Charge

Charging is the powering up of an attack or item in order to increase its potency (damage, range, speed, etc.).
In all games except Super Smash Bros., smash attacks can be charged for up to 60 frames (1 second) by holding the attack button, which increases their damage up to a maximum of 1.4x (1.3671x in Melee), with a corresponding increase in knockback. In Super Smash Bros. Ultimate, charged smash attacks can be held for significantly longer. Certain special moves can also be charged, either by holding the special attack button or by pressing the button once to begin charging and again to launch the attack. Sonic's Spin Charge is unique in that it is charged by pressing the special button repeatedly. Some chargeable special moves, most of them projectiles, can be charge-canceled, allowing a charge to be saved for later.
In addition to manually chargeable moves, a few passive charging mechanics exist. Moves such as Wario's Wario Waft and R.O.B.'s Robo Burner automatically charge over time, while Little Mac's Power Meter and Cloud's Limit Break are charged by dealing and receiving damage.
There are also items which can be charged. The Ore Club's tornado's size varies with the charge of smash attack, and the Super Scope's shots can be charged (though it runs out of ammunition faster that way). Also, the Hothead will be charged as it receives Flame and Electric damage.
Charging should not be confused with charge motions, a particular type of command-input move that requires holding in a direction before attacking while inputting in the opposite direction. Currently, Terry's Rising Tackle is the only charge motion move to appear in the Super Smash Bros. series.
==Chargeable special moves==
Character 	Move 	Charge effect 	Charging method 	Shield-cancellable? 	Notes
Banjo & Kazooie 	Shock Spring Jump 	Increases height 	Automatically activates at full charge 	 	Charging will briefly stall the duo in mid air and increase the height of the jump.
Bayonetta 	Bullet Climax 	Increases damage 	Automatically activates at full charge 	Charge cannot be stored.	The bullets become more prominent in appearance, accompanied by a magic circle effect.
Bowser Jr. 	Clown Cannon 	Increases damage, speed, and range 	Automatically activates at full charge 	 	The cannonball will bounce off of opponents that it hits. Bowser Jr. glows yellow when charging this move.
Byleth 	Failnaught 	Increases damage, speed, and range 	Automatically activates at full charge 	 	Cannot be charge-cancelled once the second phase is reached.
Chrom 	Flare Blade 	Increases damage and knockback 	Automatically activates at full charge 	 	Attack is stronger when almost-fully charged; fully charged attack directly deals 10% damage to Chrom. Can turn around while charging.
Cloud 	Limit Charge 	Gives access to Limit Breaks 	Auto-charge special; also charges by dealing and receiving damage 	 	When fully charged, this move becomes Finishing Touch. In Ultimate, if Cloud is interrupted while manually charging, some charge is lost; furthermore, a full charge can only be retained for up to 15 seconds.
Corrin 	Dragon Fang Shot (shot) 	Increases damage and paralysis duration. 	Automatically activates at full charge 	rowspan="2" 	
Corrin 	Dragon Fang Shot (arm) 	Increases damage. 	Automatically activates at full charge 	 	
Dark Pit 	Silver Bow 	Increases damage 	Automatically activates at full charge 	 	Can aim upwards or turn around while charging, allowing the move to charge indefinitely.
Dark Samus 	Charge Shot 	Increases range, damage, and size of sphere 	Auto-charge special 	 	
Diddy Kong 	Peanut Popgun 	Increases damage and lowers angle of fire 	Automatically activates at full charge 	 	If charged too long, the popgun will explode and Diddy Kong will be momentarily stunned in Brawl or create a damaging explosion in Smash 4 and Ultimate.
Diddy Kong 	Rocketbarrel Blast 	Increases height and damage 	Automatically activates at full charge 	 	
Donkey Kong 	Giant Punch 	Increases damage 	Auto-charge special 	 	Near fully charged is more powerful than fully charged; fully charged version is faster and, in Brawl, grants super armour.
Greninja 	Water Shuriken 	Increases size and number of hits. 	Automatically activates at full charge. 	 	
