makes the gun glow more and shake. A fully-charged shot will completely drain any shield, even a fully-charged overshield, and also gain some tracking. From ''VideoGame/{{Halo 3}}'' onward, a fully-charged plasma pistol can also temporarily immobilize any vehicle it hits.
** In ''VideoGame/Halo5Guardians'', holding the trigger of the Incineration Cannon will also cause it to glow and shake, allowing you to fire a more powerful shot.
** The Spartan Laser and Railgun require each individual shot to be charged before they can be fired,
with your punches. Hold reticle indicating how much time you have left before your shot is ready.
* The Bryar Blaster Pistol in ''VideoGame/JediKnightDarkForcesII'' and its sequel ''VideoGame/JediOutcast'' can be charged with the right mouse button. The effect is pretty much the same as before: the pistol shakes, and an energy orb appears at the muzzle. The DL-44 in ''VideoGame/JediAcademy'' has this, as it is pretty much the same weapon as ''Outcast'''s Bryar.
* ''VideoGame/TheKingOfFighters'' ('94 to '96 anyway) is basically the TropeCodifier for this in fighting games. The gauge fills when you hold
down the punch button long enough, and your dude growls while flaming. Release, three buttons (anyone who has played '94 to '96 DOES (not can do) it on instinct), block or get hit, taunts decrease it, and you get can sacrifice a loud {{kiai}} fully charged gauge to stop a combo on you when blocking either by side-stepping or punching the opponent away.
* In the ''Hurricane Pack'' Downloadable Content upgrades to ''VideoGame/NinjaGaiden'', Ryu's ultimate attacks could be charged up (whereas in the original version of the remake they could only be used by sucking in orbs from dead enemies) to two or three levels, and every time you hit another level it was accompanied by a sudden burst of energy
and a flaming punch.sound effect, with the final level indicated by a change of color in the energy Ryu was absorbing from his surroundings. This ability carried over to the two {{Updated Rerelease}}s and the sequel.
* In ''VideoGame/TheLegendOfHeroesTrails'' series, CP is accumulated by attacking enemies or receiving damage. Once it reaches 100, an [[LimitBreak S-Craft]] can be used in battle, using it with 200 CP will double the damage dealt to enemies.
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has a spark travel up the length of Link's sword as he charges up for a SpinAttack.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' shows a spark to indicate the Spin Attack [[CoolDown recharging]] ''after it's performed'', in order to show when it can be used again. This is in lieu of the previous mainstay in the 3-D ''Zelda'' games of using Magic Power to perform an upgraded Spin Attack.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has charged melee attacks deplete your stamina meter.
* In the ''VideoGame/Left4Dead'' series versus mode, the special infected Hunter has to crouch for several seconds before it can execute its powerful pouncing attack. The survivors can interrupt this charge-up by meleeing the Hunter.
%% Needs context * ''VideoGame/LittleNemoTheDreamMaster'' has one for the Morning Star.
* ''VideoGame/MassEffect2'' has this for several of the heavy weapons, such as the [[{{BFG}} nuke launcher]].
* ''VideoGame/TheMatrixPathOfNeo'' has glowing, white streaks when either the OneHitKill or flying is charging.



* A lot of borgs in ''VideoGame/GotchaForce'' have charge attacks. When charging, a charge meter appears and your borg starts to glow.

to:

* A lot of borgs The railgun, gained late in ''VideoGame/GotchaForce'' have charge attacks. When charging, ''VideoGame/MetalGearSolid4GunsOfThePatriots'', has a charge meter. At its highest setting, it will kill anything in one shot.
* ''Franchise/{{Metroid}}'':
** In the first ''VideoGame/Metroid1'', Samus Aran's arm cannon charges in almost the exact same fashion as Mega Man's buster.
** The games in the ''VideoGame/MetroidPrimeTrilogy'' not only include the glowing cannon but also include an actual
meter appears and around your borg starts to glow.target.
** ''VideoGame/MetroidOtherM'' gives Samus an actual meter and enhancements that increase her weapon charging speed.



