Damage meter: Difference between revisions

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{{ArticleIcons|series=y}}
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[[File:DamageMeterSSBU.png|thumb|Pit's damage meter in ''Ultimate''.]]
[[File:DamageMeterSSBU.png|thumb|{{SSBU|Pit}}'s damage meter in ''Ultimate''.]]
The '''damage meter''' (also called the '''damage gauge''', '''stamina meter''', '''HP meter''', '''HUD''', '''player display''', or '''health meter''', among other names) is a UI element displayed during gameplay that presents basic information and status for each player at a glance. True to its name, the meter most prominently keeps track of a player's [[damage]], though other statistics are generally shown here as well.
The '''damage meter''' (also called the '''damage gauge''', '''HUD''', or '''player display''', also called the '''stamina meter''', '''HP meter''', or '''health meter''' in [[Stamina Mode|Stamina]] matches, among other names) is a UI element displayed during gameplay that presents basic information and status for each player at a glance. True to its name, the meter most prominently keeps track of a player's [[damage]], though other statistics are generally shown here as well.


==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 & Watch}}'s stock meter in ''Melee'', illustrating what occurs when there are more than five stocks.]]
[[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 down to tenths 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.


Generally, damage meters are fairly compact and overlaid atop the gameplay at the bottom of the screen, although ''Smash 4'' also contains a vertical, full-screen variant that's instead shown on the system's secondary touchscreen; the 3DS version uses this variant almost exclusively (and additionally allows players to choose whether damage is displayed above or below the portrait), whereas the Wii U version merely has it as an optional feature. While normally opaque, on-screen damage meters from ''Brawl'' onward become translucent if a character goes behind them. The damage percentage itself changes color when more damage is accumulated. At low percentages, the value is white, but gradually turns maroon as it increases, reaching its darkest at around 300% (200% in ''Smash 4''); starting with ''Brawl'', the value will also shift through red first, and ''Smash 4'' further adds a yellow hue before that. In addition, the Wii U version of ''Smash 4'' displays the value with a metallic gradient. Starting in ''Brawl'', the damage meter of a character who is KO'd appears to more or less "explode", and starting in ''Smash 4'', the on-screen damage meter of whoever made the KO is briefly engulfed in flames.
Generally, damage meters are fairly compact and overlaid atop the gameplay at the bottom of the screen, although ''Smash 4'' also contains a vertical, full-screen variant that's instead shown on the system's secondary touchscreen; the 3DS version uses this variant almost exclusively (and additionally allows players to choose whether damage is displayed above or below the portrait), whereas the Wii U version merely has it as an optional feature. While normally opaque, on-screen damage meters from ''Brawl'' onward become translucent if a character goes behind them. The damage percentage itself changes color when more damage is accumulated. At low percentages, the value is white, but gradually turns maroon as it increases, reaching its darkest at around 300% (200% in ''Smash 4''); starting with ''Brawl'', the value will also shift through red first, and ''Smash 4'' further adds a yellow hue before that. In addition, the Wii U version of ''Smash 4'' displays the value with a metallic gradient. Starting in ''Brawl'', the damage meter of a character who is KO'd appears to more or less "explode", and starting in ''Smash 4'', the on-screen damage meter of whoever made the KO is briefly engulfed in flames.


In free-for-alls, the background of a player's damage meter is colored depending on their controller port: for human players, Player 1 is red, Player 2 is blue, Player 3 is yellow, and Player 4 is green, while CPUs are gray. In team battles, the coloring is instead based on players' teams, with CPUs using a paler tone than human players. As of ''Smash 4'', more colors have been added for [[Amiibo]] support and [[8-Player Smash]]: Player 5 is orange, Player 6 is cyan, Player 7 is purple, Player 8 is slate, and Amiibo FPs are rainbow-colored. Certain bosses in ''Smash 4'' also have unique meter colors. As of ''Ultimate'', Player 8's color has been changed to purple, while Player 7 is now pink, effectively replacing the slate color. If 5 or more players are playing, the damage meters will be smaller than playing with 2-4 players.
In free-for-alls, the background of a player's damage meter is colored depending on their controller port: for human players, Player 1 is red, Player 2 is blue, Player 3 is yellow, and Player 4 is green, while CPUs are gray. In team battles, the coloring is instead based on players' teams, with CPUs using a paler tone than human players. As of ''Smash 4'', more colors have been added for [[amiibo]] support and [[8-Player Smash]]: Player 5 is orange, Player 6 is cyan, Player 7 is purple, Player 8 is slate, and amiibo FPs are rainbow-colored. Certain bosses in ''Smash 4'' also have unique meter colors. As of ''Ultimate'', Player 8's color has been changed to purple, while Player 7 is now pink, effectively replacing the slate color, and amiibo FPs have been changed to a yellow to blue gradiant. If 5 or more players are playing, the damage meters will be smaller than playing with 2-4 players.


