Charge

Charging is the act of powering up an attack or item in Super Smash Flash 2 and Fraymakers in order to increase its potency. All smash attacks in SSF2 and strong attacks in Fraymakers can be charged by holding the attack input, increasing the damage and knockback they deal, and are automatically released upon reaching full charge. Many special moves can also be charged, often by holding the special input or pressing it once and then pressing it again to release the attack, though some have more unique methods of charging them.
Most chargeable attacks simply increase the damage and knockback of the attack. Many of these attacks are projectiles, which often increase in size or speed with longer charges. However, some attacks have unique properties depending on the exact charge, such as 's Bonus Fruit or 's smash attacks in SSF2.
When charging an attack in SSF2, knockback dealt to the character is multiplied by 1.2.
== Charge-canceling ==
Charge-canceling is the act of canceling a special move's charging animation, storing the charged attack for later use. Charge-cancels are usually performed by pressing the shield input, resulting in a shield or air dodge, or by pressing left or right, resulting in a roll.
After using a charge-cancel, the character can move normally, storing the charge. Upon using the move again, they may either instantly release the attack, depleting the charge, or resume playing the charging animation. Many special moves automatically charge-cancel upon being fully charged, often using a visual indicator on the character to denote a full charge.
If a character is hit while charging a cancelable move, they will lose the charge completely and have to restart it, regardless of whether they had stored a charge before.
== Chargeable special moves in Super Smash Flash 2 ==
Below is a list of every chargeable special move in SSF2, accompanied by whether each move can be charge-canceled.
Character	Move 	Charge-cancelable?	Notes
 	Beam Whip / Wave Beam	 	Becomes Wave Beam when fully charged. Beam Whip itself is not affected by a partial charge.
 	Stop 	 	Can be canceled only by shielding. Will not resume the charge if the player attempts to use this move again after charge-canceling it.
 	Meteor 	 	
 	 	 	Can move while charging. Full charge can be held indefinitely.
 	Giant Punch 	 	Cannot be charged in midair.
 	Arwing 	 	Can charge the laser attacks.
 	Kamehameha 	 	
 	Getsuga Tenshō 	 	Becomes a multi-hit projectile when fully charged.
 	Engetsuzan 	 	
 	Gazan 	 	Cannot be charged in midair.
 	Rollout 	 	Full charge can be held indefinitely.
 	Inhale 	 	Can copy Aura Sphere, Beam Whip / Wave Beam, Bonus Fruit, Charge Shot, Getsuga Tenshō, Giant Punch, Hero's Bow, Kamehameha, Mega Buster, Needle Storm, Paralyzer, PK Flash, Rasengan, Rollout, Shield Breaker, and Stop. cannot be charged by Kirby.
 	Grenade 	 	
 	Hero's Bow 	 	Full charge can be held indefinitely.
 	Aura Sphere 	 	Full charge can be held indefinitely.
 	Green Missile 	 	Can misfire, sending Luigi a very far distance with high damage and knockback, regardless of charge time.
 	Shield Breaker 	 	
 	Mega Buster 	 	Can move while charging. Full charge can be held indefinitely.
 	Oil Panic 	 	Charge consists of three segments acquired by absorbing projectiles. Charge can be held even after Mr. Game & Watch is KO'd.
 	Rasengan 	 	Becomes Fūton: Rasenshuriken when fully charged.
 	PK Flash 	 	
 	Bonus Fruit 	 	Consists of eight different projectiles depending on charge time.
 	 	 	Cannot be charged during Discharge, instead always being used at full charge.
 	 	 	
 	Focus Attack 	 	Can be canceled by pressing left or right two times.
 	Charge Shot 	 	Cannot be charged in midair.
 	Needle Storm 	 	Charge affects number of projectiles thrown, ranging from one to six.
 	 	 	Charged by repeatedly pressing the special input.
 	Trinity Limit 	 	Charged by repeatedly pressing the special input.
 	 	 	
 	Purple Torpedo 	 	The strongest charge occurs shortly before the full charge.
 	Wario Waft 	 	Passively charges over time.
 	Paralyzer 	 	
== Trivia ==
*Wario Waft is the only special move in SSF2 that cannot be directly charged, but instead charges by itself.
*Arwing and Trinity Limit are the only Final Smashes in SSF2 with chargeable properties.
 
Category:Game physics
Category:Smash physics
Category:Techniques
Category:Techniques in Super Smash Flash 2
Category:Techniques in Fraymakers
Category:Super Smash Flash 2
Category:Super Smash Flash series
Category:Fraymakers