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 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.

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's damage meter will appear during all games that use those rules. The bar fills as each player deals and receives damage, similar to 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, 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 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 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 considered cheap 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]

An icon for denoting incomplete things.

Trivia[edit]

  • The Final Smash Meter behaves strangely with the Ice 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]