* An interesting non-video game example: Hanataro from ''Manga/{{Bleach}}'' has a zanpakuto that has a charge meter running up the side of the blade. The sword normally acts as a HealingShiv, but as it heals, the charge meter increases. Once the meter has been filled out, he can release his sword which also releases all the healed damage into one powerful destructive wave. Needless to say, Kubo appears to have designed the mechanics of this sword specifically with its implementation in the Bleach fighting games in mind.
* The Monk Shadow Class in ''VideoGame/BlueDragon'' allows you to charge up your attack power, in most cases doubling your inflicted damage, but you usually have to wait four or five turns for the Charge to take effect.
* In the ''VideoGame/Left4Dead'' series versus mode, the special infected Hunter has to crouch for several seconds before it can execute its powerful pouncing attack. The survivors can interrupt this charge-up by meleeing the Hunter.
* ''VideoGame/MassEffect2'' has this for several of the heavy weapons, such as the [[{{BFG}} nuke launcher]].
* ''VideoGame/TeamFortress2''
** The Sniper's SniperRifle has a charge meter that fills while zoomed in on the scope.
*** As of the Tough Break Update, The Sniper's Cleaner's Carbine has a "Crikey" meter that increases upon doing damage to enemies. Once full, SecondaryFire guarantees all weapons a Mini Crit for 8 seconds.
** The Medic has a healing gun that when used, will slowly charge a meter over time. When the meter is filled, the medic can then unleash an "ubercharge" which will make both him and his target either invincible or have constant critical hits until the meter drains.
** The Soldier has three "banner" items (Buff Banner, Battalion's Backup, Concheror) that replace his shotgun, with "Rage" meters that fill up based on damage done. When it's full he can use the item to temporarily grant a buff to any teammate within a certain radius, himself included. The Battalion's Backup used to be filled by damage taken and the Concheror by both damage done and taken, but this was changed because it made playing with them frustratingly counter-intuitive.
** The Pyro's Phlogistinator has an "Mmph!" meter that increases as he does fire damage through any method. When it's full, secondary fire fully restores his health and the weapon gets guaranteed {{Critical Hit}}s for 10 seconds.
** A different kind of charge meter: the Demoman's Chargin Targe meter is filled up by default when a player is spawned, being depleted when a player uses the Alt-Fire button to make the demoman "charge" forward towards the enemy; the meter indicates when a player can charge again.

to:

* An interesting non-video game example: Hanataro from ''Manga/{{Bleach}}'' has a zanpakuto that has a charge ''VideoGame/SecretOfMana'' is an example of this actually being in meter running up form, though combined with the side of SprintMeter.
** In ''VideoGame/SecretOfEvermore'', after getting
the blade. The sword normally acts as a HealingShiv, but as it heals, Jaguar Ring, charging at least three levels and then sprinting [[GoodBadBugs allows you to run indefinitely]].
** ''VideoGame/LegendOfMana'', the super attack at the end of
the charge meter increases. Once the meter has been filled out, he can release his sword could go to LimitBreak levels depending on which also releases all item you had and how much ItemCrafting you had done. Or you could use [[spoiler: Blackpearl]] as your NPC assistant as [[spoiler: her synchro ability immediately fills your charge bar]] and spam super moves at will.
** In ''VideoGame/ChildrenOfMana'', holding down one of
the healed damage into one powerful destructive wave. Needless to say, Kubo appears to have designed the mechanics of this sword specifically with its implementation in the Bleach fighting games in mind.
* The Monk Shadow Class in ''VideoGame/BlueDragon'' allows you to
weapon buttons will charge up your attack power, in most cases doubling your inflicted damage, but you usually have to wait four or five turns for a special attack, such as sending the Charge flail in a straight line to take effect.
* In
push an object towards the ''VideoGame/Left4Dead'' series versus mode, character. CollisionDamage will stop the charge ''and'' the special infected Hunter has to crouch for several seconds before it can execute its powerful pouncing attack. The survivors can interrupt this charge-up by meleeing the Hunter.
attack.
%% Needs context
* ''VideoGame/MassEffect2'' has this for several of the heavy weapons, such Present in ''VideoGame/SilentHill4TheRoom'' as the [[{{BFG}} nuke launcher]].
* ''VideoGame/TeamFortress2''
** The Sniper's SniperRifle has a charge meter that fills while zoomed
only other thing in on your HUD aside from the scope.
*** As of the Tough Break Update, The Sniper's Cleaner's Carbine has a "Crikey" meter that increases upon doing damage to enemies. Once full, SecondaryFire guarantees all weapons a Mini Crit for 8 seconds.
** The Medic has a healing gun that when used, will slowly charge a meter over time. When the meter is filled, the medic can then unleash an "ubercharge" which will make both him and his target either invincible or have constant critical hits until the meter drains.
** The Soldier has three "banner" items (Buff Banner, Battalion's Backup, Concheror) that replace his shotgun, with "Rage" meters that fill up based on damage done. When it's full he can use the item to temporarily grant a buff to any teammate within a certain radius, himself included. The Battalion's Backup used to be filled by damage taken and the Concheror by both damage done and taken, but this was changed because it made playing with them frustratingly counter-intuitive.
** The Pyro's Phlogistinator has an "Mmph!" meter that increases as he does fire damage through any method. When it's full, secondary fire fully restores his
health and the weapon gets guaranteed {{Critical Hit}}s for 10 seconds.
** A different kind of charge meter: the Demoman's Chargin Targe meter is filled up by default when a player is spawned, being depleted when a player uses the Alt-Fire button to make the demoman "charge" forward towards the enemy; the meter indicates when a player can charge again.
bar.



