History Main / ChargedAttack

26th Jun '16 1:31:32 AM Potman
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* King Elizabello II in ''Manga/OnePiece'' has to spend an hour to charge up his mighty King Punch, but the results will well reflect this.
19th Jun '16 3:39:15 AM Chabal2
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** And the Jump Strike skill, as well.

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** 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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* 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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* ''VideoGame/StarcraftII'': In the first game, Void Rays' damage increased the longer the Void Ray kept firing, keeping the charge long enough to switch to a new target. In multiplayer, this was replaced by an active ability giving more damage to armored enemies.
* Inverted in ''VideoGame:RobotDinosaursThatShootBeamsWhenTheyRoar'': The beams get weaker as time goes on, and you need to wait for the gauge to refill completely in order for the beams to be useful.
* ''VideoGame/Warcraft2'': The Mages' and Death Knights' ultimate ability, Blizzard/Death and Decay, is limited by the user's mana, which decreases steadily as the spell is cast.
6th May '16 5:14:27 PM nombretomado
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* In ''[[GaiaOnline zOMG!]]'', successfully using your rings (whether attack or support) or receiving damage from enemies fills up a "Rage" meter, which is divided into three segments. You can consume filled segments to use a higher "Rage Rank" version of a ring that increases the potency of its function. A recent update that rebalanced the rings made nearly all of them have additional effects at higher Rage Ranks. A following update also provided a clear indication of how many segments you or your party members currently have available.

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* In ''[[GaiaOnline ''[[Website/GaiaOnline zOMG!]]'', successfully using your rings (whether attack or support) or receiving damage from enemies fills up a "Rage" meter, which is divided into three segments. You can consume filled segments to use a higher "Rage Rank" version of a ring that increases the potency of its function. A recent update that rebalanced the rings made nearly all of them have additional effects at higher Rage Ranks. A following update also provided a clear indication of how many segments you or your party members currently have available.
15th Apr '16 6:25:31 AM CidSilverWing
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* The ''Franchise/StreetFighter'' franchise has had special moves that involve holding back or down then pressing forward or up (respectively) along with an attack button at least since ''VideoGame/StreetFighterII''. [[TheComputerIsACheatingBastard Computer opponents could often forgo the charge portion.]]
** ''VideoGame/StreetFighter'''s Balrog has the Turn Around Punch special move, - the player holds down all three punch buttons, with longer holds resulting in greater damage (and in some games, an instant dizzy).

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* The ''Franchise/StreetFighter'' franchise has had special moves that involve holding back or down then pressing forward or up (respectively) along with an attack button at least since ''VideoGame/StreetFighterII''. [[TheComputerIsACheatingBastard Computer opponents could often forgo the charge portion.]]
** ''VideoGame/StreetFighter'''s
]] Balrog in particular has the Turn Around Punch special move, - the player holds down (as of Street Fighter 4) all three punch buttons, with longer holds resulting in greater damage (and in some games, an instant dizzy).dizzy). Street Fighter 4 also introduced a universal charged move called a Focus Attack, executed by holding Medium Punch and Kick. While charging, the player gains Super Armor which will stop exactly 1 attack. If tapped, this attack doesn't do much, but if charged until smoke billows around the player and lands a hit, it crumples the opponent, and if fully charged it will unleash automatically, resulting in a crumple, breaks the opponent's armor (if they were charging too or using an armor-granting special of their own) AND cannot be blocked against!
2nd Apr '16 5:59:40 AM Kahran042
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* The third-party ''TabletopGame/DungeonsAndDragons'' sourcebook "The Quintessential Halfling" features the Charge Spell feat, which is basically the Hold-type.

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* The third-party ''TabletopGame/DungeonsAndDragons'' sourcebook "The Quintessential Halfling" features the Charge Spell metamagic feat, which is basically the Hold-type.
2nd Apr '16 5:47:22 AM Kahran042
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* The third-party ''TabletopGame/DungeonsAndDragons'' sourcebook "The Quintessential Halfling" features the Charge Spell feat, which is basically the Hold-type.
28th Mar '16 9:49:45 AM Galacton
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"Charge" in this trope means to fill or store, such as with electricity. Not to be confused with "charging attack" in the sense of [[FoeTossingCharge rushing forward]].

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"Charge" in this trope means to fill or store, such as with electricity. Not to be confused with "charging attack" in the sense of [[FoeTossingCharge [[DashAttack rushing forward]].
19th Mar '16 5:48:57 AM Hossmeister
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6th Mar '16 5:13:47 PM PixelKnight
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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, triple his heal target's damage output, tripling his healing power and making both players immune to slowing or knockback, or making them immune to CriticalHits 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, triple giving his heal target's damage output, target [[CriticalHit Critical Hits]], tripling his healing power and making both players immune to slowing or knockback, or making them immune to CriticalHits [[CriticalHit Critical Hits]] and giving them a 90% resistance against one type of damage (bullet, explosion, or fire) depending on the type of medigun.
6th Mar '16 5:12:26 PM PixelKnight
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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, triple his damage output or triples the Medic's healing power, and makes both players immune to slowing or knockback, 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, triple his heal target's damage output or triples the Medic's output, tripling his healing power, power and makes making both players immune to slowing or knockback, or making them immune to CriticalHits 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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