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* ''VideoGame/Postal2'' has the Rocket Launcher. Holding down the fire button will fuel the rockets, allowing the Dude to launch them further at the cost of some more of his rocket fuel. When you fill the fuel meter all the way, though.
--> [[AC:[[HomingProjectile Seeking Rocket]] [[MachineMonotone activated]]]].

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* ''VideoGame/Postal2'' has the Rocket Launcher. Holding down the fire button will fuel the rockets, allowing the Dude to which lets him launch them rockets that move faster and further before dropping out of the sky, at the cost of some more of his rocket fuel. When you fill the fuel meter all the way, though.
--> [[AC:[[HomingProjectile Seeking Rocket]] [[MachineMonotone activated]]]].
you activate a [[HomingProjectile seeking rocket]] that moves at about the same speed as tapping the button, but follows a target for quite some distance.



* ''VideoGame/DarkForcesSaga'': the Wookiee Bowcaster appears in most games, and can be charged to fire a spread of up to five shots.

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* ''VideoGame/DarkForcesSaga'': the ''VideoGame/DarkForcesSaga'':
** The
Wookiee Bowcaster appears in most games, games starting from ''[[VideoGame/JediKnightDarkForcesII Dark Forces II]]'', and can be charged to fire a spread of up to five shots.shots.
** ''VideoGame/JediKnightIIJediOutcast'' adds this as a SecondaryFire mode for the Bryar pistol, which charges up to five units of energy for a much more powerful attack. It's overkill against most enemies who blasters would be efficient against, since charging for half a second to only use two units and then shooting them in the head with that is usually enough for a kill - it is a good opener for an individual encounter if you're beyond the five-foot distance at which you can guarantee a hit from [[ImperialStormtrooperMarksmanshipAcademy the stormtroopers' E-11]], though.
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** In games such as ''VideoGame/LinksAwakening'' and ''VideoGame/OcarinaOfTime'', Link has the spin attack, charged by holding the attack button, where he spun 360 degrees, dealing extra damage and hitting all enemies surrounding him. The later games introduced an instantaneous version of the attack, albeit weaker and somewhat tricky to perform.
** ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle Games]]'': Ricky, a Boxing Kangaroo who carries Link in his pouch with great jumping and climbing abilities, has the power to summon tornadoes when his punches are fully charged.
** ''VideoGame/TwilightPrincess'' contains a variation on the typical charged attack. When Link is in wolf form, he and Midna can team up for a specialized attack by holding down a particular button (which one depends on whether you're playing with the Wii or the [[UsefulNotes/NintendoGameCube GameCube]]) and generating a circle of twilight to encompass multiple enemies. Releasing the button will then cause Wolf Link to more or less ricochet against all enemies caught in this circle, killing them instantly. And the Jump Strike skill, as well. When upgraded, Link can hold his sword up until the spark moves to the point, then does SplashDamage ton enemies in front of him.
** ''VideoGame/SpiritTracks'': One phase in the FinalBoss fight has Link deflect burning projectiles away from Zelda as she charges up the attack that will let him stun the boss, then use teamwork to truly beat him.
** ''VideoGame/BreathOfTheWild'': Urbosa's Fury is unleashed in tandem with Link unleashing his own charge attack, by holding the Y button.

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** In games such as ''VideoGame/LinksAwakening'' ''VideoGame/TheLegendOfZeldaLinksAwakening'' and ''VideoGame/OcarinaOfTime'', ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', Link has the spin attack, charged by holding the attack button, where he spun 360 degrees, dealing extra damage and hitting all enemies surrounding him. The later games introduced an instantaneous version of the attack, albeit weaker and somewhat tricky to perform.
** ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle Games]]'': ''VideoGame/TheLegendOfZeldaOracleGames'': Ricky, a Boxing Kangaroo who carries Link in his pouch with great jumping and climbing abilities, has the power to summon tornadoes when his punches are fully charged.
** ''VideoGame/TwilightPrincess'' ''VideoGame/TheLegendOfZeldaTwilightPrincess'' contains a variation on the typical charged attack. When Link is in wolf form, he and Midna can team up for a specialized attack by holding down a particular button (which one depends on whether you're playing with the Wii or the [[UsefulNotes/NintendoGameCube GameCube]]) and generating a circle of twilight to encompass multiple enemies. Releasing the button will then cause Wolf Link to more or less ricochet against all enemies caught in this circle, killing them instantly. And the Jump Strike skill, as well. When upgraded, Link can hold his sword up until the spark moves to the point, then does SplashDamage ton enemies in front of him.
** ''VideoGame/SpiritTracks'': ''VideoGame/TheLegendOfZeldaSpiritTracks'': One phase in the FinalBoss fight has Link deflect burning projectiles away from Zelda as she charges up the attack that will let him stun the boss, then use teamwork to truly beat him.
** ''VideoGame/BreathOfTheWild'': ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Urbosa's Fury is unleashed in tandem with Link unleashing his own charge attack, by holding the Y button.

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* In ''VideoGame/TeamFortress2'' the Medic has an Ubercharge meter for his [[HealingShiv mediguns]] that goes up by healing teammates. When it's full, it allows the user to make themselves and the healing target invulnerable to enemy attacks, giving his heal target {{Critical Hit}}s, tripling his healing power and making both players immune to slowing or knockback, or making them immune to Critical Hits and giving them a 90% resistance against one type of damage (bullet, explosion, or fire) depending on the type of medigun.

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* In ''VideoGame/TeamFortress2'' ''VideoGame/TeamFortress2'', the Medic has an Ubercharge meter for his [[HealingShiv mediguns]] that goes up by healing teammates. When it's full, it allows the user to make themselves and the healing target invulnerable to enemy attacks, giving his heal target {{Critical Hit}}s, tripling his healing power and making both players immune to slowing or knockback, or making them immune to Critical Hits and giving them a 90% resistance against one type of damage (bullet, explosion, or fire) depending on the type of medigun.



** The Soda Popper for the Scout has a charging attack that builds up by dealing damage while wielding the SawedOffShotgun. When the meter is full, you can activate it and have the ability to quintuple jump for a short while (like DoubleJump, but 2.5 times better!).

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** The Soda Popper for the Scout has a charging attack that builds up by dealing damage while wielding the SawedOffShotgun. When the meter is full, you can activate it and have the ability to quintuple jump for a short while (like DoubleJump, but 2.5 times better!).better).