Greninja 	Shadow Sneak 	Increases knockback and distance covered. 	Automatically activates at full charge. 	 	Greninja can traverse freely while charging.
Hero 	Frizz 	Increases spell rank, increasing damage, knockback and MP cost. 	Auto-charge special 	 	The spell used changes depending on charge level. The attack will fail if the user has less MP than needed for the given charge level.
Hero 	Zap 	Increases spell rank, increasing damage, knockback and MP cost. 	Automatically activates at full charge. 	 	The spell used changes depending on charge level. The attack will fail if the user has less MP than needed for the given charge level.
Hero 	Woosh 	Increases spell rank, increasing damage, recovery distance and MP cost. 	Automatically activates at full charge. 	 	The spell used changes depending on charge level. The attack will fail if the user has less MP than needed for the given charge level.
Inkling 	Splat Bomb 	Increases speed and throw distance. 	Automatically activates at full charge. 	 	If charged, Inkling will throw the bomb at a long distance, otherwise she will throw it at a short arc in front of herself.
Ike 	Eruption 	Increases damage.Increases damage and range. 	Automatically activates at full charge 	 	Near fully charged is more powerful than fully charged; Fully charged deals 10% to Ike, and gives knockback resistance. In Ultimate it creates more flame pillars at high charge levels which increase the move's range.
Ike 	Quick Draw 	Increases damage, knockback, and distance covered. 	Can be held indefinitely in all games except Ultimate. 	 	
Jigglypuff 	Rollout 	Increases speed, duration, damage 	Can be held indefinitely in all games except Ultimate. 	 	
Ken 	Focus Attack 	Increases damage and hitstun, causes crumpling animation 	Automatically activates at full charge 	 	Can be cancelled by inputting either direction twice on the control stick.
King Dedede 	Jet Hammer 	Increases damage 	Can be held indefinitely 	 	Near fully charged is slightly more powerful than fully charged; while fully charged, 1% is dealt to Dedede every second until Dedede is up to 150%; Dedede can move while charging
Kirby 	 	Various (see notes) 	Various (see notes) 	Various (see notes) 	Kirby can copy a chargeable neutral special from some characters.
Kirby 	Hammer Flip 	Increases damage 	Can be held indefinitely 	 	While fully charged, 1% is dealt to Kirby every second; Kirby can move while charging.
Link 	Hero's Bow 	Increases damage and speed of arrow 	Can be held indefinitely. 	 	
Link 	Bow and Arrows (Ultimate) 	Increases damage and speed of arrow 	Once at full charge, can be held for three seconds before automatically firing. 	 	
Link 	Spin Attack (Brawl onwards) 	Increases damage and duration 	Automatically activates at full charge 	 	Aerial version cannot be charged.
Little Mac 	Straight Lunge 	Increases range; increases damage in Ultimate. Gains high power but heavy ending lag when fully charged	Automatically activates at full charge 	 	Has 8% damage-based armor while charging, making it a niche way to escape combos.
Little Mac 	Straight Lunge 	Becomes KO Uppercut 	Filling the Power Meter by dealing and receiving damage 	 	
Lucario 	Aura Sphere 	Increases damage, range, and size of sphere 	Auto-charge special 	 	Charging animation has a damaging hitbox and can be held indefinitely, even after reaching full charge. Per Lucario's Aura, grows stronger at higher damage percentages.
Lucas 	PK Freeze 	Increases damage, and freezing duration 	Automatically activates at full charge 	 	Makes Lucas helpless when used in the air.
Lucina 	Shield Breaker 	Increases damage and shield damage 	Automatically activates at full charge. 	 	
Luigi 	Green Missile 	Increases damage and distance Luigi travels 	Automatically activates at full chargeCan be held indefinitelyCan be held for a few seconds before Luigi gives up and cancels the move on the ground but can be held indefinitely in the air	 	Can misfire (1 in 8 chance or 1 in 10 chance ), sending Luigi a very far distance, regardless of charging time.