Starting with ''Brawl'', a player's current damage percentage will also occasionally display where their player marker usually is. This is generally only while at higher percentages in ''Brawl'', but is more common in later games.
Starting with ''Brawl'', a player's current damage percentage will also occasionally display where their player marker usually is. This is generally only while at higher percentages in ''Brawl'', but is more common in later games.
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* Starting with ''SSB4'', certain characters will have additional info related to their abilities displayed on the damage meter:
* Starting with ''SSB4'', certain characters will have additional info related to their abilities displayed on the damage meter:
** [[Little Mac]] has a [[Power Meter|gauge]] above his damage meter that displays the charge for his [[Straight Lunge|KO Uppercut]].
** [[Little Mac]] has a [[Power Meter|gauge]] above his damage meter that displays the charge for his [[Straight Lunge|KO Uppercut]].
** If [[Shulk]] currently has a [[Monado Arts|Monado Art]] active, its symbol is displayed above his portrait (this is only shown on the on-screen meter in ''SSB4'', and not on the touchscreen meter).
** If [[Shulk]] currently has a [[Monado Arts|Monado Art]] active, its symbol is displayed above his portrait (this is only shown on the on-screen meter in ''SSB4'', and not on the touchscreen meter, meaning it is absent in ''for 3DS'' and does not show up on the Wii U gamepad).
*** In ''Ultimate'', a gauge will also appear that shows how much time is left before the current Art expires.
*** In ''Ultimate'', a gauge will also appear that shows how much time is left before the current Art expires.
** In ''Ultimate'', [[Cloud]]'s [[Limit Charge|Limit Gauge]] is constantly displayed above his portrait.
** In ''Ultimate'', [[Cloud]]'s [[Limit Gauge]] is constantly displayed above his portrait.
** In ''Ultimate'', the remaining durability of [[Robin]]'s most recently-used move will be displayed above his portrait.
** In ''Ultimate'', the remaining durability of [[Robin]]'s most recently-used move will be displayed above his portrait.
** In ''Ultimate'', [[Villager]] or [[Isabelle]]'s [[Pocket|currently-pocketed item]] will be shown above their portrait.
** In ''Ultimate'', [[Villager]] or [[Isabelle]]'s [[Pocket|currently-pocketed item]] will be shown above their portrait.
** [[Inkling]]'s Ink Tank is constantly displayed above her portrait.
** [[Inkling]]'s Ink Tank is constantly displayed above her portrait.
** [[Joker]]'s [[Rebellion Gauge]] is constantly displayed above his portrait. If the match is not being played on [[Mementos]] or played on Mementos while a ''Persona 5'' song or a remix is playing, it will be red. If on Mementos while a ''Persona 4'' song is playing, it will be yellow. If on Mementos while a ''Persona 3'' song is playing, it will be blue.
** [[Joker]]'s [[Rebellion Gauge]] is constantly displayed above his portrait. By default, it has a red splash around it, but if the match is in [[Mementos]] and ''Persona 3'' or ''Persona 4'' music is playing, the splash's color changes to blue or yellow, respectively.
** [[Hero]]'s MP Gauge is constantly displayed above his portrait. [[Command Selection]] also displays a menu in front of the damage meter.
** [[Hero]]'s MP Gauge is constantly displayed above his portrait. [[Command Selection]] also displays a menu in front of the damage meter.
** When [[Terry]] is above 100%, a flashing "Go" icon will appear above his portrait, indicating that he can use the command moves [[Power Geyser]] and [[Buster Wolf]].
** When [[Terry]] is above 100%, a flashing "Go" icon will appear above his portrait, indicating that he can use the command moves [[Power Geyser]] and [[Buster Wolf]].
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*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.
*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 ''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.
*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>PJiggles (July 12, 2023). [https://www.youtube.com/watch?v=YInnNK0AByw "Useless Smash Facts! #1 - Super Smash Bros. Ultimate"]. ''YouTube.'' Retrieved May 26, 2020.</ref>.


==References==
==References==
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