* ''VideoGame/ANNOMutationem'': All of Ann's swords can be charged or have an unlockable charged move to deal significantly more damage in a single blow.
* ''VideoGame/AnotherWorld'': Lester's gun has the ability to charge up into a powerful blast that can destroy a thick metal door in one shot.




* ''VideoGame/CupHead'' has the Charge Shot. The normal bullet does mediocre damage but if you hold it down, the bullet becomes bigger and far more powerful.

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\n* ''VideoGame/CupHead'' ''VideoGame/{{Cuphead}}'' has the Charge Shot. The normal bullet does mediocre damage but if you hold it down, the bullet becomes bigger and far more powerful.



* A lot of FightingGames has this type as a character\move type. Using a charge move involves holding one direction down for a little, and thrusting in the opposite direction alongside the button press. DifficultButAwesome due to a lot of charge characters being high tier at least.

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* A lot of FightingGames {{Fighting Game}}s has this type as a character\move type. Using a charge move involves holding one direction down for a little, and thrusting in the opposite direction alongside the button press. DifficultButAwesome due to a lot of charge characters being high tier at least.



* ''VideoGame/TheMessenger2018'': One of the higher tier upgrades gives the Messenger a charge attack that deals triple damage. Unlike many charge attacks this one is passive, automatically charging as long as you're not attacking.



* Obviously a major theme in [[VideoGame/MarioStrikers 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 ''VideoGame/SuperPaperMario'', Luigi has a charged jumping attack, which goes back further than that. It started with ''VideoGame/SuperMarioBros2'' (US), where every character can power up their jump by ducking.
* ''VideoGame/MegaManClassic'' is one of the earliest users of this. The Charged Attack has been a staple of his Buster ever since ''VideoGame/MegaMan4''', and even before then, he was able to charge up Heat Man's Atomic Fire in ''VideoGame/MegaMan2''.

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* ''Franchise/SuperMarioBros''
**
Obviously a major theme in [[VideoGame/MarioStrikers Mario Strikers Charged]].''VideoGame/MarioStrikersCharged''. 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 ''VideoGame/SuperPaperMario'', Luigi has a charged jumping attack, which goes back further than that. It started with ''VideoGame/SuperMarioBros2'' (US), where every character can power up their jump by ducking.
* ''Franchise/SonicTheHedgehog'':
** ''VideoGame/SonicAdventure'': Sonic could use the Light Speed Attack at any time, provided that he found the Ancient Light first; he has to charge it up by holding a Spin Dash for as long as possible beforehand.
** ''VideoGame/SonicLostWorld'': Aside from being able to lock onto multiple enemies at once, the Homing Attack can also lock onto a single enemy up to six times to do more damage.
* ''Franchise/MegaMan'':
**
''VideoGame/MegaManClassic'' is one of the earliest users of this. The Charged Attack has been a staple of his Buster ever since ''VideoGame/MegaMan4''', and even before then, he was able to charge up Heat Man's Atomic Fire in ''VideoGame/MegaMan2''.



* In the ''VideoGame/StarFox'' series, charged shots are a staple ability, and can also lock-on to most enemies. In ''Command'', one of the several characteristics of the various ships is the lock-on system, which can be non-existant, lock onto the same target multiple times or lock onto multiple targets. Leon's ship has a rather weak laser, but a quick charge that locks onto every enemy on screen.
* All characters in ''VideoGame/SuperSmashBrosMelee'' can charge up their Smash attacks.
** Some Special B move attacks are more powerful the longer the attack button is held, but some ([[Franchise/{{Metroid}} Samus]], Franchise/DonkeyKong, [[Franchise/{{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.

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* In the ''VideoGame/StarFox'' ''Franchise/StarFox'' series, charged shots are a staple ability, and can also lock-on to most enemies. In ''Command'', one of the several characteristics of the various ships is the lock-on system, which can be non-existant, lock onto the same target multiple times or lock onto multiple targets. Leon's ship has a rather weak laser, but a quick charge that locks onto every enemy on screen.
* All characters in ''VideoGame/SuperSmashBrosMelee'' the ''VideoGame/SuperSmashBros'' series can charge up their Smash attacks.
**
attacks. Some Special B move attacks are more powerful the longer the attack button is held, but some ([[Franchise/{{Metroid}} Samus]], Franchise/DonkeyKong, [[Franchise/{{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.



* ''VideoGame/TheWorldEndsWithYou'': Any of the pins with "press" touch commands, though especially the Massive Hit psychs deal immense damage after being released towards enemies.



* ''VideoGame/TheLegendOfZeldaTwilightPrincess'' contains a variation on the typical charged attack. When Link is in wolf form, he and Midna can team up for a specialized attack by holding down a particular button (which one depends on whether you're playing with the Wii or the [[UsefulNotes/NintendoGameCube GameCube]]) and generating a circle of twilight to encompass multiple enemies. Releasing the button will then cause Wolf Link to more or less ricochet against all enemies caught in this circle, killing them instantly.
** And the Jump Strike skill, as well. When upgraded, Link can hold his sword up until the spark moves to the point, then does SplashDamage ton enemies in front of him.
** 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 [=GameCube=] version behaved as status quo.

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* ''VideoGame/TheLegendOfZeldaTwilightPrincess'' ''Franchise/TheLegendOfZelda'':
** In games such as ''VideoGame/LinksAwakening'' and ''VideoGame/OcarinaOfTime'', Link has the spin attack, charged by holding the attack button, where he spun 360 degrees, dealing extra damage and hitting all enemies surrounding him. The later games introduced an instantaneous version of the attack, albeit weaker and somewhat tricky to perform.
** ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle Games]]'': Ricky, a Boxing Kangaroo who carries Link in his pouch with great jumping and climbing abilities, has the power to summon tornadoes when his punches are fully charged.
** ''VideoGame/TwilightPrincess''
contains a variation on the typical charged attack. When Link is in wolf form, he and Midna can team up for a specialized attack by holding down a particular button (which one depends on whether you're playing with the Wii or the [[UsefulNotes/NintendoGameCube GameCube]]) and generating a circle of twilight to encompass multiple enemies. Releasing the button will then cause Wolf Link to more or less ricochet against all enemies caught in this circle, killing them instantly.
**
instantly. And the Jump Strike skill, as well. When upgraded, Link can hold his sword up until the spark moves to the point, then does SplashDamage ton enemies in front of him.
** In ''VideoGame/SpiritTracks'': One phase in the older FinalBoss fight has Link deflect burning projectiles away from Zelda games, however, as she charges up the attack that will let him stun the boss, then use teamwork to truly beat him.
** ''VideoGame/BreathOfTheWild'': Urbosa's Fury is unleashed in tandem with
Link had the spin unleashing his own charge 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 [=GameCube=] version behaved as status quo.Y button.