Luigi 	Luigi Cyclone (Melee only) 	Allows Luigi to ascend when using the move in the air once. 	Finish or interrupt the move while on the ground. 	 	Unlike most charged moves that can be stored, Luigi Cyclone has no visual indicator.
Mario (Brawl onwards)	F.L.U.D.D. 	Increases range and pushback 	Auto-charge special 	 	
Marth 	Shield Breaker 	Increases damage and shield damage 	Automatically activates at full charge. 	 	
Mewtwo 	Shadow Ball 	Increases damage, range, and size of sphere 	Auto-charge special 	 	Charging animation can be held indefinitely, even after reaching full charge. In Melee, the charging animation has a damaging hitbox.
Mii Brawler 	Ultimate Uppercut 	Increases damage 	Auto-charge special 	 	
Mii Brawler 	Burning Dropkick (Smash 4 only)	Increases damage and travel distance 	Automatically activates at full charge. 	 	
Mii Gunner 	Charge Blast 	Increases range, damage, and size of sphere 	Auto-charge special 	 	
Mii Swordfighter 	Blurring Blade 	Increases damage 	Automatically activates at full charge. 	 	
Mii Swordfighter 	Airborne Assault (Smash 4 only)	Increases damage and travel distance 	Automatically activates at full charge. 	 	
Mii Swordfighter 	Slash Launcher/Gale Stab 	Increases damage and travel distance 	Can be held indefinitely.Once at full charge, can be held for a few seconds before automatically activating. 	 	Mii Swordfighter flashes red upon reaching full charge.
Mii Swordfighter 	Hero's Spin 	Increases damage and duration 	Automatically activates at full charge. 	 	
Mr. Game & Watch 	Oil Panic 	Gives access to a powerful attack 	Absorb up to 3 energy projectiles 	 	Charge can be held even after Mr. Game & Watch is KO'd. If Oil Panic is fully charged, Bucket Braking cannot be performed. As of Smash 4, strong projectiles will fill multiple segments at once.
Mythra 	Lightning Buster 	Increases damage, performs an additional slash at full charge 	Automatically activates at full charge 	 	The charging animation has a damaging hitbox. Can turn around as the move is released.
Ness (Melee onwards) 	PK Flash 	Increases damage 	Automatically activates at full charge 	 	Makes Ness helpless when used in the air.
Pac-Man 	Bonus Fruit 	Advances to next fruit, each with varying damage and travel behavior 	Auto-charge special 	 	Once orange is reached, time to charge to the next stage doubles. Opponents can attack the fruit during the charge, although this causes only hitlag with no negative effect.
Pac-Man 	Power Pellet 	Increases travel distance 	Automatically activates at full charge 	 	If the pellet is attacked, it will drop to the ground as a healing item and interrupt the move.
Pichu 	Skull Bash 	Increases damage and travel distance 	Automatically activates at full charge. 	 	Causes the same level of recoil regardless of charge level.
Pikachu 	Skull Bash 	Increases damage and travel distance 	Automatically activates at full charge. 	 	
rowspan="2" 	Poison Breath 	Increases damage and distance 	Auto-charge special 	 	
Long-Stem Strike 	Increases distance 	Automatically activates at full charge. 	 	 	
Pit 	Palutena's Arrow 	Increases damage 	Automatically activates at full charge 	 	Can aim upwards or turn around while charging, allowing the move to charge indefinitely.
Pyra 	Flame Nova 	Increases damage and duration 	Automatically activates at full charge 	 	
Ridley 	Plasma Breath 	Increases amount of fireballs 	Automatically activates at full charge 	 	If he is hit in the mouth while charging he will take more damage while negating knockback.
R.O.B. 	Robo Burner 	Increases duration (and therefore range) 	Automatically charges when R.O.B. is on the ground. 	 	
R.O.B. 	Robo Beam 	Increases damage; lowers speed 	Automatically charges when R.O.B. is not using it. 	 	
