Charge gauge: Difference between revisions

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(New page. It's been a while since I played MDS so I'm not sure about the differences. :/)
 
(Updated the page to make it less specific to 7.)
 
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The '''charge gauge''' ({{r|チャージゲージ|Chaajigeeji}}) is a gameplay mechanic added in [[Medarot DS]] and [[Medarot 7]]. It replaces the [[Medaforce gauge]] from previous games.
{{Present in
| MDS = true
| M7 = true
| MDual = true
| M8 = true
| M9 = true
}}


Much like before, the gauge can be filled by selecting down in battle to begin "charging". While charging, the Medarot is unable to dodge attacks. One charge fills 25% of the gauge. The gauge also fills automatically when the Medarot is hit by an attack, with the amount depending on the amount of damage taken.
The '''Charge gauge''' ({{r|チャージゲージ|Chaajigeeji}}) is a gameplay mechanic added in [[Medarot DS]] and found in all subsequent games. It replaces the [[Medaforce gauge]] from previous games.


Once the gauge is filled 100%, the Medarot gains a slight boost to its attack power and is able to use [[Medaforce]]s, which return the gauge back to 0% when used.
== Overview ==
 
Much like before, the gauge can be filled by selecting a a "Charge" command (usually by pressing down) in battle to begin charging. While charging, the Medarot is unable to dodge attacks. Each Charge command fills a set percentage of the gauge: 25% in DS and 7, and an amount depending on the [[Medal]]'s set "Charge length" in Medarot 8 onwards. The gauge also fills automatically when the Medarot is hit by an attack, with the amount depending on the amount of damage taken.
 
Once the gauge is filled 100%, the Medarot gains a boost to its attack power and is able to use [[Medaforce]]s, which return the gauge back to 0% when used. As of Medarot 7, several attacks now also have different effects depending on the value on the Charge gauge, and the speed at which a Medarot's Charge % increases depends partially on its Medal's [[Robottle style]].


== In Medarot 7 ==
== In Medarot 7 ==


Medarot 7 made a few changes to the system, giving it a much larger role in battles. Several moves now have added effects when the charge gauge is either above 50% or 100% full. [[Medachange]]s also require a full charge gauge and drain some charge with each action (making them similar to the "power" Medachanges in previous games).
Medarot 7 made a few changes to the system, giving it a much larger role in battles. Several moves now have added effects when the Charge gauge is either above 50% or 100% full. [[Medachange]]s also require a full Charge gauge and drain some charge with each action (making them similar to the "power" Medachanges in previous games).


The charge gauge can't be used until the player obtains a [[Medarot license|license]] for it in the first chapter of the game. This gives access to the Charge command in battle and the added attack effects, but Medaforce and Medachange require their own licenses (available in chapters 5 and 7 respectively) before they can be used.
The Charge gauge can't be used until the player obtains a [[Medarot license|license]] for it in the first chapter of the game. This gives access to the Charge command in battle and the added attack effects, but Medaforce and Medachange require their own licenses (available in chapters 5 and 7 respectively) before they can be used.


=== Attacks with charge-based effects ===
=== Attacks with charge-based effects ===


{| class=wikitable style="text-align:center; float:left;"
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| style="vertical-align:top;" |
{| class=wikitable style="text-align:center;" width=280px
|-
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! Attack
! Attack
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| style="vertical-align:top;" |
{| class=wikitable style="text-align:center;"
{| class=wikitable style="text-align:center;"
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| [[Press]]
| [[Press]]
| Any %
| Any %
| Adds 1/2 of the charge value to the part's success.<br />(Maximum of 50, increases critical hit rate)
| Adds 1/2 of the charge value to the part's success. <br/>(Maximum of 50, increases critical hit rate)
|-
|-
| [[Break]]
| [[Break]]
| Any %
| Any %
| Adds 1/2 of the charge value to the part's success.<br />(Maximum of 50, increases critical hit rate)
| Adds 1/2 of the charge value to the part's success. <br/>(Maximum of 50, increases critical hit rate)
|-
|-
| [[Break Hammer]]
| [[Break Hammer]]
| Any %
| Any %
| Adds 1/2 of the charge value to the part's success.<br />(Maximum of 50, increases critical hit rate)
| Adds 1/2 of the charge value to the part's success. <br/>(Maximum of 50, increases critical hit rate)
|-
|-
| [[Ghost]]
| [[Ghost]]
| Any %
| Any %
| Adds the charge value directly to the part's power.<br />(Maximum of 100, increases damage)
| Adds the charge value directly to the part's power. <br/>(Maximum of 100, increases damage)
|-
|-
| [[Charge Buster]]
| [[Charge Buster]]
| Any %
| Any %
| Adds the charge value directly to the part's power.<br />(Maximum of 100, increases damage)
| Adds the charge value directly to the part's power. <br/>(Maximum of 100, increases damage)
|-
|}
 