* In ''VideoGame/TheLegendOfZeldaSpiritTracks'', one phase in the FinalBoss fight has you deflect burning projectiles away from Zelda as she charges up the attack that will let you stun the boss, then use teamwork to truly beat him.



* ''VideoGame/Postal2'' has the Rocket Launcher. Holding down the fire button will fuel the rockets, allowing the Dude to launch them further at the cost of some more of his rocket fuel. When you fill the fuel meter all the way, though...

to:

* ''VideoGame/Postal2'' has the Rocket Launcher. Holding down the fire button will fuel the rockets, allowing the Dude to launch them further at the cost of some more of his rocket fuel. When you fill the fuel meter all the way, though...though.



* Jehuty's guard-breaking Burst Shot functions this way, though you don't have to charge it all the way. ''VideoGame/ZoneOfTheEnders'' also has the [[{{BFG}} Vector Cannon]] which requires you to be on the ground(not all that reliable outside of the places the game requires you to use it) and then spends about twenty seconds charging. But if it hits...

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* Jehuty's guard-breaking Burst Shot functions this way, though you don't have to charge it all the way. ''VideoGame/ZoneOfTheEnders'' also has the [[{{BFG}} Vector Cannon]] which requires you to be on the ground(not all that reliable outside of the places the game requires you to use it) and then spends about twenty seconds charging. But if it hits...

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Wick swap


* Various special moves and [=fatalities=] throughout the ''Franchise/MortalKombat'' series have required holding a button for a certain number of seconds. Naturally, the AI can not only perform these moves instantly, but in rapid succession.
** In ''VideoGame/MortalKombat2'', 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.

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* ''Franchise/MortalKombat'':
**
Various special moves and [=fatalities=] throughout the ''Franchise/MortalKombat'' series have required holding a button for a certain number of seconds. Naturally, the AI can not only perform these moves instantly, but in rapid succession.
** In ''VideoGame/MortalKombat2'', ''VideoGame/MortalKombatII'':
*** Starting from this 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 have to charge the low kick for a few seconds, but it was is well worth the wait.
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Cuphead

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* ''VideoGame/CupHead'' has the Charge Shot. The normal bullet does mediocre damage but if you hold it down, the bullet becomes bigger and far more powerful.
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Moved


* In ''VideoGame/{{Nostalgia}}'' the Orb (Fiona's airship weapon) can charge up, missing the turn but gaining more damage next shot. It can be done several times.

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* In ''VideoGame/{{Nostalgia}}'' ''VideoGame/NostalgiaRedEntertainment'' the Orb (Fiona's airship weapon) can charge up, missing the turn but gaining more damage next shot. It can be done several times.
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* ''VideoGame/NineMonkeysOfShaolin'': You can execute a more powerful slash or thrush by holding down the attack button and releasing it.
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* ''VideoGame/DynastyWars'' allows the players to hold their weapons (swords and spears) for a charged strike that can knock down an entire platoon of enemies and even instantly kill EliteMook generals and deal severe damage on bosses. Hold it long enough and the attack is manifested as a BladeSpam move.
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* Turning a [[InfinityPlusOneSword Noble Phantasm]] into a Broken Phantasm in ''VisualNovel/FateStayNight'' requires sending massive amounts of prana into it, more than it can hold. However, for most Heroic Spirits, this is AwesomeButImpractical, as while it is nearly impossible to survive being struck by a Broken Phantasm, it destroys their main method of fighting. For Archer, however, it's no sacrifice, as his Broken Phantasms are mere disposable copies of the genuine articles.

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* Turning a [[InfinityPlusOneSword Noble Phantasm]] into a Broken Phantasm in ''VisualNovel/FateStayNight'' requires sending massive amounts of prana into it, more than it can hold. However, for most Heroic Spirits, this is AwesomeButImpractical, as while it is nearly impossible to survive being struck by a Broken Phantasm, it destroys their main method of fighting. For Archer, however, it's no sacrifice, as his Broken Phantasms are mere disposable copies of the genuine articles.articles, and he chiefly uses them as cheap-but-surprisingly-powerful projectiles rather than trying to fight with them the traditional way.
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* ''VideoGame/{{Majyuo}}'' gives Abel the ability to fire charged attacks that deals greater damage on demons, by holding down the attack button. It works even on the first stage, when Abel is only a human without demonic powers yet (until he consumes the souls of demons) with his dinky little pistol, and in the last two stages Abel's (being a dragon-man and a demonic warrior at that point) charged shots are ''devastating''.
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* ''VideoGame/{{Cobra}}'', like the manga / anime it's based on, have the players assuming the role of the titular character being given this ability. By holding down the shoot button before releasing, they can unload an explosive bolt that penetrates covers, easily taking out multiple mooks at the same time or destroying enemies in tricky, hard-to-reach positions.


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* ''VideoGame/ProjectHornedOwl'' have the players given the ability to fire somewhere between five to two dozen shots at the same time, by holding the fire button and releasing when needed. This burns up almost an entire clip of ammunition, however, and players must quickly reload before they can take damage.
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* ''VideoGame/AndrosDunos'' allows the player to release a powerful blue blast by holding down the firing button.
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** Collect: [[KatanasAreJustBetter Longswords]], [[DualWielding Dual Swords]], [[SwissArmyWeapon Switch Axes, and Charge Axes]] use a gauge that is charged by successful hits to trigger a temporary SuperMode.
** Hold: Greatswords, [[DropTheHammer Hammers]], and Bows make heavy use of gradual charge attacks that get more powerful the longer you hold. [[MixAndMatchWeapon Gunlances]] have the powerful Wyvern Fire that requires charging up.

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** Collect: [[KatanasAreJustBetter Longswords]], Long Swords]], [[DualWielding Dual Swords]], [[SwissArmyWeapon [[MorphWeapon Switch Axes, and Charge Axes]] use a gauge that is charged by successful hits to trigger a temporary SuperMode.
** Hold: Greatswords, [[{{BFS}} Great Swords]], [[DropTheHammer Hammers]], and Bows make heavy use of gradual charge attacks that get more powerful the longer you hold. [[MixAndMatchWeapon Gunlances]] have the powerful Wyvern Fire that requires charging up.
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** Certain attacks (e.g. [[ThrowingYourSwordAlwaysWorks Round Trip]], [[SwordBeam Drive]], [[IaijutsuPractitioner Judgement Cut]], Hard Way) require you to hold a button to perform them, and some (e.g. Drive, Maximum Bet) deal more damage if they are held longer. Some games also have gauntlet-type/gauntlet-and-greave-type weapons (e.g. [[VideoGame/DevilMayCry1 Ifrit]], Beowulf, [[VideoGame/DevilMayCry4 Gilgamesh]], [[VideoGame/DMCDevilMayCry Eryx]]) with held charged attacks as their core mechanic for dealing more damage, especially on their ground combos. These charged attacks may also come with the benefit of a JustFrameBonus upon releasing the held button at opportune times.

