History Main / ChargedAttack

23rd Apr '17 2:06:20 AM dvorak
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* 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.
* The "Store Power" ability of ''VideoGame/FinalFantasyBraveExivus'' works similarly.
20th Apr '17 6:26:57 PM Malady
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* The [[spoiler: Apple of Eden]] near the end of ''VideoGame/AssassinsCreedBrotherhood''. You can charge it to [[spoiler: fry the brains of your enemies.]]

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* The [[spoiler: Apple [[spoiler:Apple of Eden]] near the end of ''VideoGame/AssassinsCreedBrotherhood''. You can charge it to [[spoiler: fry [[spoiler:fry the brains of your enemies.]]


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* ''VideoGame/{{Chantelise}}'': As all the elemental crystals say: "[Hold button for power-attack]", which, if done, changes the effect of the attack into one that corresponds to the element of the crystal and changes the attack animation.
** Well, except for the Wind Crystal, which is "[Fast attack]".
** And the Dark Crystal, which is "[Enables... screw it. use it at your own risk]" and is a life-draining attack.


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* ''VideoGame/CubeColossus'': Overdrives are charged over time.
16th Mar '17 8:44:48 AM crazysamaritan
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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.
28th Jan '17 10:38:40 AM Codefreak5
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* In ''VideoGame/PAYDAY2'', you can charge your melee attack to deal more damage and knockdown by holding your melee key. How much of each depends on the specific melee weapon you use and how long you charge the attack, and a few weapons don't benefit from charging at all.
18th Jan '17 7:25:31 AM Galacton
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14th Jan '17 11:48:09 PM Kadorhal
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** Somewhat weirdly, ''Half-Life 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 is such a GameBreaker that it was disabled for multiplayer in a later patch (although it still works in single player).

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** Somewhat weirdly, ''Half-Life 2'''s ''pistol'' has had 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 is such This, understandably, was a complete GameBreaker that - and [[GoodBadBugs not at all intended behavior]], so it was disabled for multiplayer in patched out after a later patch (although it still works in single player).month.



** And the Jump Strike skill, as well. Whe upgraded, Link can hold his sword up until the spark moves to the point, then does SplashDamage ton enemies in front of him.

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** And the Jump Strike skill, as well. Whe When upgraded, Link can hold his sword up until the spark moves to the point, then does SplashDamage ton enemies in front of him.
9th Jan '17 10:29:18 PM ShorinBJ
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In video games, while most basic actions--such as attacking--requires the user to enter a quick command input be they tapping a button or hitting a small sequence of separate inputs; they can be performed in a split second. Charge Attacks may draw out this process, requiring the player to delay finishing his input or otherwise preventing him from performing an action quickly, usually this limitation is make up for with increased power behind the final attack.

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In video games, while most basic actions--such as attacking--requires the user to enter a quick command input be they tapping a button or hitting a small sequence of separate inputs; they can be performed in a split second. Charge Attacks may draw out this process, requiring the player to delay finishing his input or otherwise preventing him from performing an action quickly, usually this limitation is make made up for with increased power behind the final attack.
12th Dec '16 10:44:41 AM Sar-Chasm
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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 wether 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 wether 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.
3rd Dec '16 11:28:10 PM Galacton
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The Charged Attack is a type of SpecialMove in which the user must gather together energy before the attack can be unleashed.

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The Charged Attack is a type of SpecialMove SpecialAttack in which the user must gather together energy before the attack can be unleashed.
3rd Dec '16 11:27:22 PM Galacton
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In action-genre video games, a basic action--such as attacking--requires the user to enter a quick command input. These inputs can be tapping a button or hitting a small sequence of separate inputs; they can be performed in a split second. For special actions, a game may draw out this process, requiring the player to delay finishing his input or otherwise preventing him from performing an action quickly, under the idea that the player is "charging up" extra energy for the attack.

Charged attacks come in many shapes and sizes, largely depending on the type of game, but there's two basic types:

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The Charged Attack is a type of SpecialMove in which the user must gather together energy before the attack can be unleashed.

In action-genre video games, a while most basic action--such actions--such as attacking--requires the user to enter a quick command input. These inputs can input be they tapping a button or hitting a small sequence of separate inputs; they can be performed in a split second. For special actions, a game Charge Attacks may draw out this process, requiring the player to delay finishing his input or otherwise preventing him from performing an action quickly, under usually this limitation is make up for with increased power behind the idea that the player is "charging up" extra energy for the final attack.

Charged attacks come in many shapes and sizes, largely depending on the type of game, series, but there's two basic types:
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