Charge Attacks

Charge attacks or Power Attacks are powerful attacks that can be executed by pressing undefined (default setting on Playstation ports). They often take time to execute and can be usually interrupted. Combining charge attacks with normal attacks (, default setting on Playstation ports) help players break through their opponent's defenses. To abbreviate these combos, sometimes fans refer to charge related combos by stating C and a variable number for the charge attack's sequence in the chain. For instance,, , , undefined would be called C4 since the charge acts as the last attack.

Here's a visual guide line that shows the common abbreviations for charge attacks. Additional attacks attached to a single charge attack is sometimes referred to as C# - # of the follow up (example: ,,undefined,(undefined) would be C3-1). While combo fans may refer to each tap individually, most players include these extra attacks when they refer to that particular charge.

The formula for this combo chain has evolved over the years and each Warriors related series adds a new element to the system.

Dynasty Warriors
Expanding the original game's combos, Dynasty Warriors 2 began the series with a four button combo chain. The following title adds two more charge attacks. Jumping charges were added to the series in the fourth title and select characters received "aerial charge combos" in the fifth game.

Each charge combo had its own properties and follow a general pattern for every character with little variation. The main exception to this is the sixth title's Renbu system.


 * C1: An attack unique to each character/weapon that breaks through opponent's guard. The earlier titles in the series granted characters a strong, simple attack to their front. In Dynasty Warriors 4, the variety of their C1s changed greatly. Certain characters magically summon blades to hit their foes, may bulldoze through crowds with a running attack, or perform an improved variation of their older C1. C1s were also made with the intents to reflect a character's trait; i.e. Huang Zhong and Xiahou Yuan pulled out a bow and arrow to shot at their foes. These attacks were slightly altered again in Dynasty Warriors 5. Blade summoners instead sent slow balls of magical energy forward or dashing characters had their number of attacks cut down.


 * C2: A small, centralized attack that lifts enemies upward. Ideal for juggling foes for longer combos. In older titles, longer combos could reward players with enhanced stat drops for their characters. This is very rarely an elemental activation attack.


 * C3: Stunning attack that may cause the enemy to stagger. Dynasty Warriors 4 and the fifth title lets players extend the combo before the final stunning attack, making it an easy to use officer killer in solo fights. In Dynasty Warriors 7, the attacks may instead be throws depending on the weapon used.


 * C4: Powerful attack that sends enemies flying away several meters. In most titles, C4 is the base crowd clearing attack for several characters that allows players breathing room from swarms of enemies. Its likely the commonly used attack for obtaining the famous 1,000 KO quotes (or unlocking Lu Bu) throughout the series. Zhen Ji and few other characters may not blow back their enemies as far as others in older titles.


 * C5: Varies based on title. For the third and fourth title, it was a combo sequence that trapped enemies within range. Characters would strike their foe upwards and another tap of the charge button could smash their aerial foe downwards with a single strike. The fifth title changes it to an area of effect attack, sometimes one with a good distance in front of the character, to launch enemies up in the air. Dynasty Warriors 7 mixes both these traits and also adds a few other additions based on the weapon being used. C5s can be throws, sequenced combos, or may send random projectiles forward (ala Sun Quan's C6 from Dynasty Warriors 4).


 * C6: Attack unique for each character/weapon. Depending on the character/weapon, the attack can be a single strike, a combo sequence, a throw, or something else entirely. Dynasty Warriors 4 and Dynasty Warriors 5 had attacks that were nearly identical to one another, aside from a few tweaks to their motions. For instance, Cao Cao's C6 was fast and had the potential to hurl waves of energy upon its execution. This is taken out entirely in the fifth title.

Dynasty Warriors 6 simplifies the combo system by making the charge attacks their own four-button combo chain. The charge button can also be held to unleash a wide crowd clearing attack. Jumping charges were given a renovation and dashing charges for each character was added. Some characters shared weapons and movesets, but the differences of the shared actions between each character were their personalized effects for charge attacks, nature of their Special Attacks, or Musou finishes.

EX Strikes in Dynasty Warriors 7, or attacks created for each character affiliated with a particular weapon type, were essentially extended charge attacks (for instance, C3-1 or C1-1) that changed based on the character. To avoid confusion with EX Strikes, the charge attacks for each weapon moveset don't require multiple charge taps as its predecessors. Jumping charges and dashing charges were also removed.

Samurai Warriors
Samurai Warriors is limited to C4 combos but features longer finishes if the player taps undefined multiple times. Similar earlier Dynasty Warriors titles at the time, the weapon decided the number of attacks the character could perform. Jumping charges for this series are similar to the jumping charges introduced in Dynasty Warriors 4.

The sequel puts its own spin by assigning moveset types for each character. Characters in the Normal category possess the highest number of charge attack combinations, coming in at C8. However, these new charge attacks are limited in their follow ups. Charge types particularly feature follow ups and Special types vary on the character.

Samurai Warriors 2: Xtreme Legends adds a new charge attack (C5 or C9) that often combines elements with the characters' R1 specials. These attacks were kept with a few alterations for the third title.

Dynasty Warriors: Gundam
The first title sticks close to the C4 combo system. Although it may vary with the Mobile Suit (MS), the C1 in this series usually acts as a quick long-ranged attack. The pilot will either shoot from their head turrets or from the rifle that their Suit is holding. Dynasty Warriors: Gundam 2 also introduced the idea of the Boost Attack. After certain charge attacks, the player may tap (Dash) immediately after their chain has finished. Their MS will perform a damaging thrust forward and may continue their offensive. Players can also use this avoid leaving their backs open. They can normally use this attack up to three times in a row.

Its sequel adjusts the charge attacks based on a Suit's tier. Level 1 Suits (like Gundam) can perform six charge attacks and will likely have additions attached to them. Level 2 Suits (MS that are specially made for characters) retain the four charge attacks from before. Level 3 Suits (mass produced MS) only have one charge and cannot perform any charge related combos.

Dynasty Warriors: Gundam 3 gives a few Mobile Suits charge attack makeovers, changing a few properties or attacks based on the series's second moveset. A few secondary MS (C4 only MS) were remodeled to have C6 combos available. Returning mass produced MS also gain a dashing/aerial charge and a secondary charge attack.

Unlike the other Warriors titles, the Suit that the pilot is using determines how the player can attack. The pilots themselves give supplementary abilities to their Suit's capabilities with their individual Stats and Skills. This is particularly pressed in the second title. Charge attacks also do not regularly break an enemy's guard, requiring good timing and patience if the player wants to use them during battle.