R.O.B. 	Gyro 	Increases duration and damage 	Auto-charge special 	 	
Robin 	 	Advances rank of thunder magic, which increases effectiveness 	Auto-charge special 	 	
Rosalina 	Luma Shot 	Increases range 	Can be held indefinitely. 	 	
Roy 	Flare Blade 	Increases damage and knockback 	Automatically activates at full charge 	 	Attack is stronger when almost-fully charged; fully charged attack directly deals 10% damage to Roy. As of Ultimate, can turn around while charging.
Ryu 	Focus Attack 	Increases damage and hitstun, causes crumpling animation 	Automatically activates at full charge 	 	Can be cancelled by inputting either direction twice on the control stick.
Samus 	Charge Shot 	Increases range, damage, and size of sphere 	Auto-charge special 	 	Prior to Ultimate, cannot be charged in midair.
Sephiroth 	Flare 	Increases spell rank, increasing damage and explosion size; lowers travel distance 	Automatically activates at full charge 	 	
Sephiroth 	Shadow Flare 	Increases range and number of shadow balls attached to opponents 	Automatically activates at full charge 	 	Can turn around as the move is released.
Sephiroth 	Blade Dash 	Becomes Octaslash, increasing number of hits, damage and recovery distance 	Automatically activates at full charge 	 	
Sheik 	Needle Storm 	Increases duration and damage 	Can be held indefinitely (Melee)Auto-charge special (Brawl onwards) 	 	In Melee, the attack is performed after releasing the button and must be shield-cancelled to store the charge; as of Brawl it functions like a standard auto-charge special.
Sheik 	Burst Grenade 	Increases duration of vacuum effect. 	Automatically activates at full charge 	 	
Shulk 	Monado Arts (Ultimate onwards) 	Opens the Monado Art wheel 	Automatically activates at full charge 	 	Shulk can act freely while charging, but can't crouch, shield, airdodge, or use other special moves. Any stored charge normally resets when used freely, but can be accessed and resumed by using dial storage.
Sonic 	Spin Charge 	Increases speed and damage 	Charged by rapidly pressing the special move button. 	 	The move will cancel once enough time has passed without pressing the button.
Sonic 	Spin Dash 	Increases speed and damage 	Can be held indefinitely. 	 	
Squirtle 	Water Gun 	Increases duration, range and pushback 	Auto-charge special 	 	In Brawl, the move will deal damage if uncharged.
Toon Link 	Hero's Bow 	Increases damage, range, and speed 	Can be held indefinitely. 	 	
Toon Link 	Spin Attack 	Increases damage and duration 	Automatically activates at full charge 	 	
Wario 	Wario Waft 	Increases damage, travel distance and range 	Charges automatically over time 	 	Almost fully charged stronger than fully charged. Charge can be held even after Wario is KO'd
Wii Fit Trainer 	Sun Salutation 	Increases size, range, and damage 	Auto-charge special 	 	
Young Link 	Fire Bow 	Increases damage, speed, and range 	Once at full charge, it can be held for three seconds before automatically firing. 	 	
Young Link 	Spin Attack (Ultimate onwards) 	Increases damage 	Automatically activates at full charge 	 	Aerial version cannot be charged.
Zelda 	Din's Fire 	Increases travel distance 	Automatically activates at full charge 	 	Prior to Ultimate, leaves Zelda helpless when used in midair.
Zelda 	Phantom Slash 	Increases damage and range 	Automatically activates at full charge. 	 	
Zero Suit Samus 	Paralyzer 	Increases damage and hitstun 	Automatically activates at full charge 	 	
===Notes===
==Trivia==
*R.O.B., Hero and Sephiroth each have the most chargeable special attacks at three (though two of R.O.B's attacks have a passive charging phase).
*In Melee, cannot charge his up and down smashes if he stands on an edge and the yo-yo reaches beyond the edge.
*In Smash 4 and Ultimate, the fighter's eye in their icons will briefly glint when an attack is fully charged.
*'s Rising Tackle can be activated with a "charge input" where he holds a position for an amount of time before activation. As the move can also be activated traditionally, this is different from a true charging attack.
Category:Game physics