** ''VideoGame/TheKingOfFighters'' ('94 to '96 anyway) is basically the TropeCodifier for this in fighting games. The gauge fills when you hold down three buttons (anyone who has played '94 to '96 DOES (not can do) it on instinct), block or get hit, taunts decrease it and you can sacrifice a fully charged gauge to stop a combo on you when blocking either by side-stepping or punching the opponent away. TropeMaker indeed.
* ''VideoGame/AnotherCenturysEpisode'' actually has two versions: standard charge-up weapons like high-power cannons get a standard meter, while multi-lock weapons like homing missiles have a number of marks that fill up to indicate the number of targets acquired.
* Later games in the ''VideoGame/{{Deception}}'' games make traps recharge between uses.
%% Needs context * ''VideoGame/LittleNemoTheDreamMaster'' has one for the Morning Star.
%% Needs context * Present in ''VideoGame/SilentHill4TheRoom'' as the only other thing in your HUD aside from the health bar.
* ''VideoGame/TheMatrixPathOfNeo'' has glowing, white streaks when either the OneHitKill or flying is charging.
* In ''Videogame/BattleZone1998'' and the sequel, charge attack weapons such as the MAG Cannon will generate a rising pitch and indicate their charge level with colored lights on the crosshair.

to:

** ''VideoGame/TheKingOfFighters'' ('94 to '96 anyway) is basically * ''VideoGame/SpiderMan2'' has one for Spidey's jump. Tap the TropeCodifier for this in fighting games. The gauge fills when you hold down three buttons (anyone who has played '94 to '96 DOES (not can do) it on instinct), block or jump button, and you'll get hit, taunts decrease it and a short hop. Fully charged, you can sacrifice a fully charged gauge jump straight to stop a combo on the top of some ''buildings''.
* ''Franchise/StreetFighter'':
** In ''VideoGame/StreetFighterIII'', one of Ryu's super moves lets him charge his Hadoken. The bigger
you when blocking either by side-stepping or punching make it the harder it is to dodge, but you give your opponent away. TropeMaker indeed.
more time to prepare/interrupt you. The upside to this is his fireball is unblockable and generates a very high amount of stun.
** Sakura's Hadoken had a similar property in the ''VideoGame/StreetFighterAlpha'' series, where hammering the punch button while "charging" the fireball would result in a large and more damaging (but much shorter range) blast.
* ''VideoGame/AnotherCenturysEpisode'' actually ''Franchise/SuperMarioBros''
** ''VideoGame/SuperMarioBros2'': When the player holds down on the directional pad, Mario (or whichever character the player controls) flashes while preparing for a super jump. This ability is also present in the GBA versions of the original ''VideoGame/MarioBros'' that come in GBA Mario games.
** ''VideoGame/SuperMarioBros3'': There is a meter that builds up depending on how long you run. Run long enough and, with the right power up, you can fly for short periods.
** Geno of ''VideoGame/SuperMarioRPGLegendOfTheSevenStars''
has two versions: standard charge-up a [[KamehameHadoken Geno Beam]] attack. Hold the Y Button to charge; let go at three stars for maximum power. Two is weak; four is overheating.
* In ''VideoGame/SuperSmashBros'', a ball of energy charges up on the tip of Samus' cannon. The larger it gets, the stronger it grows.
* In ''VideoGame/SystemShock2'', the PSI-Disciplines meter consists of three-quarters normal part on the left and a one-quarter part of the right, and releasing the charge on the latter with result in the stronger effect.
* The ''VideoGame/RType'' series is one of the first shmups to let the normal shot charge up. Usually, it's not really worth it to use the normal shot on anything but the weakest of enemies. Taken to the logical extreme in ''R-Type Final'' with the Giga Wave Cannon that has 7 charge levels and takes 45 seconds to be charged fully during which you need to rely entirely on dodging enemies, but in return you're rewarded with a shot as big as the screen that takes out any boss in a single hit regardless of difficulty level. It's also the methoid used to finish off the BigBad in the default ending.