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** Certain attacks (e.g. [[ThrowingYourSwordAlwaysWorks Round Trip]], [[SwordBeam Drive]], [[IaijutsuPractitioner Judgement Cut]], Hard Way) require you to hold a button to perform them, and some (e.g. Drive, Maximum Bet) deal more damage if they are held longer. Some games also have gauntlet-type/gauntlet-and-greave-type weapons (e.g. [[VideoGame/DevilMayCry1 Ifrit]], Beowulf, [[VideoGame/DevilMayCry4 Gilgamesh]], [[VideoGame/DMCDevilMayCry Eryx]]) with held charged attacks as their core mechanic for dealing more damage, especially on their ground combos. These Depending on the weapon or the move, these charged attacks may also come with the benefit of a JustFrameBonus upon releasing the held button at opportune times.

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Crosswicking/Updating DMC examples in the trope pages. Some of the old examples were also misplaced or duplicated in the wrong folders.


** In all games, the Royal Guard style comes with a Royal Guard meter that is filled by blocking hits from enemies. Then you can either perform an attack called "Release" where he releases all of the meter stored in a single powerful attack, or do another action depending on the game; the third game lets you HealThyself with the meter while the fourth lets you access a powerful form that increases your defense drastically.
** The [[VideoGame/DevilMayCry4 fourth game]] gives Dante a special weapon, a BriefcaseBlaster named Pandora, which has a special gauge called Chaos Gauge. It is filled by doing normal attacks with it, and depleted by using its more powerful Gunslinger style attacks, such as the "Argument" (a missile platform whose ammo depends on how much the gauge you filled) and "Omen" (where he simply opens the briefcase and it emits a bright light that causes damage depending on the gauge).
** Nero's Red Queen sword has a special mechanism called Exceed, where he can rev his sword to increase its power, and it has 3 levels. It is charged by either pressing the rev button multiple times, or doing it while you're attacking normally (needs specific timing).

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** In all games, the Royal Guard style games where it's available, Dante's Royalguard Style comes with a Rage Meter or Royal Guard meter Gauge that is filled by blocking hits from enemies. Then you He can either then perform an attack called "Release" where he releases all of the meter stored in for a single powerful attack, or do another action depending attack. Depending on the game; game, the third game meter can also be consumed to perform additional skills, such as the "Ultimate" in ''VideoGame/DevilMayCry3DantesAwakening'' that lets you HealThyself with the meter while meter, the fourth "Dreadnaught" form in ''VideoGame/DevilMayCry4'' that turns Dante into an invulnerable StoneWall, or the "Royal Revenge" in ''VideoGame/DevilMayCry5'' that lets you access perform an automatic CounterAttack at a powerful form that increases your defense drastically.
cost of a Royal Gauge stock.
** The [[VideoGame/DevilMayCry4 fourth game]] gives Dante In ''Devil May Cry 4'', Pandora has a special weapon, a BriefcaseBlaster named Pandora, Disaster Gauge which has a special gauge called Chaos Gauge. It is filled by doing normal attacks with it, and depleted by using its more powerful Gunslinger style Style attacks, such as the "Argument" (a missile platform whose ammo depends on how much the gauge you filled) "[[MacrossMissileMassacre PF594: Argument]]", "[[PrecisionGuidedBoomerang PF422: Grief]]" and "Omen" (where he simply opens the briefcase and it emits a bright light that causes damage depending on the gauge).
"[[SmartBomb PF666: Omen]]".
** Nero's Red Queen sword has a special mechanism called Exceed, [[EXSpecialAttack Exceed]], where he can rev his sword to increase turn it into a RocketPoweredWeapon, [[IncendiaryExponent igniting the blade]], and increasing its power, and it power if you attack while a meter is filled up. It has 3 levels. It is levels and it's charged by either pressing tapping and holding the rev button multiple times, times until the EX Gauge is full, or doing it tapping the rev button while you're attacking normally (needs with the [[JustFrameBonus EX-Act]] skill.
** In the [[UpdatedRerelease Special Edition]] of ''Devil May Cry 4'', Lady's DT gauge can be consumed to trigger an AreaOfEffect explosion.
** In the Special Edition of ''Devil May Cry 5'', Vergil's {{Limit Break}}s consume a
specific timing).meter for each use; he can perform "Judgement Cut End", "Hell on Earth", or "Deep Stinger" in human form at the cost of emptying his SDT Gauge, while his "World of V" empties his Concentration Gauge.



* In ''VideoGame/DevilMayCry'', gauntlet weapons (Ifrit, Beowulf and Gilgamesh) have the ability to increase their power by holding the button. Dante also has [[SwordBeam Drive]][=/=][[ThrowingYourSwordAlwaysWorks 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).

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* In ''VideoGame/DevilMayCry'', gauntlet weapons (Ifrit, Beowulf ''VideoGame/DevilMayCry'':
** Although it mostly depends on the weapon, this is a common feature that applies to many ranged attacks. Dante, Trish, Nero
and Gilgamesh) have the ability to increase Lady can charge some of their power by holding firearms for extra damage per shot. Nero channels the button. Dante also has Devil Bringer's demonic energy into the Blue Rose for his Charge Shots, working like a standard ''Franchise/MegaMan''-style charged shot, but later upgrades allow it to blow up adjacent enemies or add an additional delayed explosion.
** Certain attacks (e.g. [[ThrowingYourSwordAlwaysWorks Round Trip]],
[[SwordBeam Drive]][=/=][[ThrowingYourSwordAlwaysWorks Round Trip]] Drive]], [[IaijutsuPractitioner Judgement Cut]], Hard Way) require you to hold a button to perform them, and some (e.g. Drive, Maximum Bet) deal more damage if they are held longer. Some games also have gauntlet-type/gauntlet-and-greave-type weapons (e.g. [[VideoGame/DevilMayCry1 Ifrit]], Beowulf, [[VideoGame/DevilMayCry4 Gilgamesh]], [[VideoGame/DMCDevilMayCry Eryx]]) with held charged attacks as their core mechanic for dealing more damage, especially on their ground combos. These charged attacks may also come with the benefit of a JustFrameBonus upon releasing the held button at opportune times.
** In ''VideoGame/DevilMayCry5'', all of Nero's "[[LimitBreak Break Age]]" moves with
his sword, Devil Breakers are performed by holding down and in 1, 3 and 4 there's the ability releasing a button. The Tomboy Devil Breaker also allows him to charge gun shots (all of them in 1, Ebony & Ivory and Artemis in 3, and Ebony & Ivory, supercharge Blue Rose Rose's shots, at the cost of having to manually aim it and Coyote-A in 4).hold down the shoot button.



