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Final Smash Meter: Difference between revisions

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{{incomplete|List of differences between Smash Ball and Meter versions of Final Smashes (damage, range, etc).}}
{{incomplete|List of differences between Smash Ball and Meter versions of Final Smashes (damage, range, etc).}}
[[File:fs_meter.png|thumb|Mario's FS Meter, which is currently at max gauge.]]
[[File:fs_meter.png|thumb|Mario's FS Meter, which is currently at max gauge.]]
'''Final Smash Meter''' ({{ja|チャージ切りふだ|Chāji kirifuda}}, Charge Trump Card) is a feature in ''[[Super Smash Bros. Ultimate]]'', available as a toggle in the [[Rules]] selection, which was revealed during the [[Super Smash Bros. Direct]] on August 8, 2018. It allows players to have a chargeable meter and unleash a weaker [[Final Smash]] when the meter is filled. It is similar to Super Meters from traditional fighting games. Certain [[Spirit]] battles will have the opponent's Final Smash Meter grant a full strength final smash.
'''Final Smash Meter''' ({{ja|チャージ切りふだ|Chāji kirifuda}}, Charge Trump Card) is a feature available as an option in the [[Rules]] selection in ''[[Super Smash Bros. Ultimate]]''. It was revealed during the [[Super Smash Bros. Direct]] on August 8, 2018. It allows players to have a chargeable meter and unleash a weaker [[Final Smash]] when the meter is filled. It is similar to Super Meters from traditional fighting games.


When the Final Smash Meter is turned on, a colorful bar is present below each player's [[damage meter]]. The bar fills as a player gives and receives [[damage]], similarly to [[Little Mac]]'s [[Power Meter]] mechanic; the meter will reach full charge after taking 200% or dealing 500%. Additionally, the meter will slowly fill up with time, taking 9 minutes and 16 seconds in total to fully charge without taking or dealing any damage (this is shortened to 6 minutes and 26 seconds with one Fast Final Smash Meter skill and down to 6 minutes and 12 seconds with two Fast Final Smash Meter skills). [[Recoil damage]] will not charge the meter at all, besides the slow charging from time passing.  
When the Final Smash Meter is enabled, a colored bar is present below each player's [[damage meter]]. The bar fills as each player deals and receives [[damage]], like [[Little Mac]]'s [[Power Meter]]. The meter will reach full charge after taking 200% or dealing 500%. The meter also slowly fills over time, taking 9 minutes and 16 seconds to fully charge without any damage given or taken (this is shortened to 6 minutes and 26 seconds with one Fast Final Smash Meter skill and down to 6 minutes and 12 seconds with two Fast Final Smash Meter skills). [[Recoil damage]] does not charge the meter.


Once a player fills their meter, they will enter Final Smash standby, and can unleash a less powerful version of their Final Smash compared to the regular version that is used with a [[Smash Ball]]. If a player breaks the Smash Ball, the meter will fill instantly and the player can use their Final Smash at full power. In either case, the meter will empty completely after the Final Smash is used. The meter will also deplete to around 60% charge if a player is KO'd while in standby, or to around 90% if they are currently losing, and will deplete completely if the Smash Ball is obtained and subsequently lost, regardless of how much the meter was filled beforehand. Starting with version 4.0.0, the meter will also deplete over time once filled, with the Final Smash being lost if it drains completely (taking twenty seconds), similar to Cloud's [[Limit Break]]. This change doesn't affect the Final Smash Meter in Spirits mode, nor does it apply to Final Smashes obtained from a Smash Ball.
Once a player fills their meter, they enter Final Smash standby and can use a weaker version of their Final Smash compared to via a [[Smash Ball]]. If a player has entered Final Smash standby through a Smash Ball, the meter fills instantly and the player can use their Final Smash at full power. The meter will empty completely after the Final Smash is used. It will also deplete to around 60% charge if a player is KO'd while in standby, 90% if they are currently losing, and will deplete completely if the Smash Ball is obtained and subsequently lost. Starting in version 4.0.0, the meter will also deplete over time once filled, draining completely after 20 seconds and causing the player to lose the Final Smash. This does not apply to Spirit battles or Final Smashes granted from a Smash Ball.


