Super Smash Bros. Ultimate

MP Gauge

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Revision as of 21:06, May 8, 2020 by Plague von Karma (talk | contribs) (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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Special moves use MP.
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 Hero's MP Gauge as shown by a Skill Preview in Ultimate.

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.

Move MP gain on hit MP gain on shield
Neutral attack (Hit 1) 2.4 MP 2.856 MP
Neutral attack (Hit 2) 2.4 MP 2.856 MP
Neutral attack (Hit 3) 3.2 MP 3.808 MP
Forward tilt (Hit 1) 4 MP 4.76 MP
Forward tilt (Hit 2) 6.4 MP 7.616 MP
Up tilt (blade) 8.8 MP 10.472 MP
Up tilt (body) 7.2 MP 8.568 MP
Down tilt 5.6 MP 6.664 MP
Forward smash (blade) 14.4 MP 17.136 MP
Forward smash (body) 12.8 MP 15.232 MP
Forward smash (blade, critical hit) 28.8 MP 19.872 MP
Forward smash (body, critical hit) 25.6 MP 16.064 MP
Up smash (blade) 12.8 MP 15.232 MP
Up smash (body) 11.2 MP 13.328 MP
Up smash (blade, critical hit) 25.6 MP 19.264 MP
Up smash (body, critical hit) 22.4 MP 15.456 MP
Down smash (blade) 10.4 MP 12.376 MP
Down smash (body) 8.8 MP 10.472 MP
Down smash (blade, critical hit) 20.8 MP 14.352 MP
Down smash (body, critical hit) 17.6 MP 12.144 MP
Neutral aerial 7.2 MP 8.568 MP
Forward aerial (blade) 9.6 MP 11.424 MP
Forward aerial (body) 8 MP 9.52 MP
Back aerial (blade) 11.2 MP 13.328 MP
Back aerial (body) 9.6 MP 11.424 MP
Up aerial 5.6 MP 6.664 MP
Down aerial (clean) 12.8 MP 15.232 MP
Down aerial (late) 8 MP 9.52 MP
Pummel 1.04 MP 1.2376 MP
Forward throw 5.6 MP
Back throw 7.2 MP
Up throw 5.6 MP
Down throw 4.8 MP
Floor attack (front) 5.6 MP 6.664 MP
Floor attack (back) 5.6 MP 6.664 MP
Floor attack (trip) 4 MP 4.76 MP
Edge attack 7.2 MP 8.568 MP

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.