* ''VideoGame/TeamFortress2''
** The Sniper's SniperRifle has a charge meter that fills while zoomed in on the scope. As of the Tough Break Update, The Sniper's Cleaner's Carbine has a "Crikey" meter that increases upon doing damage to enemies. Once full, SecondaryFire guarantees all
weapons like high-power cannons get a standard meter, while multi-lock weapons like homing missiles Mini Crit for 8 seconds.
** The Medic has a healing gun that when used, will slowly charge a meter over time. When the meter is filled, the medic can then unleash an "ubercharge" which will make both him and his target either invincible or
have a number of marks constant critical hits until the meter drains.
** The Soldier has three "banner" items (Buff Banner, Battalion's Backup, Concheror) that replace his shotgun, with "Rage" meters
that fill up to indicate based on damage done. When it's full he can use the number item to temporarily grant a buff to any teammate within a certain radius, himself included. The Battalion's Backup used to be filled by damage taken and the Concheror by both damage done and taken, but this was changed because it made playing with them frustratingly counter-intuitive.
** The Pyro's Phlogistinator has an "Mmph!" meter that increases as he does fire damage through any method. When it's full, secondary fire fully restores his health, and the weapon gets guaranteed {{Critical Hit}}s for 10 seconds.
** A different kind
of charge meter: the Demoman's Chargin Targe meter is filled up by default when a player is spawned, being depleted when a player uses the Alt-Fire button to make the demoman "charge" forward towards the enemy; the meter indicates when a player can charge again.
* Jehuty in ''VideoGame/ZoneOfTheEnders'' can charge up its dash and burst shots; the dash shot locks onto more
targets acquired.
and shoots more homing lasers the longer the button is held, while the burst shot grows larger.

!! Non-Video Game Examples
* Later Hanataro from ''Manga/{{Bleach}}'' has a zanpakuto that has a charge meter running up the side of the blade. The sword normally acts as a HealingShiv, but as it heals, the charge meter increases. Once the meter has been filled out, he can release his sword which also releases all the healed damage into one powerful destructive wave. Needless to say, Kubo appears to have designed the mechanics of this sword specifically with its implementation in the Bleach fighting games in the ''VideoGame/{{Deception}}'' games make traps recharge between uses.
%% Needs context * ''VideoGame/LittleNemoTheDreamMaster'' has one for the Morning Star.
%% Needs context * Present in ''VideoGame/SilentHill4TheRoom'' as the only other thing in your HUD aside from the health bar.
* ''VideoGame/TheMatrixPathOfNeo'' has glowing, white streaks when either the OneHitKill or flying is charging.
* In ''Videogame/BattleZone1998'' and the sequel, charge attack weapons such as the MAG Cannon will generate a rising pitch and indicate their charge level with colored lights on the crosshair.
mind.

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* ''Franchise/{{Metroid}}''
** In the first ''VideoGame/{{Metroid}}'', Samus Aran's arm cannon charges in almost the exact same fashion as Mega Man's buster.

to:

\n* ''Franchise/{{Metroid}}''
In ''VideoGame/ANNOMutationem'', defeating enough enemies will fill up a meter that will allow Ann to awaken her SuperMode that'll vastly increase her stats to deal severe damage to opponents.
* ''Franchise/{{Metroid}}'':
** In the first ''VideoGame/{{Metroid}}'', ''VideoGame/Metroid1'', Samus Aran's arm cannon charges in almost the exact same fashion as Mega Man's buster.



* ''VideoGame/BlackRockShooter'': The Striker guns on the Black Trike require to fill up a meter by defeating Armaments before the guns can be used.