** The gauntlet and greaves weapons, [[VideoGame/DevilMayCry1 DMC1]]'s Ifrit, [[VideoGame/DevilMayCry3DantesAwakening DMC3]]'s Beowulf and [[VideoGame/DevilMayCry4 DMC4]]'s Gilgamesh's ground attacks can all be charged "Hold" style. Luckily, this only affects damage and not knockback so you can charge each of your combo's hits without the enemy flying backwards on your first hit.
** In ''[[VideoGame/DevilMayCry3DantesAwakening DMC3]]'', there's the [[SuperMode Devil Trigger]] [[ActionBomb Explosion]], Which is a Gather & Hold style attack where you hold the DT button until the filled runes in the DT gauge in the {{HUD}} glows. The more of them glows, the more powerful the explosion, and you can't use it if the gauge has less than 3 runes filled up.
** "Gather" style charging.
*** Nero has his [[EnhancedArchaicWeapon Red Queen]]'s [[ItRunsOnNonsensoleum Exceed System]]. Where you can "rev" it to up to three levels in order to [[IncendiaryExponent ignite the sword]], turning it into a RocketPoweredWeapon if you attack with it with the meter filled up.
*** ''[=DMC3=]'' & ''4'''s [[AttackDeflector Royal Guard Style]]. Royal Guard gathers Dante's "rage" each time he blocks successfully under the style. allowing him to "release" it later for massive damage. The gathered rage can also be used to access the "Dreadnaught" form in 4. where Dante becomes an invulnerable StoneWall.
*** ''[=DMC4=]'''s Disaster Gauge for Pandora. It fills the more you hit enemies with Pandora's regular form attacks. once it fills, you can switch to Gunslinger style to use its "calamitous forms" that use up the gauge. One is a SmartBomb that does massive damage but has insanely slow windup. another is a mobile missile battery that can do a MacrossMissileMassacre, and the last is a PrecisionGuidedBoomerang.

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** The gauntlet and greaves weapons, [[VideoGame/DevilMayCry1 DMC1]]'s Ifrit, [[VideoGame/DevilMayCry3DantesAwakening DMC3]]'s Beowulf and [[VideoGame/DevilMayCry4 DMC4]]'s Gilgamesh's ground attacks can all be charged "Hold" style. Luckily, this only affects damage and not knockback so you can charge each of your combo's hits without the enemy flying backwards on your first hit.
** In ''[[VideoGame/DevilMayCry3DantesAwakening DMC3]]'', there's the
[[SuperMode Devil Trigger]] [[ActionBomb Explosion]], Which is a Gather & Hold style attack where you hold Explosion]] in ''VideoGame/DevilMayCry3DantesAwakening'' which can be performed by holding the DT Devil Trigger button until the filled DT runes in the DT gauge in the {{HUD}} glows. glow. The more of them glows, runes glow, the more powerful the explosion, and you can't use it if the gauge has there are less than 3 runes filled up.
** "Gather" style charging.
*** Nero has his [[EnhancedArchaicWeapon Red Queen]]'s [[ItRunsOnNonsensoleum
Nero's EX Streak can be held to delay the attack, allowing you to charge the EX Gauge further before unleashing it. But like other Exceed System]]. Where you can "rev" it to attacks, this also consumes the EX Gauge.
** In the Special Edition of ''VideoGame/DevilMayCry4'', Lady's shotgun has a meter and
up to three levels in order to [[IncendiaryExponent ignite the sword]], turning it into a RocketPoweredWeapon if you attack with it with the meter filled up.
*** ''[=DMC3=]'' & ''4'''s [[AttackDeflector Royal Guard Style]]. Royal Guard gathers Dante's "rage" each time he blocks successfully under the style. allowing him to "release" it later for massive damage. The gathered rage can also be used to access the "Dreadnaught" form in 4. where Dante becomes an invulnerable StoneWall.
*** ''[=DMC4=]'''s Disaster Gauge for Pandora. It fills the more you hit enemies with Pandora's regular form attacks. once it fills, you can switch to Gunslinger style to use its "calamitous forms" that use up the gauge. One is a SmartBomb that does massive damage but has insanely slow windup. another is a mobile missile battery
lights that can do a MacrossMissileMassacre, be filled up by holding the shoot button. The more lights filled, the longer she can end up firing powered shots.
** Most of Vergil's specialized Summoned Sword/Mirage Blade formations in the Special Editions of ''Devil May Cry 4''
and ''VideoGame/DevilMayCry5'' both consume a portion of the last is DT gauge, and require the player to hold then release the shoot button.
** Nero's Color Up skill in ''Devil May Cry 5'' charges up Blue Rose's shots through him loading
a PrecisionGuidedBoomerang.stronger set of bullets; he can have up to 3 powered-up shots at a time, indicated by icons on the HUD.
** Also in ''Devil May Cry 5'', holding the DT button allows Dante and Vergil to [[spoiler:transfer their regular Devil Trigger gauge to their Sin Devil Trigger gauge, which further enables access to a stronger transformation and some ultimate moves that consume the latter]].
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* ''VideoGame/AbsentedAgeSquarebound'': Some actions, such as Astrake's Vastel Rush and Karen's extra Summonstone action, require the player to hold down B to charge the skill to one or two levels. However, this will still activate the default skill first unless the player also holds down L before holding down B, which skips the default action.
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* ''VideoGame/UltraToukonDensetsu'' allows player to charge their fists with green energy by holding down the punch button. Releasing it will have unfortunate enemies being PunchedAcrossTheRoom, with most lesser mooks dying in one hit.
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* In the first ''VideoGame/{{Shantae}}'' game, buying the Cuff gives Shantae the ability to perform an elbow dash move that is activated by holding down the attack button.
* Almost all of the titular character's weapons from the ''{{VideoGame/Bayonetta}}'' series have some hold charged attack feature; ranged weapons fire ammo when held during attacks, whips will lasso enemies and throw them around, most melee weapons have a charged-up super attack, etc. In addition, there's a special technique called Charge Bullet, that lets her basic ranged pistol attack charge up staggering magic blasts.

