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** Raiden has a Shocking Grasp for his ChargedAttack, which in turn has a {{Fatality}} variation, and also a Charged Uppercut fatality. Many other fatalities require you to hold a button for a certain length of time, usually well before you defeat your opponent.

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** Raiden has a Shocking Grasp for his ChargedAttack, which in turn has a {{Fatality}} variation, and also a Charged Uppercut fatality. Many other fatalities require you to hold a button for a certain length of time, usually well before you defeat your opponent.opponent (eg Shang Tsung's Kintaro morph).
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* KirbySuperStar has the Plasma ability, which can be charged to five different levels by mashing the directional pad.
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* Many other {{Shoot Em Up}}s feature these, such as ''{{Bio-Hazard Battle}}'', ''BlazingStar'', etc.

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* The DynastyWarriors 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.
* [[JakAndDaxter 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.

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** Taken to an extreme in ''Metroid Prime'' since you could charge any beam weapon AND use an added missile attack with the charged shot.

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** Taken to an extreme in ''Metroid Prime'' ''MetroidPrime'', since you could charge any beam weapon AND use an added missile attack with the charged shot.



* In DarkCloud 2, Max and Monica can charge their melee attacks, by holding down the attack button.
* DevilMayCry's gauntlet weapons [Ifrit, Beowulf and Gilgamesh] have always had the ability to increase their hitting power by holding the button. Dante also has Drive for his sword, and in 1, 3 and 4 there's the ability to charge shots from guns [all of them in 1, Ebony & Ivory and Artemis in 3, and Ebony & Ivory, Blue Rose and Coyote-A in 4].
** Dante does not actually have Drive in Devil May Cry 1. Instead he has Round Trip, which is a charge move, but involves throwing his sword like a boomerang, rather than firing a slash. Vergil also has this move in Devil May Cry 3: Special Edition.
* Somewhat weirdly, HalfLife 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 was such as GameBreaker that it was disabled for multiplayer in a later patch (although it still works in single player).

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* In DarkCloud 2, ''DarkCloud 2'', Max and Monica can charge their melee attacks, by holding down the attack button.
* DevilMayCry's ''DevilMayCry''[='s=] gauntlet weapons [Ifrit, Beowulf and Gilgamesh] have always had the ability to increase their hitting power by holding the button. Dante also has Drive for his sword, and in 1, 3 and 4 there's the ability to charge shots from guns [all of them in 1, Ebony & Ivory and Artemis in 3, and Ebony & Ivory, Blue Rose and Coyote-A in 4].
** Dante does not actually have Drive in Devil ''Devil May Cry 1.1''. Instead he has Round Trip, which is a charge move, but involves throwing his sword like a boomerang, rather than firing a slash. Vergil also has this move in Devil ''Devil May Cry 3: Special Edition.
Edition''.
* Somewhat weirdly, HalfLife 2's ''HalfLife 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 was such as GameBreaker that it was disabled for multiplayer in a later patch (although it still works in single player).



* Devil May Cry features this type of Charged Attack as well.
* SecretOfMana and SecretOfEvermore have the hold-type charged attack. At higher weapon levels, this quickly becomes AwesomeButImpractical.
* The RealLife practise 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.

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* Devil May Cry ''DevilMayCry'' features this type of Charged Attack as well.
* SecretOfMana ''SecretOfMana'' and SecretOfEvermore ''SecretOfEvermore'' have the hold-type charged attack. At higher weapon levels, this quickly becomes AwesomeButImpractical.
* The RealLife practise 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.



* {{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. Careful to watch the charge meter, though, or else you'll end up overcharging and having the gun blow up in your face.

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* {{Doom}} 3's ''{{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. Careful to watch the charge meter, though, or else you'll end up overcharging and having the gun blow up in your face.



* ShadowOfTheColossus 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.

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* ShadowOfTheColossus ''ShadowOfTheColossus'' 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.


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* ''PerfectDark''[='s=] Mauler pistol has a charged SecondaryFire, 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 OneHitKill.
* 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 [[AbnormalAmmo hunt other types of live ammo.]]
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* ShadowOfTheColossus 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.
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* Your ship in ''RadiantSilvergun'' 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.
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[[quoteright:225:[[{{R-Type}} http://static.tvtropes.org/pmwiki/pub/images/ChargedAttack.gif]]

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[[quoteright:225:[[{{R-Type}} http://static.tvtropes.org/pmwiki/pub/images/ChargedAttack.gif]] gif]]]]
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[[quoteright:225:[[{{R-Type}} http://static.tvtropes.org/pmwiki/pub/images/ChargedAttack.gif]] [[BellisariosMaxim Let's just ignore]] how the ship fired [[WaveMotionGun a beam that many times bigger than itself.]]]]