This feature does not allow multiple players to use a Final Smash at once, even though multiple players can be in standby at the same time. While a Final Smash is in progress, other characters with full meters will appear to leave standby, and will use their regular neutral special move instead, re-entering standby once the first Final Smash concludes.
Only one Final Smash may be active at any given time, even though multiple players can be in standby at once. While a Final Smash is in progress, other characters with full meters temporarily leave standby, using their regular neutral special move instead.


==Differences==
Certain [[Spirit]] battles have the opponent's Final Smash Meter grant a full strength final smash.
*Certain Final Smashes that change the camera angle, such as [[Awakening Aether]] and [[Darkness Illusion]], will not alter the camera if obtained from the FS Meter.
 
*{{SSBU|Bowser}}'s [[Giga Bowser Punch]] [[instant KO]]s opponents at 80%, rather than 60%.
==Notable differences==
*{{SSBU|Marth}} and {{SSBU|Lucina}}'s [[Critical Hit]] lacks [[OHKO]] potential.
*Certain Final Smashes that change the camera angle, such as [[Awakening Aether]] and [[Darkness Illusion]], will not alter the camera if obtained from the Final Smash Meter.
*{{SSBU|Lucario}}'s portrait in his Final Smash, [[Aura Storm]], for unknown reasons, didn’t briefly show upon activation via Final Smash Meter. This was prior to 6.0.0.
*{{SSBU|Bowser}}'s [[Giga Bowser Punch]] [[instant KO]]s opponents at 80% instead of 60%.
*{{SSBU|Marth}} and {{SSBU|Lucina}}'s [[Critical Hit]] cannot [[OHKO]] oppponents.
*Prior to version 6.0.0, {{SSBU|Lucario}}'s portrait would not show upon activating [[Aura Storm]] via the Final Smash Meter.


==Gallery==
==Gallery==

Revision as of 01:20, May 13, 2020

An icon for denoting incomplete things.
Mario's FS Meter, which is currently at max gauge.

Final Smash Meter (チャージ切りふだ, Charge Trump Card) is a feature available as an option in the Rules selection in Super Smash Bros. Ultimate. It was revealed during the Super Smash Bros. Direct on August 8, 2018. It allows players to have a chargeable meter and unleash a weaker Final Smash when the meter is filled. It is similar to Super Meters from traditional fighting games.

When the Final Smash Meter is enabled, a colored bar is present below each player's damage meter. The bar fills as each player deals and receives damage, like Little Mac's Power Meter. The meter will reach full charge after taking 200% or dealing 500%. The meter also slowly fills over time, taking 9 minutes and 16 seconds to fully charge without any damage given or taken (this is shortened to 6 minutes and 26 seconds with one Fast Final Smash Meter skill and down to 6 minutes and 12 seconds with two Fast Final Smash Meter skills). Recoil damage does not charge the meter.

Once a player fills their meter, they enter Final Smash standby and can use a weaker version of their Final Smash compared to via a Smash Ball. If a player has entered Final Smash standby through a Smash Ball, the meter fills instantly and the player can use their Final Smash at full power. The meter will empty completely after the Final Smash is used. It will also deplete to around 60% charge if a player is KO'd while in standby, 90% if they are currently losing, and will deplete completely if the Smash Ball is obtained and subsequently lost. Starting in version 4.0.0, the meter will also deplete over time once filled, draining completely after 20 seconds and causing the player to lose the Final Smash. This does not apply to Spirit battles or Final Smashes granted from a Smash Ball.

Only one Final Smash may be active at any given time, even though multiple players can be in standby at once. While a Final Smash is in progress, other characters with full meters temporarily leave standby, using their regular neutral special move instead.

Certain Spirit battles have the opponent's Final Smash Meter grant a full strength final smash.

Notable differences

Gallery