* ''Franchise/TheLegendOfZelda''

to:

* ''Franchise/TheLegendOfZelda''In ''VideoGame/TheLegendOfHeroesTrails'' series, CP is accumulated by attacking enemies or receiving damage. Once it reaches 100, an [[LimitBreak S-Craft]] can be used in battle, using it with 200 CP will double the damage dealt to enemies.
* ''Franchise/TheLegendOfZelda'':



** ''VideoGame/SuperMarioBros2'': When the player holds down on the directional pad, Mario (or whichever character the player controls) flashes while preparing for a super jump. This ability is also present in the GBA versions of the original ''Mario Bros.'' that come in GBA Mario games.

to:

** ''VideoGame/SuperMarioBros2'': When the player holds down on the directional pad, Mario (or whichever character the player controls) flashes while preparing for a super jump. This ability is also present in the GBA versions of the original ''Mario Bros.'' ''VideoGame/MarioBros'' that come in GBA Mario games.



** Geno of ''VideoGame/SuperMarioRPGLegendOfTheSevenStars'' has a [[KamehameHadoken Geno Beam]] attack. Hold the Y Button to charge; let go at three stars for maximum power. Two is weak; four is overheating.



* The Bryar Blaster Pistol in ''Franchise/StarWars: [[ColonCancer Dark Forces 2: Jedi Knight]]'' and its sequel ''Jedi Outcast'' can be charged with the right mouse button. The effect is pretty much the same as before: the pistol shakes, and an energy orb appears at the muzzle.
** The DL-44 in ''Jedi Academy'' has this, as it is pretty much the same weapon as ''Outcast'''s Bryar.

to:

* The Bryar Blaster Pistol in ''Franchise/StarWars: [[ColonCancer Dark Forces 2: Jedi Knight]]'' ''VideoGame/JediKnightDarkForcesII'' and its sequel ''Jedi Outcast'' ''VideoGame/JediOutcast'' can be charged with the right mouse button. The effect is pretty much the same as before: the pistol shakes, and an energy orb appears at the muzzle.
**
muzzle. The DL-44 in ''Jedi Academy'' ''VideoGame/JediAcademy'' has this, as it is pretty much the same weapon as ''Outcast'''s Bryar.



* ''[[VideoGame/SpiderMan2 Spider-Man 2]]'' has one for Spidey's jump. Tap the jump button, and you'll get a short hop. Fully charged, you can jump straight to the top of some ''buildings''.
* In ''VideoGame/{{Descent}}'' the Fusion Cannon is charged this way. It starts making noises and the screen turns purple, then yellow, then white. At that point you better let the weapon fire, as it starts making banging noises and damaging your shield.

to:

* ''[[VideoGame/SpiderMan2 Spider-Man 2]]'' ''VideoGame/SpiderMan2'' has one for Spidey's jump. Tap the jump button, and you'll get a short hop. Fully charged, you can jump straight to the top of some ''buildings''.
* In ''VideoGame/{{Descent}}'' ''VideoGame/{{Descent}}'', the Fusion Cannon is charged this way. It starts making noises and the screen turns purple, then yellow, then white. At that point you better let the weapon fire, as it starts making banging noises and damaging your shield.shield.
* In ''VideoGame/SystemShock2'', the PSI-Disciplines meter consists of three-quarters normal part on the left and a one-quarter part of the right, and releasing the charge on the latter with result in the stronger effect.



* ''VideoGame/DevilMayCry''

to:

* ''VideoGame/DevilMayCry'' ''VideoGame/DevilMayCry'':



* ''Franchise/StreetFighter''

to:

* ''Franchise/StreetFighter''''Franchise/StreetFighter'':



* ''Fable''

to:

* ''Fable''''VideoGame/{{Fable}}'':



* Geno of ''VideoGame/SuperMarioRPG'' has a [[KamehameHadoken Geno Beam]] attack. Hold the Y Button to charge; let go at three stars for maximum power. Two is weak; four is overheating.
** Breaks in the [[https://www.youtube.com/watch?v=ovK6Mr3Q8jU "Perpetuate303" background music of]] ''VideoGame/{{Tetrisphere}}'' appears to pay tribute to the sound effect when the charge is building to stars and the player lets go of the button.