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[[quoteright:225:[[{{R-Type}} http://static.tvtropes.org/pmwiki/pub/images/ChargedAttack.gif]] [[BellisariosMaxim gif]]
[[caption-width-right:225:[[BellisariosMaxim
Let's just ignore]] how the ship fired [[WaveMotionGun a beam that many times bigger than itself.]]]]
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** The hold item Power Herb eliminates this charge-up turn. In sunlight, [=SolarBeam=] does not require a charge-up turn, while in rain it requires two.

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** The hold item Power Herb eliminates this charge-up turn. In sunlight, [=SolarBeam=] does not require a charge-up turn, while in rain other weather (rain, sandstorm, hail), it requires two.does half damage.
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* In the ''{{Pokemon}}'' series, the moves [[ThePowerOfTheSun SolarBeam]], Sky Attack, [[UseYourHead Skull Bash]], and RazorWind require a turn of charging before use.
** The hold item Power Herb eliminates this charge-up turn. In sunlight, [=SolarBeam=] does not require a charge-up turn, while in rain it requires two.
** 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.

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* In ''[[SuperSmashBros Super Smash Brothers Melee]]'' (and ''Brawl''), Mr. Game & Watch's "Oil Panic" move works by collecting [[RuleOfThree 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.



** Some Special B move attacks are more powerful the longer the attack button is held, but some (Samus, DonkeyKong, [[{{Pokemon}} Mewtwo and Lucario]]'s neutral B moves, especially) can be charged up and released whenever the player wishes it. The Super Scope item can also be charged.
** And some characters aren't ''completely'' defenseless: when charging up, they hold the ball of energy in front or behind them, damaging on contact.

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** Some Special B move attacks are more powerful the longer the attack button is held, but some (Samus, ([[{{Metroid}} Samus]], DonkeyKong, [[{{Pokemon}} Mewtwo Mewtwo, and Lucario]]'s neutral B moves, especially) can be charged up and released whenever the player wishes it. The Super Scope item can also be charged.
** And some characters aren't ''completely'' defenseless: when charging up, they hold In ''[[SuperSmashBros Super Smash Brothers Melee]]'' (and ''Brawl''), Mr. Game & Watch's "Oil Panic" move works by collecting [[RuleOfThree three]] enemy projectiles in a bucket, then unleashing a splash of oil. The power of the ball splash depends on the power of energy in front or behind them, damaging on contact.the projectiles that were absorbed.
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* The ShootEmUp ''{{Recca}}'' uses this for your SmartBomb- don't attack with your primary weapon and it starts charging up. Infinite smart bombs- [[NintendoHard you're oh so gonna need them]].
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** The Spartan Laser, a shoulder-fired WaveMotionGun.


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* The Fusion Cannon in ''{{Descent}}''. If you charge it too long, it starts draining your shields and does less damage.
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** Raiden has a Shocking Grasp for his ChargedAttack, which in turn has a {{Fatality}} variation.

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** Raiden has a Shocking Grasp for his ChargedAttack, which in turn has a {{Fatality}} variation.variation, and also a Charged Uppercut fatality. Many other fatalities require you to hold a button for a certain length of time, usually well before you defeat your opponent.
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** Raiden has a Shocking Grasp for his ChargedAttack.

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** Raiden has a Shocking Grasp for his ChargedAttack.ChargedAttack, which in turn has a {{Fatality}} variation.
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* ''{{Tekken}}'' has Jack's [[MegatonPunch Gigaton Punch]], which is charged by repeatedly rotating the joystick. At full power, it is unblockable and delivers a OneHitKO.
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* In ''DotHackGU'', 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}}s in one shot. Performing combos, Rengeki attacks, and healing teammates all contribute to the meter. A lone player cannot use Awakening... there must be at least one other person in the party.

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New examples at the bottom


* ''KnightsInTheNighmare'' requires you to hold the item on the knight (hold your stylus on screen) to charge a skill, even longer for a Hi-Skill.