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* In the first ''VideoGame/{{Shantae}}'' game, buying ''VideoGame/Shantae2002'': Buying the Cuff gives Shantae the ability to perform an elbow dash move that is activated by holding down the attack button.
* ''VideoGame/{{Bayonetta}}'': Almost all of the titular character's weapons from the ''{{VideoGame/Bayonetta}}'' series have some hold charged attack feature; ranged weapons fire ammo when held during attacks, whips will lasso enemies and throw them around, most melee weapons have a charged-up super attack, etc. In addition, there's a special technique called Charge Bullet, that lets her basic ranged pistol attack charge up staggering magic blasts.
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* ''VideoGame/PhantasyStarZero'' uses this type of charge functionality to expand your attack options. Charging the Basic or Heavy Attack yields a Photon Art--a specialized technique dependent on the currently-equipped weapon. Charging techniques yields an altered version that is usually meant for crowd control or group augmentation. For example, Foie flies straight ahead and fries the first thing in its path, but Rafoie lobs a fireball over the enemy ranks and fries everything in the blast zone. Alternately, Anti treats the [[StandardStatusEffects statuses]] the user may be suffering short of Paralyze or Freeze, but Alanti does the same to the group ''and'' revives anyone in range, though only at 1HP. If you're going to use this to revive folks, then invest in Star Atomizers or Alresta.

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* ''VideoGame/PhantasyStarZero'' uses this type of charge functionality to expand your attack options. Charging the Basic or Heavy Attack yields a Photon Art--a specialized technique dependent on the currently-equipped weapon. Charging techniques yields an altered version that is usually meant for crowd control or group augmentation. For example, Foie flies straight ahead and fries the first thing in its path, but Rafoie lobs a fireball over the enemy ranks and fries everything in the blast zone. Alternately, Anti treats the [[StandardStatusEffects [[StatusEffects statuses]] the user may be suffering short of Paralyze or Freeze, but Alanti does the same to the group ''and'' revives anyone in range, though only at 1HP. If you're going to use this to revive folks, then invest in Star Atomizers or Alresta.



* ''VideoGame/ChildrenOfMana'' 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 [[StandardStatusEffects give some status ailment to enemies]], and the hammer releases a sort of GroundPound. The collect-type changes the aforementioned hold-type attacks, giving different, more powerful ones. It is charged by hitting enemies and taking damage.

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* ''VideoGame/ChildrenOfMana'' 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 [[StandardStatusEffects [[StatusEffects give some status ailment to enemies]], and the hammer releases a sort of GroundPound. The collect-type changes the aforementioned hold-type attacks, giving different, more powerful ones. It is charged by hitting enemies and taking damage.
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* 'Hold' type charge attacks 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, requiring strategy on the part of the player as to whether the attack's strength is worth the time it takes to charge it — doubly so if charging the attack leaves the player unable to ''move'' or evade enemy attacks in the meantime.

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* 'Hold' type charge attacks 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, requiring strategy on the part of the player as to whether the attack's strength is worth the time it takes to charge it — doubly so if charging the attack leaves the player unable to ''move'' or evade enemy attacks in the meantime.
meantime. See ChargeInputSpecial for more
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** Focus Punch is an unusual example of this in that the attack does execute on the same turn, but only at the very end unless the opponent uses a lower priority move such as Whirlwind or Trick Room. It still fits this in spirit, since the move indicates that the mon is tightening its focus to channel energy into the punch, but if it is hit by a damaging attack, [[DeathOrGloryAttack the move fails since it lost focus.]]
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* One ''ComicBook/GreenLantern'' issue has an AlienInvasion underway upon a populace of human-like natives. Their local superhero is unable to damage the main warship. The two Green Lanterns sent to the scene can thwart the alien robot drones, but can't attack the warship directly because it's ''yellow''. Their solution: one Green Lantern energizes the local superhero, whose attack comes from a power pack on his back channeling energy into his gauntlets, which he shoots at the huge warship in low orbit. The warship bugs out after suddenly taking rollicking damage.

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* One ''ComicBook/GreenLantern'' issue has an AlienInvasion underway upon a populace of human-like natives. Their local superhero is unable to damage the main warship. The two Green Lanterns sent to the scene can thwart the alien robot drones, but can't attack the warship directly because it's ''yellow''.''[[WeaksauceWeakness yellow]]''. Their solution: one Green Lantern energizes the local superhero, whose attack comes from a power pack on his back channeling energy into his gauntlets, which he shoots at the huge warship in low orbit. The warship bugs out after suddenly taking rollicking damage.
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* ''Manga/MyHeroAcademia'': The Fa Jin Quirk enables its user to accumulate kinetic energy through repeated movements and release it in the form of an explosive burst. [[spoiler:Izuku Midoriya]] inherited the Quirk from the [[spoiler:third user of One For All.]]
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** 5e has DelayedBlast Fireball, which increases it's damage based on how many turns it goes without having exploded. It lasts a minute, and stores an extra d6 of damage for each turn it hasn't exploded for (turns being about six seconds long InUniverse), for up to 10d6 worth of added damage on top of the base.
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* ''[[VideoGame/{{Postal}} POSTAL 2]]'' has the Rocket Launcher. Holding down the fire button will fuel the rockets, allowing the Dude to launch them further at the cost of some more of his rocket fuel. When you fill the fuel meter all the way, though...

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* ''[[VideoGame/{{Postal}} POSTAL 2]]'' ''VideoGame/Postal2'' has the Rocket Launcher. Holding down the fire button will fuel the rockets, allowing the Dude to launch them further at the cost of some more of his rocket fuel. When you fill the fuel meter all the way, though...
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* In ''VideoGame/TeamFortress2'' the Medic has an Ubercharge meter for his [[HealingShiv mediguns]] that goes up by healing teammates. When it's full, it allows the user to make themselves and the healing target invulnerable to enemy attacks, giving his heal target [[CriticalHit Critical Hits]], tripling his healing power and making both players immune to slowing or knockback, or making them immune to [[CriticalHit Critical Hits]] and giving them a 90% resistance against one type of damage (bullet, explosion, or fire) depending on the type of medigun.

