Super Smash Bros. Ultimate

MP Gauge

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The Hero's MP Gauge as shown by theMove List inUltimate.

TheMP Gauge is one ofHero'sfighter abilities.

Overview[edit]

The MP Gauge is a blue bar that appears overHero's damage meter, displaying the amount of MP he currently has at his disposal. The maximum amount of MP available is 100, which Hero starts the match with. When Hero is KO'd, the gauge will briefly be fully depleted and fully refilled immediately after. Each of Hero's special moves consumes a certain amount of MP and cannot be cast if the current amount is too low. The amount of depleted MP will appear as a green bar inside the gauge. The gauge will refill as time passes, at the rate of one point every second, or by damaging opponents with regular attacks, with an amount of MP recovered equal to 0.8× of the attack's base damage, or damage dealt to shield. Hero can also recover all of his MP instantly through one of the options from the luck-based Hocus Pocus spell. The gauge refilling will be paused if Hero has theCommand Selection window open or while he is charging any of his special moves.

If KirbyInhales Hero he will also gain a fully functional gauge to use withFrizz. Unlike other similar meters that can be copied by Kirby, the MP gauge can be refilled and doesn't force Kirby to discard the ability once it's depleted, therefore functioning identically to Hero's own gauge.

MP costs[edit]

MoveMP Cost
Frizz6
Frizzle16
Kafrizz36
Zap8
Zapple18
Kazap42
Woosh5
Swoosh9
Kaswoosh18

Command Selection spells[edit]

SpellMP Cost
Sizz8
Sizzle20
Bang9
Kaboom37
Snooze16
Flame Slash12
Kacrackle Slash11
Metal Slash6
Hatchet Man15
Whack10
Thwack30
Magic BurstAll
Kamikazee1
Psyche Up14
Oomph16
Acceleratle13
Kaclang6
Bounce14
Heal7
Zoom8
Hocus Pocus4

MP gain on hit[edit]

Hero will gain MP equal to 0.8× the base damage orshield damage dealt rounded up to the nearest interger.[1] Given shields take 1.19× the damage, Hero will gain more MP for hitting shield. However, no multiplier will affect how much MP is gained outside of this. As such, charged smashes,stale-move negation's freshness multiplier and usingOomph orPsyche Up to increase damage will not affect MP gain. Given critical hits are their own hitboxes, these will increase MP gain. Due to their shield damage reductions, however, they will give less MP on shield.

MoveOn hitOn shield
Neutral attack (Hit 1)2.42.856
Neutral attack (Hit 2)2.42.856
Neutral attack (Hit 3)3.23.808
Dash attack (blade)1214.28
Dash attack (body)10.412.376
Forward tilt (Hit 1)44.76
Forward tilt (Hit 2)6.47.616
Up tilt (blade)8.810.472
Up tilt (body)7.28.568
Down tilt5.66.664
Forward smash (blade)14.417.136
Forward smash (body)12.815.232
Forward smash (blade, critical hit)28.819.872
Forward smash (body, critical hit)25.616.064
Up smash (blade)12.815.232
Up smash (body)11.213.328
Up smash (blade, critical hit)25.619.264
Up smash (body, critical hit)22.415.456
Down smash (blade)10.412.376
Down smash (body)8.810.472
Down smash (blade, critical hit)20.814.352
Down smash (body, critical hit)17.612.144
Neutral aerial7.28.568
Forward aerial (blade)9.611.424
Forward aerial (body)89.52
Back aerial (blade)11.213.328
Back aerial (body)9.611.424
Up aerial5.66.664
Down aerial (clean)12.815.232
Down aerial (late)89.52
Pummel1.041.2376
Forward throw5.6
Back throw7.2
Up throw5.6
Down throw4.8
Floor attack (front)5.66.664
Floor attack (back)5.66.664
Floor attack (trip)44.76
Edge attack7.28.568

Instructional quote[edit]

Super Smash Bros. UltimateMove ListHero (SSBU)Special moves use MP. The MP you need for each move varies. If you don't have enough, you cannot use the move. You can recover MP by attacking opponents or waiting until your MP regenerates over time.

Origin[edit]

MP (Magic Points) are a mechanic from theDragon Quest series, and many role-playing games in general. They determine how much mana a character can expend to cast spells. Each spell deducts from this pool at a set rate, and cannot be cast if the amount of MP is too low. MP can generally be restored by using particular healing items, but certain equippable weapons and gear and learnable abilities allow MP to be recovered through alternate methods, such as hitting opponents in battle or regenerating it over time, in a manner similar to how MP replenishes inSmash.

The design of the MP Gauge is based off of its appearance inDragon Quest XI.

References[edit]