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* ''KnightsInTheNighmare'' requires you to hold the item on the knight (hold your stylus on screen) to charge a skill, even longer for a Hi-Skill.
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* ''KnightsInTheNighmare'' requires you to hold the item on the knight (hold your stylus on screen) to charge a skill, even longer for a Hi-Skill.
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* ''{{Purple}}'' applies this to every weapon you can find. The player can still move and stomp enemies while charging, fortunately.
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* {{Super Monkey Ball}}'s Monkey Fight has this, a sumo like game where you can charge your fist before punching -- a good smack can send opponents flying out of the ring.

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* {{Super Monkey Ball}}'s Monkey Fight has this, a multiplayer sumo like game minigame where you can charge your fist before punching -- a good smack can send opponents flying out of the ring.
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*{{Super Monkey Ball}}'s Monkey Fight has this, a sumo like game where you can charge your fist before punching -- a good smack can send opponents flying out of the ring.
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* In ''[[{{Diablo}} Diablo II]]'', a separate tree of Assassin skills is devoted to this - charging with these skills, then releasing with a normal attack. Effects vary from [[LiquidAssets life and mana leech]] to area-affecting {{Elemental Punch}}es, and [[MoreDakka can be applied all at once]].
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* ''TheHauntedMansion'' allows you to do this with the Beacon of Souls, after you get the appropriate Soul Gem. The ability increses as you collect more.
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** In ''SuperMetroid'', bosses were immune to normal shots, so if you ran out of missiles the ''only'' way to damage them was with charged beam shots, or pray for BossArenaRecovery items to appear.
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* 'Collect' type charge attacks. Closely related to the LimitBreak popular in {{JRPS}}s, this involves performing some sort of action repeatedly to fill up a ChargeMeter, and once it reaches a certain point (usually, full) the attack may be unleashed. This action can be anything, from waiting for the bar to fill automatically, to inflicting damage on enemies, suffering (or blocking) their attacks, healing allies, or so on.

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* 'Collect' type charge attacks. Closely related to the LimitBreak popular in {{JRPS}}s, {{JRPG}}s, this involves performing some sort of action repeatedly to fill up a ChargeMeter, and once it reaches a certain point (usually, full) the attack may be unleashed. This action can be anything, from waiting for the bar to fill automatically, to inflicting damage on enemies, suffering (or blocking) their attacks, healing allies, or so on.

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* 'Collect' type charge attacks. This involves performing an action repeatedly to fill a meter, which can then be used to trigger the attack when it's filled fully or a set distance. This action can be as simple as waiting for the bar to refill by itself after depleting it, but can also include blocking enemy attacks [''DevilMayCry 3's'' Royal Guard being an example of this], absorbing enemy shots [''{{Ikaruga}}''], or things like healing party members in [=RPGs=].

* 'Hold' type charge attacks. These involve holding a button or direction for a set amount of time and then releasing or performing a final combination of button presses. A classic example of a hold-type charge attack is the [[WaveMotionGun Wave Cannon]] of the ''{{R-Type}}'' series. In fighting games, one could instead bring up characters like Guile in ''StreetFighter II.'' Of course, because TheComputerIsACheatingBastard, it often doesn't have to bother with the whole charging thing if using the same abilities against you (though if it does, it often has a helpful countdown). The held button is typically the attack button, leaving you defenseless while the attack is charging. As a result, depending on the game/situation, the charged attack [[AwesomeButImpractical might not be worth the charge time]]. This goes double if you also can't move while charging your attack. Occasionally the reverse happens, and while charging (or firing) it becomes an InvulnerableAttack.

Both types may be accompanied by a ChargeMeter.

See also LimitBreak, a type of charged move used in [[{{JRPG}} turn-based RPGs]].

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* 'Collect' type charge attacks. This Closely related to the LimitBreak popular in {{JRPS}}s, this involves performing an some sort of action repeatedly to fill up a meter, which can then be used to trigger ChargeMeter, and once it reaches a certain point (usually, full) the attack when it's filled fully or a set distance. may be unleashed. This action can be as simple as anything, from waiting for the bar to refill by itself after depleting it, but can also include blocking enemy attacks [''DevilMayCry 3's'' Royal Guard being an example of this], absorbing enemy shots [''{{Ikaruga}}''], or things like fill automatically, to inflicting damage on enemies, suffering (or blocking) their attacks, healing party members in [=RPGs=].

allies, or so on.

