Super Smash Bros. Ultimate

Final Smash Meter

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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 toFS Meter, is a feature available as an option in theRules selection inSuper Smash Bros. Ultimate. It was revealed during theSuper Smash Bros. Direct on August 8, 2018. It allows players to have a chargeable meter and unleash a weakerFinal Smash when the meter is filled. It is similar to Super Meters from traditional fighting games.

Overview[edit]

The Final Smash Meter can be enabled as a dedicated toggle in the rules. When enabled, a colored bar present below each player'sdamage meter will appear during all games that use those rules. The bar fills as each player deals and receivesdamage, similar toLittle Mac'sPower Meter, and passively fills over time as well. The rate at which the meter fills is affected by player count, with more players making the meter fill slower. In a 1v1 match, it takes500 seconds to fully charge passively, or after taking ≈220% or dealing ≈660%.Recoil damage does not charge the meter.

Once a player fills their meter, the bar glows blue with electric radiation effects bursting from it. This indicates that the player has entered Final Smash standby and can use a weaker version of their Final Smash compared to via aSmash 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, nor does it apply to Final Smashes granted from either a Smash Ball orVictini.

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.

The effect of player count on the meter's fill rate is as follows:

Player countFill rate
2
30.94×
40.9×
50.8×
60.74×
70.66×
80.6×

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 knockbackincreased slightly, although this is always offset by the reduced damage, and thus these Final Smashes still KO later.

FighterDamage multiplierKnockback multiplier
Mario0.950.91
Donkey Kong0.71.02
Link0.70.9
Samus0.850.988
Dark Samus0.850.989
Yoshi0.70.993
Kirby0.70.967
Fox0.70.9525
Pikachu0.70.96
Luigi0.71.19
Ness0.70.875
Captain Falcon0.70.9825
Jigglypuff0.70.92
Peach0.71
Daisy0.71
Bowser0.750.91
Ice Climbers0.70.98
Sheik0.71.028
Zelda0.620.829
Dr. Mario0.90.875
Pichu0.70.941
Falco0.70.9575
Marth0.70.3
Lucina0.70.3
Young Link0.71.035
Ganondorf0.70.944
Mewtwo0.70.885
Roy0.70.97
Chrom0.70.95
Mr. Game & Watch0.70.81
Meta Knight0.70.98
Pit0.70.972
Dark Pit0.70.885
Zero Suit Samus0.71.06
Wario0.70.99
Snake0.70.887
Ike0.71.008
Squirtle0.71.009
Ivysaur0.71.01
Charizard0.71.01
Diddy Kong0.70.915
Lucas0.70.91
Sonic0.71
King Dedede0.71.052
Olimar0.70.919
Lucario0.770.955
R.O.B.0.71
Toon Link0.71.065
Wolf0.71.0045
Villager0.71.02
Mega Man0.70.975
Wii Fit Trainer0.90.9
Rosalina0.70.91
Little Mac0.70.997
Greninja0.70.9825
Palutena0.70.935
Pac-Man0.71
Robin0.70.924
Shulk0.71.03
Bowser Jr.0.71.11
Duck Hunt0.71.0175
Ryu0.750.895
Ken0.70.96
Cloud0.70.96
Corrin0.70.9475
Bayonetta0.70.9845
Inkling0.70.99
Ridley0.711
Simon0.71.005
Richter0.71.005
King K. Rool0.71.015
Isabelle0.70.97
Incineroar0.71.0375
Piranha Plant0.70.98
Joker0.850.92
Hero0.80.96
Banjo & Kazooie0.80.95
Terry0.750.98
Byleth0.750.98
Min Min0.850.98
Steve0.750.92
Sephiroth0.70.935
Pyra0.80.955
Mythra0.80.965
Kazuya0.80.93
Sora0.80.94
Mii Brawler0.70.965
Mii Swordfighter0.8250.85
Mii Gunner0.70.985

In competitive play[edit]

While the Final Smash Meter removes the randomness associated with the spawning of theSmash Ball and makes an attempt at fairness by weakening the Final Smash itself, it also introduces new issues. The meter passively filling over time incentivizes stalling to charge the meter, while the meter rewarding damage taken more than damage dealt incentivizes a lack of player engagement and playstyles consideredcheap and degenerate to competition, particularly with Final Smashes that are overall considered not sufficiently nerfed and are still disproportionately powerful. As a result, the Final Smash Meter remains banned in all typical competitive tournaments.

Gallery[edit]

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The editor who added this tag elaborates:Differences in appearance between a half-charged meter and a fully charged meter that has drained halfway
  • Multiple characters having their FS Meters fully charged.

    Multiple characters having their FS Meters fully charged.

Trivia[edit]

  • The Final Smash Meter behaves strangely with theIce Climbers. The secondary climber taking damage does not contribute to the player's meter gain, but said climber dealing damage does contribute to the opponent's meter gain. This causes the Ice Climbers to gain significantly less meter over time relative to the opponent under normal conditions.[1]

References[edit]