* ''VideoGame/MegaManXCommandMission''. Instead of the traditional glowing/flashing, X uses a meter to show how much WE is put into the attack.

to:

* ''VideoGame/MegaManXCommandMission''. ''Franchise/MegaMan'':
** ''VideoGame/MegaManBattleAndChase'': A meter in the upper-left corner of the screen fills on its own. Pressing R1 when it's anything but full will use the Car's default skill. A fully charged meter flashes blue, and will execute the Car's Charged Skill.
** ''VideoGame/MegaManXCommandMission'':
Instead of the traditional glowing/flashing, X uses a meter to show how much WE is put into the attack.



* An interesting non-video game example: Hanataro from Manga/{{Bleach}} has a zanpakuto that has a charge meter running up the side of the blade. The sword normally acts as a HealingShiv, but as it heals, the charge meter increases. Once the meter has been filled out, he can release his sword which also releases all the healed damage into one powerful destructive wave. Needless to say, Kubo appears to have designed the mechanics of this sword specifically with its implementation in the Bleach fighting games in mind.

to:

* An interesting non-video game example: Hanataro from Manga/{{Bleach}} ''Manga/{{Bleach}}'' has a zanpakuto that has a charge meter running up the side of the blade. The sword normally acts as a HealingShiv, but as it heals, the charge meter increases. Once the meter has been filled out, he can release his sword which also releases all the healed damage into one powerful destructive wave. Needless to say, Kubo appears to have designed the mechanics of this sword specifically with its implementation in the Bleach fighting games in mind.



* ''VideoGame/LittleNemoTheDreamMaster'' has one for the Morning Star.
* Present in ''VideoGame/SilentHill4: The Room'' as the only other thing in your HUD aside from the health bar.

to:

%% Needs context * ''VideoGame/LittleNemoTheDreamMaster'' has one for the Morning Star.
%% Needs context * Present in ''VideoGame/SilentHill4: The Room'' ''VideoGame/SilentHill4TheRoom'' as the only other thing in your HUD aside from the health bar.

Changed: 73

Removed: 227

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** ''VideoGame/TheLegendOfZeldaALinkToThePast'' had a spark travel up the length of Link's sword as he charged up for a SpinAttack.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' did the reverse, with a spark to indicate the Spin Attack [[CoolDown recharging]] ''after it was performed'', in order to show when it could be used again. This was in lieu of the previous mainstay in the 3-D ''Zelda'' games of using Magic Power to perform an upgraded Spin Attack.
*** However, in the [[UsefulNotes/NintendoGameCube GameCube]] version of the game, this is not the case. It's the standard B-button-charge as it always has been, and the spark appears when the Spin Attack is completely charged.

to:

** ''VideoGame/TheLegendOfZeldaALinkToThePast'' had has a spark travel up the length of Link's sword as he charged charges up for a SpinAttack.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' did the reverse, with shows a spark to indicate the Spin Attack [[CoolDown recharging]] ''after it was it's performed'', in order to show when it could can be used again. This was is in lieu of the previous mainstay in the 3-D ''Zelda'' games of using Magic Power to perform an upgraded Spin Attack.
*** However, in the [[UsefulNotes/NintendoGameCube GameCube]] version of the game, this is not the case. It's the standard B-button-charge as it always has been, and the spark appears when the Spin Attack is completely charged.
Attack.



** In the U.S. version of ''VideoGame/SuperMarioBros2'', when the player holds down on the directional pad, Mario (or whichever character the player controls) flashes while preparing for a super jump. This ability is also present in the GBA versions of the original ''Mario Bros.'' that come in GBA Mario games.
** In ''VideoGame/SuperMarioBros3'', there is a meter that builds up depending on how long you run. Run long enough and, with the right power up, you can fly for short periods.

to:

** In the U.S. version of ''VideoGame/SuperMarioBros2'', when ''VideoGame/SuperMarioBros2'': When the player holds down on the directional pad, Mario (or whichever character the player controls) flashes while preparing for a super jump. This ability is also present in the GBA versions of the original ''Mario Bros.'' that come in GBA Mario games.
** In ''VideoGame/SuperMarioBros3'', there ''VideoGame/SuperMarioBros3'': There is a meter that builds up depending on how long you run. Run long enough and, with the right power up, you can fly for short periods.
Is there an issue? Send a MessageReason:
None


** The ''VideoGame/MetroidPrime'' games not only include the glowing cannon but also include an actual meter around your target.

to:

** The ''VideoGame/MetroidPrime'' games in the ''VideoGame/MetroidPrimeTrilogy'' not only include the glowing cannon but also include an actual meter around your target.
Is there an issue? Send a MessageReason:
Do not wick to self.


