Editing MP Gauge

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{{ArticleIcons|ultimate=y}}
{{ArticleIcons|ultimate=y}}
[[File:Hero SSBU Skill Preview Extra 1.png|thumb|The Hero's MP Gauge as shown by the [[Move List]] in ''Ultimate''.]]
[[File:Hero SSBU Skill Preview Extra 1.png|thumb|The Hero's MP Gauge as shown by the [[Move List]] in ''Ultimate''.]]
The '''MP Gauge''' is one of [[Hero]]'s [[fighter abilities]].
The '''MP Gauge''' is one of [[Hero]]'s [[fighter ability|fighter abilities]].


==Overview==
==Overview==
The MP Gauge is a blue bar that appears over {{SSBU|Hero}}'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 the [[Command Selection]] window open or while he is charging any of his special moves.
The MP Gauge is a blue bar that appears over {{SSBU|Hero}}'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 the [[Command Selection]] window open or while he is charging any of his special moves.


If Kirby [[Inhale]]s Hero he will also gain a fully functional gauge to use with [[Frizz]]. 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.
If Kirby [[Inhale]]s Hero he will also gain a fully functional gauge to use with [[Frizz]]; 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===
===MP Costs===
{|class="wikitable sortable"
{|class="wikitable sortable"
!Move
!Move
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|}
|}


===MP gain on hit===
===MP Gain on Hit or Shield (Hero)===
Hero will gain MP equal to 0.8× the base damage or [[shield damage]] dealt rounded up to the nearest interger.<ref>https://docs.google.com/spreadsheets/d/1OnYSC7DvebYvFQYp7_YNq-mGJRZ4k6StIfxHWyw4VuY/edit?usp=sharing</ref> 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 using [[Oomph]] or [[Psyche 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.  
Hero will gain MP equal to 0.8× the base damage or [[shield damage]] dealt rounded up to the nearest interger<ref>https://docs.google.com/spreadsheets/d/1OnYSC7DvebYvFQYp7_YNq-mGJRZ4k6StIfxHWyw4VuY/edit?usp=sharing</ref>. 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 using [[Oomph]] or [[Psyche 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.  


{| class="wikitable sortable"
{| class="wikitable sortable"
! Move !! On hit !! On shield
! Move !! MP gain on hit !! MP gain on shield
|-
|-
| {{mvsub|Hero|SSBU|Neutral attack/Hit 1|alt=Neutral attack (Hit 1)}} || 2.4 || 2.856
| {{mvsub|Hero|SSBU|Neutral attack/Hit 1|alt=Neutral attack (Hit 1)}} || 2.4 || 2.856

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