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* In ''VideoGame/TeamFortress2'' the Medic has an Ubercharge meter for his [[HealingShiv mediguns]] that goes up by healing teammates. When it's full, it allows the user to make themselves and the healing target invulnerable to enemy attacks, giving his heal target [[CriticalHit Critical Hits]], {{Critical Hit}}s, tripling his healing power and making both players immune to slowing or knockback, or making them immune to [[CriticalHit Critical Hits]] Hits and giving them a 90% resistance against one type of damage (bullet, explosion, or fire) depending on the type of medigun.



* ''VideoGame/MetroidPrimeTrilogy''

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* ''VideoGame/MetroidPrimeTrilogy''''VideoGame/MetroidPrimeTrilogy'':



* ''StreetFighter'' in its later incarnations features variants of a super move gauge, allowing use of more powerful moves when the bar is filled.

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* ''StreetFighter'' ''Franchise/StreetFighter'' in its later incarnations features variants of a super move gauge, allowing use of more powerful moves when the bar is filled.



* ''VideoGame/MegaManX''

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* ''VideoGame/MegaManX''''VideoGame/MegaManX'':



* In ''[[VideoGame/SuperSmashBros Super Smash Bros. Melee]]'' and ''[[VideoGame/SuperSmashBros 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 (Though in Brawl, it's always fairly strong regardless of what it absorbs).

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* In ''[[VideoGame/SuperSmashBros Super Smash Bros. Melee]]'' ''VideoGame/SuperSmashBrosMelee'' and ''[[VideoGame/SuperSmashBros ''[[VideoGame/SuperSmashBrosBrawl 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 (Though in Brawl, it's always fairly strong regardless of what it absorbs).



* ''VideoGame/DevilMayCry''

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



* All characters in ''[[VideoGame/SuperSmashBros Super Smash Bros. Melee]]'' can charge up their Smash attacks.

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* All characters in ''[[VideoGame/SuperSmashBros Super Smash Bros. Melee]]'' ''VideoGame/SuperSmashBrosMelee'' can charge up their Smash attacks.



* In ''Videogame/SpiritTracks'', one phase in the FinalBoss fight has you deflect burning projectiles away from Zelda as she charges up the attack that will let you stun the boss, then use teamwork to truly beat him.

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* In ''Videogame/SpiritTracks'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', one phase in the FinalBoss fight has you deflect burning projectiles away from Zelda as she charges up the attack that will let you stun the boss, then use teamwork to truly beat him.



* ''[[{{VideoGame/Postal}} POSTAL 2]]'' has the Rocket Launcher. Holding down the fire button will fuel the rockets, allowing the Dude to launch them further at the cost of some more of his rocket fuel. When you fill the fuel meter all the way, though...

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* ''[[{{VideoGame/Postal}} ''[[VideoGame/{{Postal}} POSTAL 2]]'' has the Rocket Launcher. Holding down the fire button will fuel the rockets, allowing the Dude to launch them further at the cost of some more of his rocket fuel. When you fill the fuel meter all the way, though...



* VideoGame/{{Touhou}} has got it in the ''Phantasmagoria of Flower View''/''Dimensional Dream'', where you can unleash a charged attack(while still attacking normally, effectively damaging more). In the case of Youmu, her charged attack will vanish some danmaku above her; Youmu also has a charged attack in Ten Desires, in focused mode, unleashing an increasing series of sword slashes above her.

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* VideoGame/{{Touhou}} ''Franchise/TouhouProject'' has got it in the ''Phantasmagoria of Flower View''/''Dimensional Dream'', ''VideoGame/TouhouKaeidzukaPhantasmagoriaOfFlowerView''/''VideoGame/TouhouYumejikuuPhantasmagoriaOfDimDream'', where you can unleash a charged attack(while still attacking normally, effectively damaging more). In the case of Youmu, her charged attack will vanish some danmaku above her; Youmu also has a charged attack in Ten Desires, in focused mode, unleashing an increasing series of sword slashes above her.



* Many ''Videogame/BioShock'' Plasmids\Vigors, when held on instead of fired away, can result in either a super attack or a trap that when approached by the enemy blows in its face. For a weapon case, the ''Videogame/BioShock2'' DLC ''Minerva's Den'' has the Burst Cell ammo for the [[RayGun Ion Laser]], which after being charged up results in an extreme burst of damage.

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* Many ''Videogame/BioShock'' ''VideoGame/BioShock'' Plasmids\Vigors, when held on instead of fired away, can result in either a super attack or a trap that when approached by the enemy blows in its face. For a weapon case, the ''Videogame/BioShock2'' DLC ''Minerva's Den'' has the Burst Cell ammo for the [[RayGun Ion Laser]], which after being charged up results in an extreme burst of damage.



* In ''VideoGame/{{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.

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* In ''VideoGame/{{Fallout 3}}'', ''VideoGame/Fallout3'', every melee attack can be charged by holding down the button for half a second. This produces a larger swing and a war cry.



* ''{{Swords}}'' has this. It involves building up the character's spiritual energy and unleashing it, providing you can get the attack in before your opponent hits you.

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* ''{{Swords}}'' ''VideoGame/{{Swords}}'' has this. It involves building up the character's spiritual energy and unleashing it, providing you can get the attack in before your opponent hits you.



* ''[[Videogame/{{X}} X3 Terran Conflict]]'' and its expansion pack feature several capital ship weapons, such as the Point Singularity Projector and the Photon Pulse Cannon, which are fired in salvos by ship turrets. When under the control of the player, the weapons can be charged up to deal huge amounts of damage, at the cost of draining significant amounts of weapon energy and the [[HeroTrackingFailure inability to use the assisted-aiming mode]].
* ''Videogame/BattleZone1998'' has the MAG cannon, which can only be fired by charging. As the weapon is charged, the amount of projectiles per charge stage decrease as level in damage and ammo cost increases, going from a small, machine gun-like burst to a giant orb of destruction. In the sequel, ''Battlezone II: Combat Commander'', the MAG has two variants: the "combat" variant functions like a shotgun, but gains range, damage, and accuracy as it is charged up. The "assault" variant is a burst fire weapon much like the first game, machine gun-like burst to massive projectile

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* ''[[Videogame/{{X}} ''[[VideoGame/{{X}} X3 Terran Conflict]]'' and its expansion pack feature several capital ship weapons, such as the Point Singularity Projector and the Photon Pulse Cannon, which are fired in salvos by ship turrets. When under the control of the player, the weapons can be charged up to deal huge amounts of damage, at the cost of draining significant amounts of weapon energy and the [[HeroTrackingFailure inability to use the assisted-aiming mode]].
* ''Videogame/BattleZone1998'' ''VideoGame/BattleZone1998'' has the MAG cannon, which can only be fired by charging. As the weapon is charged, the amount of projectiles per charge stage decrease as level in damage and ammo cost increases, going from a small, machine gun-like burst to a giant orb of destruction. In the sequel, ''Battlezone II: Combat Commander'', the MAG has two variants: the "combat" variant functions like a shotgun, but gains range, damage, and accuracy as it is charged up. The "assault" variant is a burst fire weapon much like the first game, machine gun-like burst to massive projectile



* ''VideoGame/{{Quarantine}}'' has the Fusion Boy gun which can be charged up by holding the fire button to deal major damage to vehicular [[{{Mook}} Mooks]], and certain vehicles can be destroyed in one hit from a fully charged blast. The drawback is that it uses up 3 energy cells for the charged attack, and it is next to useless during the boss fights, because it is too slow to be used effectively. The weapon will not be available in arms dealer stop-and-shops [[spoiler: until the second level.]]

