The Super Charge is a gameplay mechanic introduced in Street Fighter X Tekken. Each character has an already-existing special attack that is given the ability to be Super Charged. They are similar to Focus Attacks, due to the charging mechanics.
Super Charges are performed by holding down the button during input (e.g. holding punch during Ryu's Hadoken). Naturally, charging causes the attack to do more damage, and may even change properties if charged long enough (the maximum being 3 levels), though this leaves the user vulnerable.
- Level 1 - The move is performed as normal. If an attack is canceled into the EX special that allows Super Charge and held then the EX super charge bypasses this step.
- Level 2 - The move becomes an EX Special, though it does not take up any portion of the Cross Gauge and the character does not become yellow. EX Specials can also be performed normally and then charged.
- Level 3 - The move becomes the character's Super Art, though it still does not take up any portion of the Cross Gauge.
The charge can also be canceled via dashing; if a Level 2 Charge is dash canceled, the next attack the user performs will be a Counter Hit. This property can make certain normals crumple, stagger or ground bounce. It can also lead some attacks combo that otherwise not combo.
Some Super Charges can have unique side benefits from character to character, with some making the act of super charging itself more desired than fully charging a super. Zangief and Hugo both get one-hit of super armor during their super charges and can do damage after absorbing a hit. Dudley can avoid Fireballs with his Super Charge.
List of Super Charge moves
To see all moves that can be Super Charged, see List of moves in Street Fighter X Tekken.