'''Note:''' The [[CF attacks|CF]] versions of Laser, Beam, Break, and Press initially didn't get any effects from charging, but this was corrected in the version 1.1 patch.
|-
|-
|}
|}


'''Note:''' The [[CF attacks|CF]] versions of Laser, Beam, Break, and Press initially didn't get any effects from charging, but this has been corrected as of the version 1.1 patch.
=== Actions that affect the Charge gauge ===
 
 
 
 
 
=== Actions that affect the charge gauge ===


* [[Charge Drain]] - Causes damage and absorbs some of the target's charge gauge %.
* [[Charge Drain]] - Causes damage and absorbs some of the target's Charge gauge %.
* [[Recharge]] - Causes damage and reduces the enemy's charge gauge %.
* [[Recharge]] - Causes damage and reduces the enemy's Charge gauge %.
* [[Charge Boost]] - Increases the amount the team charges by 1.5 for a short time.  
* [[Charge Boost]] - Increases the amount the team charges by 1.5 for a short time.  
* [[Full Charge]] - Instantly fills the users charge gauge to 100%.
* [[Full Charge]] - Instantly fills the users Charge gauge to 100%.
* [[Charge Plant]] - A plant that increases the amount the team charges.
* [[Charge Plant]] - A plant that increases the amount the team charges.
* [[Charge Trap]] - A trap that causes damage when the enemy tries to charge.
* [[Charge Trap]] - A trap that causes damage when the enemy tries to charge.


[[Category:Game mechanics]]
[[Category:Game mechanics]]

Latest revision as of 14:20, 28 January 2016

Present in:
Medarot DS
Medarot 7
Medarot Dual
Medarot 8
Medarot 9

The Charge gauge (チャージゲージ) is a gameplay mechanic added in Medarot DS and found in all subsequent games. It replaces the Medaforce gauge from previous games.

Overview[edit]

Much like before, the gauge can be filled by selecting a a "Charge" command (usually by pressing down) in battle to begin charging. While charging, the Medarot is unable to dodge attacks. Each Charge command fills a set percentage of the gauge: 25% in DS and 7, and an amount depending on the Medal's set "Charge length" in Medarot 8 onwards. The gauge also fills automatically when the Medarot is hit by an attack, with the amount depending on the amount of damage taken.

Once the gauge is filled 100%, the Medarot gains a boost to its attack power and is able to use Medaforces, which return the gauge back to 0% when used. As of Medarot 7, several attacks now also have different effects depending on the value on the Charge gauge, and the speed at which a Medarot's Charge % increases depends partially on its Medal's Robottle style.

In Medarot 7[edit]

Medarot 7 made a few changes to the system, giving it a much larger role in battles. Several moves now have added effects when the Charge gauge is either above 50% or 100% full. Medachanges also require a full Charge gauge and drain some charge with each action (making them similar to the "power" Medachanges in previous games).

The Charge gauge can't be used until the player obtains a license for it in the first chapter of the game. This gives access to the Charge command in battle and the added attack effects, but Medaforce and Medachange require their own licenses (available in chapters 5 and 7 respectively) before they can be used.

Attacks with charge-based effects[edit]

Attack Charge Effect
Laser 50% Power x1.5
100% Power x2
Beam 50% Power x2
100% Power x3
Heavy Rifle 50% Pierce effect
100% Power x2
Mega Gatling 50% Pierce effect
100% No change
Hyper Beam 50% Power x2
100% Power x3
Beam Sword 50% Power x2
100% Power x3
Attack Charge Effect
Press Any % Adds 1/2 of the charge value to the part's success.
(Maximum of 50, increases critical hit rate)
Break Any % Adds 1/2 of the charge value to the part's success.
(Maximum of 50, increases critical hit rate)
Break Hammer Any % Adds 1/2 of the charge value to the part's success.
(Maximum of 50, increases critical hit rate)
Ghost Any % Adds the charge value directly to the part's power.
(Maximum of 100, increases damage)
Charge Buster Any % Adds the charge value directly to the part's power.
(Maximum of 100, increases damage)

Note: The CF versions of Laser, Beam, Break, and Press initially didn't get any effects from charging, but this was corrected in the version 1.1 patch.

Actions that affect the Charge gauge[edit]

  • Charge Drain - Causes damage and absorbs some of the target's Charge gauge %.
  • Recharge - Causes damage and reduces the enemy's Charge gauge %.
  • Charge Boost - Increases the amount the team charges by 1.5 for a short time.
  • Full Charge - Instantly fills the users Charge gauge to 100%.
  • Charge Plant - A plant that increases the amount the team charges.
  • Charge Trap - A trap that causes damage when the enemy tries to charge.