* 'Hold' type charge attacks. These involve require holding a controller button or direction (or direction) for a set amount of time and then releasing or it (or performing a final combination of button presses. A classic example of a hold-type charge attack is presses) to actually launch the [[WaveMotionGun Wave Cannon]] of the ''{{R-Type}}'' series. In fighting games, one could instead bring up characters like Guile in ''StreetFighter II.'' Of course, because TheComputerIsACheatingBastard, it often doesn't have to bother with the whole charging thing if using the same abilities against you (though if it does, it often has a helpful countdown). attack. The held button to be held is typically often the attack button, leaving you the player defenseless while the attack is charging. preparing it. As a result, depending on the game/situation, game design and situation used, the charged attack [[AwesomeButImpractical might may or may not be worth the charge time]]. This goes double time to prepare it]] -- doubly so if you also can't move while charging your attack. Occasionally the reverse happens, attack leaves the player unable to ''move'' or evade enemy attacks in the meantime.

In either case, be aware that TheComputerIsACheatingBastard
and while charging (or firing) it becomes an InvulnerableAttack.

Both types may
AI-controlled opponent might be accompanied by a ChargeMeter.

See also LimitBreak, a type of
able to execute charged move used in [[{{JRPG}} turn-based RPGs]].attacks spontaneously without performing the actions necessary to prepare them up (especially if the opponent TurnsRed). 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 OneHitKill) and [[TheLawOfDiminishingDefensiveEffort the player should immediately assume a defensive stance]].



* Devil May Cry also has this type: as well as the Devil Trigger gauge, Nero has his sword revving, while Dante has Royal Guard's Rage Meter and the Disaster Gauge of Pandora's Box.

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* Devil May Cry also ''DevilMayCry'' has this type: as well as several varieties. In addition to the Devil Trigger gauge, Nero has his sword revving, while Dante has Royal Guard's Rage Meter and the Disaster Gauge of Pandora's Box.Box. Even in the first installment, Ifrit's gloves were able to launch charged attacks with each hit in their attack combo.
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*"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 [[OffhandBackhand 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).

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*"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 [[OffhandBackhand 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.

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* 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 - it's only the other things that may be around that pose a threat.
** ''Metroid Prime 2'' features a similar weapon with a twist: [[spoiler: when fighting Dark Samus at the end of the game, she'll occasionally release Phazon "sparks" that Samus must absorb using the charge beam in order to turn it into a Phazon blast, the only thing that can hurt Dark Samus]]. It's really very annoying, mainly since the boss this weapon is used on has a strict time limit and comes directly after a ''long'' endurance match with the boss before, but at the same time, undeniably cool.

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* When fighting the final boss of ''Metroid Prime'', ''MetroidPrime'', [[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 - it's only the other things that may be around that pose a threat.
** ''Metroid Prime ''MetroidPrime 2'' features a similar weapon with a twist: [[spoiler: when fighting Dark Samus at the end of the game, she'll occasionally release Phazon "sparks" that Samus must absorb using the charge beam in order to turn it into a Phazon blast, the only thing that can hurt Dark Samus]]. It's really very annoying, mainly since the boss this weapon is used on has a strict time limit and comes directly after a ''long'' endurance match with the boss before, but at the same time, undeniably cool.



** ''Command Mission'' also uses this for the characters' Action Trigger special attacks.



* ''MegaMan'' is one of the earliest users of this. The ChargedAttack has been a staple of his Buster ever since the fourth game of the original series, and even before then, he was able to charge up Heat Man's Atomic Fire in the second game.
** In the MegaManX Series, the Arm part of whatever armor usually grants the ability to charge the special weapons, in addition to making the default charged buster [[DaftPunk harder, better, faster, stronger]].
** In the MegaManZero series, Zero gains the ability to charge all of his melee weapons.

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* ''MegaMan'' ''Game/MegaMan'' is one of the earliest users of this. The ChargedAttack has been a staple of his Buster ever since the fourth game of the original series, and even before then, he was able to charge up Heat Man's Atomic Fire in the second game.
** In the MegaManX ''MegaManX'' Series, the Arm part of whatever armor usually grants the ability to charge the special weapons, in addition to making the default charged buster [[DaftPunk harder, better, faster, stronger]].
** In the MegaManZero ''MegaManZero'' series, Zero gains the ability to charge all of his melee weapons.

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