MP Gauge: Difference between revisions
(No clue what wise guy wrote that you gain MP equal to the amount dealt to the opponent by Hero, but that isn't true. Added a table for MP gain on hit and shield as well, though I don't have one for Kirby. Ask Meshima if you need a source.) |
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==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. 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 the damage | 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. 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× 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. | ||
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. | ||
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|Hocus Pocus | |Hocus Pocus | ||
|4 | |4 | ||
|} | |||
===MP Gain on Hit or Shield (Hero)=== | |||
Hero will gain MP equal to 0.8× the base damage dealt, or the [[shield damage]]<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" | |||
|- | |||
! Move !! MP gain on hit !! MP gain on shield | |||
|- | |||
| [[Hero (SSBU)/Neutral attack/Hit 1|Neutral attack (Hit 1)]] || 2.4 MP || 2.856 MP | |||
|- | |||
| [[Hero (SSBU)/Neutral attack/Hit 2|Neutral attack (Hit 2)]] || 2.4 MP || 2.856 MP | |||
|- | |||
| [[Hero (SSBU)/Neutral attack/Hit 3|Neutral attack (Hit 3)]] || 3.2 MP || 3.808 MP | |||
|- | |||
| [[Hero (SSBU)/Forward tilt/Hit 1|Forward tilt (Hit 1)]] || 4 MP || 4.76 MP | |||
|- | |||
| [[Hero (SSBU)/Forward tilt/Hit 2|Forward tilt (Hit 2)]] || 6.4 MP || 7.616 MP | |||
|- | |||
| [[Hero (SSBU)/Up tilt|Up tilt (blade)]] || 8.8 MP || 10.472 MP | |||
|- | |||
| [[Hero (SSBU)/Up tilt|Up tilt (body)]] || 7.2 MP || 8.568 MP | |||
|- | |||
| [[Hero (SSBU)/Down tilt|Down tilt]] || 5.6 MP || 6.664 MP | |||
|- | |||
| [[Hero (SSBU)/Forward smash|Forward smash (blade)]] || 14.4 MP || 17.136 MP | |||
|- | |||
| [[Hero (SSBU)/Forward smash|Forward smash (body)]] || 12.8 MP || 15.232 MP | |||
|- | |||
| [[Hero (SSBU)/Forward smash|Forward smash (blade, critical hit)]] || 28.8 MP || 19.872 MP | |||
|- | |||
| [[Hero (SSBU)/Forward smash|Forward smash (body, critical hit)]] || 25.6 MP || 16.064 MP | |||
|- | |||
| [[Hero (SSBU)/Up smash|Up smash (blade)]] || 12.8 MP || 15.232 MP | |||
|- | |||
| [[Hero (SSBU)/Up smash|Up smash (body)]] || 11.2 MP || 13.328 MP | |||
|- | |||
| [[Hero (SSBU)/Up smash|Up smash (blade, critical hit)]] || 25.6 MP || 19.264 MP | |||
|- | |||
| [[Hero (SSBU)/Up smash|Up smash (body, critical hit)]] || 22.4 MP || 15.456 MP | |||
|- | |||
| [[Hero (SSBU)/Down smash|Down smash (blade)]] || 10.4 MP || 12.376 MP | |||
|- | |||
| [[Hero (SSBU)/Down smash|Down smash (body)]] || 8.8 MP || 10.472 MP | |||
|- | |||
| [[Hero (SSBU)/Down smash|Down smash (blade, critical hit)]] || 20.8 MP || 14.352 MP | |||
|- | |||
| [[Hero (SSBU)/Down smash|Down smash (body, critical hit)]] || 17.6 MP || 12.144 MP | |||
|- | |||
| [[Hero (SSBU)/Neutral aerial|Neutral aerial]] || 7.2 MP || 8.568 MP | |||
|- | |||
| [[Hero (SSBU)/Forward aerial|Forward aerial (blade)]] || 9.6 MP || 11.424 MP | |||
|- | |||
| [[Hero (SSBU)/Forward aerial|Forward aerial (body)]] || 8 MP || 9.52 MP | |||
|- | |||
| [[Hero (SSBU)/Back aerial|Back aerial (blade)]] || 11.2 MP || 13.328 MP | |||
|- | |||
| [[Hero (SSBU)/Back aerial|Back aerial (body)]] || 9.6 MP || 11.424 MP | |||
|- | |||
| [[Hero (SSBU)/Up aerial|Up aerial]] || 5.6 MP || 6.664 MP | |||
|- | |||
| [[Hero (SSBU)/Down aerial|Down aerial (clean)]] || 12.8 MP|| 15.232 MP | |||
|- | |||
| [[Hero (SSBU)/Down aerial|Down aerial (late)]] || 8 MP || 9.52 MP | |||
|- | |||
| [[Hero (SSBU)/Pummel|Pummel]] || 1.04 MP || 1.2376 MP | |||
|- | |||
| [[Hero (SSBU)/Forward throw|Forward throw]] || 5.6 MP || — | |||
|- | |||
| [[Hero (SSBU)/Back throw|Back throw]] || 7.2 MP || — | |||
|- | |||
| [[Hero (SSBU)/Up throw|Up throw]] || 5.6 MP || — | |||
|- | |||
| [[Hero (SSBU)/Down throw|Down throw]] || 4.8 MP || — | |||
|- | |||
| [[Hero (SSBU)/Floor attack (front)|Floor attack (front)]] || 5.6 MP || 6.664 MP | |||
|- | |||
| [[Hero (SSBU)/Floor attack (back)|Floor attack (back)]] || 5.6 MP || 6.664 MP | |||
|- | |||
| [[Hero (SSBU)/Floor attack (trip)|Floor attack (trip)]] || 4 MP || 4.76 MP | |||
|- | |||
| [[Hero (SSBU)/Edge attack|Edge attack]] || 7.2 MP || 8.568 MP | |||
|} | |} | ||
Revision as of 21:06, May 8, 2020
“ | 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. |
” |
—Move List Description for MP. |
The MP Gauge is one of Hero's fighter abilities.
Overview
The MP Gauge is a blue bar that appears over Hero's damage meter, displaying the amount of MP he currently has at his disposal. The maximum amount of MP available is 100. 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× 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.
If Kirby Inhales 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
Move | MP Cost |
---|---|
Frizz | 6 |
Frizzle | 16 |
Kafrizz | 36 |
Zap | 8 |
Zapple | 18 |
Kazap | 42 |
Woosh | 5 |
Swoosh | 9 |
Kaswoosh | 18 |
Command Selection spells
Spell | MP Cost |
---|---|
Sizz | 8 |
Sizzle | 20 |
Bang | 9 |
Kaboom | 37 |
Snooze | 16 |
Flame Slash | 12 |
Kacrackle Slash | 11 |
Metal Slash | 6 |
Hatchet Man | 15 |
Whack | 10 |
Thwack | 30 |
Magic Burst | All |
Kamikazee | 1 |
Psyche Up | 14 |
Oomph | 16 |
Acceleratle | 13 |
Kaclang | 6 |
Bounce | 14 |
Heal | 7 |
Zoom | 8 |
Hocus Pocus | 4 |
MP Gain on Hit or Shield (Hero)
Hero will gain MP equal to 0.8× the base damage dealt, or the shield damage[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 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.
Origin
MP (Magic Points) are a mechanic from the Dragon Quest series. 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 in Smash.
The design of the MP Gauge is based off of its appearance in Dragon Quest XI.