customrobo

Most robos will be invincible when a charge attack is performed. (Your robo usually turns red.) In older games, it is known as a collision attack. Every robo has a unique charge attack. This attack is very powerful, and it always knocks the opponent's robo down if it is done correctly. Upon charging, your robo homes in on the opponent's robo, and some even continue to home in after a short period of time. Charges can be useful in performing combos and providing high damage while the opponent when he is downed. However typically when used for combos, charges should hit before the opponent is down, thus near or at the end of a combo string. However, you will be vulnerable to attacks (pods in particular) before and after you charge, so be careful; charges should not be relied upon as one's primary attack. The lag times are different for every robo. It is important to know the charge attacks for both your robo and your opponent's because it may mean exploiting or defending a weakness.

Types

There are four different variations of charges:

Attack

Charges directly into foe. The most common charge type. e.g. Ray Mk II, Ray 01

Flak

Charges up into the air. Intended to be an anti-air defense. e.g. Bit, Amy, Gigantron

Movement

Clears obstacles. It usually makes the robo jump, to avoid walls or crates. e.g. Swift, Tempest, Shadow

Evasion

Avoid damage. e.g. Klimt, Anne

Purposes

Depending on the particular attack, charge attacks have many purposes.

See also