** ''VideoGame/{{Fable II}}'' will slowly zoom in on your target when you hold down the button.

to:

** ''VideoGame/{{Fable II}}'' ''VideoGame/FableII'' will slowly zoom in on your target when you hold down the button.



* The ''VideoGame/GundamVsSeries'' gained Charged Attacks in ''[[Anime/MobileSuitGundamSEED Alliance Vs. ZAFT]]'', with the ChargeMeter located on the ammunition indicator for the weapon to which it was linked. In return for infinite ammunition and high damage, these attacks tend to force the [[HumongousMecha Mobile Suit]] to stay still for a second or two. One common strategy is to mostly charge the meter, release to fire a normal shot, then press and hold the button again and quickly snap off a charge attack.

to:

* The ''VideoGame/GundamVsSeries'' gained Charged Attacks in ''[[Anime/MobileSuitGundamSEED Alliance Vs. ZAFT]]'', with the ChargeMeter this located on the ammunition indicator for the weapon to which it was linked. In return for infinite ammunition and high damage, these attacks tend to force the [[HumongousMecha Mobile Suit]] to stay still for a second or two. One common strategy is to mostly charge the meter, release to fire a normal shot, then press and hold the button again and quickly snap off a charge attack.



** ''VideoGame/TheKingOfFighters'' ('94 to '96 anyway) is basically the TropeCodifier for a ChargeMeter in fighting games. The gauge fills when you hold down three buttons (anyone who has played '94 to '96 DOES (not can do) it on instinct), block or get hit, taunts decrease it and you can sacrifice a fully charged gauge to stop a combo on you when blocking either by side-stepping or punching the opponent away. TropeMaker indeed.

to:

** ''VideoGame/TheKingOfFighters'' ('94 to '96 anyway) is basically the TropeCodifier for a ChargeMeter this in fighting games. The gauge fills when you hold down three buttons (anyone who has played '94 to '96 DOES (not can do) it on instinct), block or get hit, taunts decrease it and you can sacrifice a fully charged gauge to stop a combo on you when blocking either by side-stepping or punching the opponent away. TropeMaker indeed.
Is there an issue? Send a MessageReason:
In the Charged Attack page, even the "Collect type" mentions a Charge Meter, so it's not just the "hold a button" variant.


A close cousin to the ManaMeter, the Charge Meter is an indicator of how long you've held down a particular button in order to build up to the capability to perform a special, powerful action, usually a [[ChargedAttack more powerful form of attack]].

to:

A close cousin to the ManaMeter, the Charge Meter is an indicator of how much resource you've accumulated, or how long you've held down a particular button in order to build up to the capability to perform a special, powerful action, usually a [[ChargedAttack more powerful form of attack]].
Is there an issue? Send a MessageReason:
None


** Breaks in the [[https://www.youtube.com/watch?v=ovK6Mr3Q8jU "Perpetuate303" background music of ''Tetrisphere'']] appears to pay tribute to the sound effect when the charge is building to stars and the player lets go of the button.

to:

** Breaks in the [[https://www.youtube.com/watch?v=ovK6Mr3Q8jU "Perpetuate303" background music of ''Tetrisphere'']] of]] ''VideoGame/{{Tetrisphere}}'' appears to pay tribute to the sound effect when the charge is building to stars and the player lets go of the button.
Is there an issue? Send a MessageReason:
None


* ''Franchise/DevilMayCry''
** In the [[VideoGame/DevilMayCry first game]], equipping an elemental weapon (such as Alastor the lightning sword) allowed you to charge your gunshots with energy. Also, the flame gauntlets allow you to charge every attack for added damage.

to:

* ''Franchise/DevilMayCry''
''VideoGame/DevilMayCry''
** In the [[VideoGame/DevilMayCry [[VideoGame/DevilMayCry1 first game]], equipping an elemental weapon (such as Alastor the lightning sword) allowed you to charge your gunshots with energy. Also, the flame gauntlets allow you to charge every attack for added damage.

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