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Final Smash Meter: Difference between revisions

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(It's very ambiguous what that condition actually does, so I think we'll need confirmation on that. Found another oddity with final smash knockback, but at least the devs were aware of this one. Weirdly Jr.'s final smash also ignores opponents' defense.)
 
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[[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 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.
'''Final Smash Meter''' ({{ja|チャージ切りふだ|Chāji kirifuda}}, Charge Trump Card), often shortened to '''FS Meter''', 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.
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.
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 their Final Smash standby. 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. They return to standby when the 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. They return to standby when the Final Smash concludes.
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|{{SSBU|Pac-Man}} || {{rollover|0.7|Behaves like a base damage reduction, amplifying knockback reduction|y}} || 1
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==In competitive play==
{{Main|Final Smash#In competitive play}}
While the Final Smash Meter removes the randomness associated with the spawning of the [[Smash Ball]], it also incentivizes stalling to charge the meter, rewards players for receiving damage more than dealing it, and does not sufficiently nerf some Final Smashes whose effects are disproportionately powerful, in addition to existing balance issues that have been present with Final Smashes since ''Brawl''. As a result, the Final Smash Meter remains banned in all typical competitive tournaments.


==Gallery==
==Gallery==
{{Incomplete|Differences in appearance between a half-charged meter and a fully charged meter that has drained halfway}}
<gallery>
<gallery>
SSBU-Lucas vs Zelda vs Samus Aran vs Marth.PNG|A match with the FS meter enabled.
SSBU time battle with FS Meter.jpg|Multiple characters having their FS Meters fully charged.
SSBU time battle with FS Meter.jpg|Multiple characters having their FS meters fully charged.
</gallery>
</gallery>


[[Category:Final Smashes]]
[[Category:Final Smashes]]

Latest revision as of 06:57, August 11, 2023

Mario's FS Meter, which is currently at max gauge.

Final Smash Meter (チャージ切りふだ, Charge Trump Card), often shortened to FS Meter, 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 their Final Smash standby. 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. They return to standby when the Final Smash concludes.

Changes[edit]

Each Final Smash has its own values for the damage and knockback multipliers applied when using the Final Smash via the meter. While most final smashes have a damage multiplier of 0.7x, some don't have their damage reduced by as much. Additionally, while many Final Smashes have a knockback reduction in addition to the damage reduction, some actually have their knockback increased slightly, although this is always offset by the reduced damage, and thus these Final Smashes still KO later.

Fighter Damage multiplier Knockback multiplier
Mario 0.95 0.91
Donkey Kong 0.7 1.02
Link 0.7 0.9
Samus 0.85 0.988
Dark Samus 0.85 0.989
Yoshi 0.7 0.993
Kirby 0.7 0.967
Fox 0.7 0.9525
Pikachu 0.7 0.96
Luigi 0.7 1.19
Ness 0.7 0.875
Captain Falcon 0.7 0.9825
Jigglypuff 0.7 0.92
Peach 0.7 1
Daisy 0.7 1
Bowser 0.75 0.91
Ice Climbers 0.7 0.98
Sheik 0.7 1.028
Zelda 0.62 0.829
Dr. Mario 0.9 0.875
Pichu 0.7 0.941
Falco 0.7 0.9575
Marth 0.7 0.3
Lucina 0.7 0.3
Young Link 0.7 1.035
Ganondorf 0.7 0.944
Mewtwo 0.7 0.885
Roy 0.7 0.97
Chrom 0.7 0.95
Mr. Game & Watch 0.7 0.81
Meta Knight 0.7 0.98
Pit 0.7 0.972
Dark Pit 0.7 0.885
Zero Suit Samus 0.7 1.06
Wario 0.7 0.99
Snake 0.7 0.887
Ike 0.7 1.008
Squirtle 0.7 1.009
Ivysaur 0.7 1.01
Charizard 0.7 1.01
Diddy Kong 0.7 0.915
Lucas 0.7 0.91
Sonic 0.7 1
King Dedede 0.7 1.052
Olimar 0.7 0.919
Lucario 0.77 0.955
R.O.B. 0.7 1
Toon Link 0.7 1.065
Wolf 0.7 1.0045
Villager 0.7 1.02
Mega Man 0.7 0.975
Wii Fit Trainer 0.9 0.9
Rosalina 0.7 0.91
Little Mac 0.7 0.997
Greninja 0.7 0.9825
Palutena 0.7 0.935
Pac-Man 0.7 1
Robin 0.7 0.924
Shulk 0.7 1.03
Bowser Jr. 0.7 1.11
Duck Hunt 0.7 1.0175
Ryu 0.75 0.895
Ken 0.7 0.96
Cloud 0.7 0.96
Corrin 0.7 0.9475
Bayonetta 0.7 0.9845
Inkling 0.7 0.99
Ridley 0.71 1
Simon 0.7 1.005
Richter 0.7 1.005
King K. Rool 0.7 1.015
Isabelle 0.7 0.97
Incineroar 0.7 1.0375
Piranha Plant 0.7 0.98
Joker 0.85 0.92
Hero 0.8 0.96
Banjo & Kazooie 0.8 0.95
Terry 0.75 0.98
Byleth 0.75 0.98
Min Min 0.85 0.98
Steve 0.75 0.92
Sephiroth 0.7 0.935
Pyra 0.8 0.955
Mythra 0.8 0.965
Kazuya 0.8 0.93
Sora 0.8 0.94
Mii Brawler 0.7 0.965
Mii Swordfighter 0.825 0.85
Mii Gunner 0.7 0.985

In competitive play[edit]

While the Final Smash Meter removes the randomness associated with the spawning of the Smash Ball, it also incentivizes stalling to charge the meter, rewards players for receiving damage more than dealing it, and does not sufficiently nerf some Final Smashes whose effects are disproportionately powerful, in addition to existing balance issues that have been present with Final Smashes since Brawl. As a result, the Final Smash Meter remains banned in all typical competitive tournaments.

Gallery[edit]

An icon for denoting incomplete things.