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| Should a [[tournament]] match [[time out]] and the players have equal stock remaining, whoever has less damage is the winner, and a tiebreak procedure is followed should damage also be even. This refers to the usual rules in ''Smash'' tournaments, unrelated to the [[Tournament mode]]. | | Should a [[tournament]] match [[time out]] and the players have equal stock remaining, whoever has less damage is the winner, and a tiebreak procedure is followed should damage also be even. This refers to the usual rules in ''Smash'' tournaments, unrelated to the [[Tournament mode]]. |
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| ==Damage meter==
| | For more information about the damage meter itself, see [[Damage meter|here]]. |
| [[File:StockMeter.png|thumb|right|Link's damage meter in the first three games.]]
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| [[File:GameAndWatchStock.png|thumb|left|Mr. Game and Watch's stock meter in ''Melee'', illustrating what occurs when there are more than five stocks.]]
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| The damage meter displays the damage percentage a character has accumulated, as well as their score or number of [[stock]] remaining where appropriate. These are superimposed over a background comprised of their [[series symbol]] and, as of ''Brawl'', their character name and portrait (the symbol also gains an animated "smoky" texture.) The number of stock remaining is visually represented by the number of icons (nondescript circles in ''Brawl'', the character's mugshot 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 stock, with a multiplier value next to it; having fifteen stock, for instance, would show "× 15".
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| Damage meters are displayed at the bottom of the screen during gameplay on console installments and on the bottom screen in the 3DS version of ''Smash 4'' (the Wii U version can also show a similar display on the GamePad.) While normally opaque, 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; 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. | |
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| Additionally, in all games, 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 generally a gray color. As of ''Smash 4'', more colors have been added for Amiibo support and the Wii U version's eight-player capability: Player 5 is orange, Player 6 is cyan, Player 7 is purple, Player 8 is dark gray, and Amiibo CPUs are rainbow-colored. Certain bosses in ''Smash 4'' also have unique meter colors.
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| ==Gallery==
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| <gallery>
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| 8-Player_Smash_Original_8.jpg|Meters in {{forwiiu}}, showing eight human players.
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| SSB4 3DS Bottom Screen.jpg|Meters in {{for3ds}}, displayed on the bottom screen.
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| </gallery>
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| ==Trivia==
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| *In ''Melee'', when a character reaches 10% or 100% damage, 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%.
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| *Sometimes, the damage meter in ''Melee'' uses the "healing" animation instead of the "falling off" animation for returning to 0% if the character is KO'd.
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| *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.
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| *Early footage of the Wii U version of ''Smash 4'' seemed to show the damage value also shifting through a greenish hue before turning yellow; this appears to no longer be the case.
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| ==See also== | | ==See also== |