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==Layout== | ==Layout== | ||
[[File:StockMeter.png|thumb|[[Link]]'s damage meter in the first three games.]] | [[File:StockMeter.png|thumb|[[Link]]'s damage meter in the first three games.]] | ||
[[File:GameAndWatchStock.png|thumb|left|{{SSBM|Mr. Game | [[File:GameAndWatchStock.png|thumb|left|{{SSBM|Mr. Game & Watch}}'s stock meter in ''Melee'', illustrating what occurs when there are more than five stocks.]] | ||
The damage meter displays the damage percentage a player has accumulated (shown in decimals in ''Ultimate''), as well as their score or number of [[stock]]s remaining where appropriate. These are superimposed over the character's [[series symbol]]. Starting with ''Brawl'', the background of the meter also contains the character's portrait and a name bar; ''Ultimate'' would see a further redesign of these elements with an angled portrait and darkened name bar backing. The number of stock remaining is represented by the number of icons (nondescript pips in ''Brawl'', the character's head in other games), while score is displayed with a simple integer value. A stock higher than five (six in the original game) is represented by one icon with a multiplier value next to it; having fifteen stocks, for instance, would show "× 15". In ''Brawl'' onward, the damage percentage itself can be disabled in [[More Rules]], although all other elements will still be displayed. Scores in time battles can also be toggled on and off starting with ''Melee'', although they are off by default; while a default feature in later games, ''Melee'' itself requires players to unlock this toggle by accumulating 5,000 KOs on their save file. | The damage meter displays the damage percentage a player has accumulated (shown in decimals in ''Ultimate''), as well as their score or number of [[stock]]s remaining where appropriate. These are superimposed over the character's [[series symbol]]. Starting with ''Brawl'', the background of the meter also contains the character's portrait and a name bar; ''Ultimate'' would see a further redesign of these elements with an angled portrait and darkened name bar backing. The number of stock remaining is represented by the number of icons (nondescript pips in ''Brawl'', the character's head in other games), while score is displayed with a simple integer value. A stock higher than five (six in the original game) is represented by one icon with a multiplier value next to it; having fifteen stocks, for instance, would show "× 15". In ''Brawl'' onward, the damage percentage itself can be disabled in [[More Rules]], although all other elements will still be displayed. Scores in time battles can also be toggled on and off starting with ''Melee'', although they are off by default; while a default feature in later games, ''Melee'' itself requires players to unlock this toggle by accumulating 5,000 KOs on their save file. | ||
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*In ''Melee'', when a character reaches a higher-digit damage value, their damage meter displays a leading zero on the frame they get hit. For example, raising one's damage from 7% to 12% will have the meter display 07% for one frame before it changes to 12%. | *In ''Melee'', when a character reaches a higher-digit damage value, their damage meter displays a leading zero on the frame they get hit. For example, raising one's damage from 7% to 12% will have the meter display 07% for one frame before it changes to 12%. | ||
*In ''Melee'', if a player is KO'd by a teammate, their damage meter returns to 0% using the "healing" animation instead of the "falling off" animation, before rising up from below the screen as usual. | *In ''Melee'', if a player is KO'd by a teammate, their damage meter returns to 0% using the "healing" animation instead of the "falling off" animation, before rising up from below the screen as usual. | ||
*In ''64'', ''Melee'' and ''Ultimate'', the damage meter will no longer shake if an opponent is hit while at 999% damage, while in ''Brawl'' and ''Smash 4'', it will. | *In ''64'', ''Melee'' and ''Ultimate'', the damage meter will no longer shake if an opponent is hit while at 999% damage, while in ''Brawl'' and ''Smash 4'', it will. | ||
**However, in ''Ultimate'' if the meter reaches 999% and the opponent is hit while the damage shake animation from the previous hit is still playing, the shake animation will still occur, and will continue to occur for as long as the chain is maintained. | **However, in ''Ultimate'' if the meter reaches 999% and the opponent is hit while the damage shake animation from the previous hit is still playing, the shake animation will still occur, and will continue to occur for as long as the chain is maintained. | ||
*In ''Brawl'', the black outline around the damage text is not part of the number textures like in the previous two games; it is instead drawn in real-time. | *In ''Brawl'', the black outline around the damage text is not part of the number textures like in the previous two games; it is instead drawn in real-time. | ||
*Early footage of {{forwiiu}} arguably seemed to show the damage value also shifting through a greenish hue before turning yellow; if this was actually the case, it is no longer so in the final release. | *Early footage of {{forwiiu}} arguably seemed to show the damage value also shifting through a greenish hue before turning yellow; if this was actually the case, it is no longer so in the final release. | ||
*When a character gets Screen KO'd in ''Brawl'' and ''SSB4'', they will respawn before the "number breaking into pieces" animation even completes, resulting in the pieces disappearing abruptly. This can also happen with [[Share Stock]]ing. | *When a character gets Screen KO'd in ''Brawl'' and ''SSB4'', they will respawn before the "number breaking into pieces" animation even completes, resulting in the pieces disappearing abruptly. This can also happen with [[Share Stock]]ing. | ||
*During online matches in | *During online matches in ''for Wii U'', the flame effect signifying a KO may appear over the wrong player's damage meter. This is a glitch caused by the game not accounting for damage meters being moved to show each player as player 1 on their own screen. | ||
*The damage meter in | *The damage meter in ''for Wii U'' has a subtle error. When the numbers on the damage meter shatter into pieces (character is KO'd), the "%" part of the number instantly disappears instead of falling off like the rest of the number. This problem does not occur when testing a [[Stage Builder]] stage or in early builds of the game. It does not happen in {{for3ds}} either. | ||
*For unknown reasons, the decimal separator in ''Ultimate''’s damage meter will move up after the first time damage is taken, and will not go down even after losing a stock or healing to 0%<ref>https://www.youtube.com/watch?v=YInnNK0AByw</ref>. | *For unknown reasons, the decimal separator in ''Ultimate''’s damage meter will move up after the first time damage is taken, and will not go down even after losing a stock or healing to 0%<ref>https://www.youtube.com/watch?v=YInnNK0AByw</ref>. | ||
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