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Chargeable

Ichigo, Goku and Donkey Kong, Link using their chargeable special moves.

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 PAC-MAN's Bonus Fruit or Black Mage'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

Naruto charge-canceling by shielding and rolling.

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
Bandana Dee Beam Whip / Wave Beam No Becomes Wave Beam when fully charged. Beam Whip itself is not affected by a partial charge.
Black Mage Stop Yes 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 No N/A
Bomberman Bomb No Can move while charging. Full charge can be held indefinitely.
Donkey Kong Giant Punch Yes Cannot be charged in midair.
Falco Arwing No Can charge the laser attacks.
Goku Kamehameha No N/A
Ichigo Getsuga Tenshō No Becomes a multi-hit projectile when fully charged.
Engetsuzan No N/A
Gazan No Cannot be charged in midair.
Jigglypuff Rollout No Full charge can be held indefinitely.
Kirby Inhale Yes 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. Bomb cannot be charged by Kirby.
Krystal Grenade No N/A
Link Hero's Bow No Full charge can be held indefinitely.
Lucario Aura Sphere Yes Full charge can be held indefinitely.
Luigi Green Missile No Can misfire, sending Luigi a very far distance with high damage and knockback, regardless of charge time.
Marth Shield Breaker No N/A
Mega Man Mega Buster No Can move while charging. Full charge can be held indefinitely.
Mr. Game & Watch Oil Panic No Charge consists of three segments acquired by absorbing projectiles. Charge can be held even after Mr. Game & Watch is KO'd.
Naruto Rasengan Yes Becomes Fūton: Rasenshuriken when fully charged.
Ness PK Flash No N/A
PAC-MAN Bonus Fruit Yes Consists of eight different projectiles depending on charge time.
Pichu Skull Bash No Cannot be charged during Discharge, instead always being used at full charge.
Pikachu Skull Bash No N/A
Ryu Focus Attack No Can be canceled by pressing left or right two times.
Samus Charge Shot Yes Cannot be charged in midair.
Sheik Needle Storm Yes Charge affects number of projectiles thrown, ranging from one to six.
Sonic Spin Dash No Charged by repeatedly pressing the special input.
Sora Trinity Limit No Charged by repeatedly pressing the special input.
Tails Spin Dash No N/A
Waluigi Purple Torpedo No The strongest charge occurs shortly before the full charge.
Wario Wario Waft No Passively charges over time.
Zero Suit Samus Paralyzer No N/A

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.
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