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* ''VideoGame/{{Quarantine}}'' has the Fusion Boy gun which can be charged up by holding the fire button to deal major damage to vehicular [[{{Mook}} Mooks]], {{Mook}}s, and certain vehicles can be destroyed in one hit from a fully charged blast. The drawback is that it uses up 3 energy cells for the charged attack, and it is next to useless during the boss fights, because it is too slow to be used effectively. The weapon will not be available in arms dealer stop-and-shops [[spoiler: until the second level.]]



* ''VideoGame/{{Splatoon}}''

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* ''VideoGame/{{Splatoon}}''''VideoGame/{{Splatoon}}'':



* The Laser Musket from ''VideoGame/{{Fallout 4}}'' is a single-shot weapon that has to be manually cranked. It does fairly decent damage with just the one crank, so say if you're fighting a gang of raiders and need to crank out a lot of shots, it gets the job done. However, it is unique in that it can be cranked from two to six additional times depending on how you mod it, adding another power cell with each crank. In other words, cranking the weapon six times fires one shot with six times the normal damage. It's a versatile weapon in the early stages and later on it's one of the best sniper rifles in the game, capable of one-shotting practically anything from extreme ranges.

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* The Laser Musket from ''VideoGame/{{Fallout 4}}'' ''VideoGame/Fallout4'' is a single-shot weapon that has to be manually cranked. It does fairly decent damage with just the one crank, so say if you're fighting a gang of raiders and need to crank out a lot of shots, it gets the job done. However, it is unique in that it can be cranked from two to six additional times depending on how you mod it, adding another power cell with each crank. In other words, cranking the weapon six times fires one shot with six times the normal damage. It's a versatile weapon in the early stages and later on it's one of the best sniper rifles in the game, capable of one-shotting practically anything from extreme ranges.



* ''VideoGame/DevilMayCry''
** The gauntlet and greaves weapons, [[VideoGame/DevilMayCry DMC1]]'s Ifrit, [[VideoGame/DevilMayCry3DantesAwakening DMC3]]'s Beowulf and [[VideoGame/DevilMayCry4 DMC4]]'s Gilgamesh's ground attacks can all be charged "Hold" style. Luckily, this only affects damage and not knockback so you can charge each of your combo's hits without the enemy flying backwards on your first hit.

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* ''VideoGame/DevilMayCry''
''VideoGame/DevilMayCry'':
** The gauntlet and greaves weapons, [[VideoGame/DevilMayCry [[VideoGame/DevilMayCry1 DMC1]]'s Ifrit, [[VideoGame/DevilMayCry3DantesAwakening DMC3]]'s Beowulf and [[VideoGame/DevilMayCry4 DMC4]]'s Gilgamesh's ground attacks can all be charged "Hold" style. Luckily, this only affects damage and not knockback so you can charge each of your combo's hits without the enemy flying backwards on your first hit.



* In ''Videogame/FromTheDepths'', Advanced Cannons can be augmented with [[MagneticWeapons magnetic rails]]. The railgun can be fired at any time when a shell is loaded, but its velocity boosting effect is based on how much charge the railgun's batteries have, which are gradually topped off by charging units using engine power. [[DesignItYourselfEquipment Designing a ship]] with more chargers per battery pack can reduce the charging time at the cost of increased engine power drain.

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* In ''Videogame/FromTheDepths'', ''VideoGame/FromTheDepths'', Advanced Cannons can be augmented with [[MagneticWeapons magnetic rails]]. The railgun can be fired at any time when a shell is loaded, but its velocity boosting effect is based on how much charge the railgun's batteries have, which are gradually topped off by charging units using engine power. [[DesignItYourselfEquipment Designing a ship]] with more chargers per battery pack can reduce the charging time at the cost of increased engine power drain.
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* ''VideoGame/PathOfExile'':
** Vaal skill gems give a special version of an active skill that requires soul charges to activate, which are gained by killing enemies and hitting bosses.
** Some channeling skills have a stronger effect when unleashed the longer it's charged, like Flameblast and Scourge Arrow.
** Many channeling skills have both an effect that occurs while channeling and after it's released. For example, Storm Burst summons orbs of lightning that move towards where you point your cursor that shock enemies, and releasing it detonates them for additional damage.



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* ''VideoGame/UltraToukonDensetsu'': Player Ultras can charge their punches by holding down the hit button, where their fists will glow with a powerful energy aura before lashing out at monsters. Player-sized enemies tends to get PunchedAcrossTheRoom when this happens, and for [[TheGoomba Goomba]]-type enemies such as Bemlar and Ragon, it's enough to kill them on the spot.

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** In the ''VideoGame/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 [[Music/DaftPunk harder, better, faster, stronger]].
** In the ''VideoGame/MegaManZero'' series, Zero gains the ability to charge all of his melee weapons.

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** In the ''VideoGame/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 [[Music/DaftPunk harder, better, faster, stronger]].
stronger]]. Bonus upgrades to the default charged buster include the ability to charge a second shot and keep it in reserve or fire it alongside the first for a 1-2 punch that ignores MercyInvincibility.
** In the ''VideoGame/MegaManZero'' series, Zero gains the ability to charge all of his melee weapons.weapons in addition to his buster.
** In ''VideoGame/MegaManZX'', Vent/Aile can charge all their Biometals' weapons to perform different moves. Gaining both halves of the split the Four Guardian Biometals adds a secondary charge attack, while Model X gets the Double Charge Shot X used to have from the start.
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* ''VideoGame/TargetAcquired2016'': Holding down the "shoot" function will cause [[PlayerCharacter Yura]] to charge up a shot on her gun. Releasing it will fire the shot.

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