The Smash Meter
In Smash 6, the "Final Smash Meter" has been renamed to the "Smash Meter" and is used for Parry and Final Smash Attacks.
Meter Gain
Attacks fill a percentage of Smash Meter based on the amount of damage the attack deals.
Each character has their own Offensive Meter Gain Multiplier (dealing damage) and a Defensive Meter Gain Multiplier (taking damage). This causes characters to gain meter at different rates, even from attacks that deal the same amount of damage.
Some attacks are given specific Offensive and Defensive Meter Gain values, essentially making the formulas treat the move as if it dealt a different amount of damage than what it actually did. For example, moves that use the Darkness effect will always use a Defensive Meter Gain value of zero, such that getting hit by a Darkness type attack doesn't provide any meter gain.
Smash Meter is also gained by shielding attacks or hitting a shield, but the calculation is much simpler and not based the amount of damage a move deals.
- A non-projectile attack hit a shield (1.5% meter gain for Attacker)
- A non-projectile attack was shielded (1% meter gain for the Defender)
- A projectile attack hit a shield (0.5% meter gain for the Attacker)
- A projectile attack was shielded (0.75% meter gain for the Defender)
Smash meter is no longer filled automatically over time.
In Tag-Team, all characters on the team share the same Smash Meter.
Meter Usage
There are 2 ways to consume Smash Meter:
- Parry: Requires and consumes a portion of Smash Meter to use
- Final Smash Attack: Requires and consumes 100% meter to use
When the Smash Meter reaches 100% charge, the player will have 15 seconds to use a Final Smash Attack. After 15 seconds have passed, if the player has not used a Final Smash Attack the Smash Meter will automatically reset to 0%.
Parry
In this game, Perfect Shield has been renamed to Parry and requires Smash Meter to perform. In Tag-Team 3v3, a Parry will also grant temporary immunity to Assists called by the opponent.
Final Smash Attacks
In Smash 6, each character now has a Final Smash Attack and a separate Ultimate Final Smash Attack. The Ultimate Final Smash Attack is obtained from a Smash Ball while the Final Smash Attack is obtained from having full Smash Meter.
Final Smash Attacks are fluid and never cause a scene transition. For example, Fox's Team Star Fox is an Ultimate Final Smash Attack with a cinematic scene transition, while Link's Ancient Bow and Arrow is a Final Smash Attack.
An Ultimate Final Smash Attack is more powerful than a Final Smash Attack.
Underdog Ultimate Final Smash Attack
An Ultimate Final Smash Attack is awarded to a losing player when the following conditions are met:
- There are only two players/teams remaining in the match
- The losing player/team only has one stock remaining
- The winning player/team has at least two more stocks than the losing player
- The losing player has 50% or more damage
Notes
These changes move Smash Meter to a competitive mechanic while preserving the Smash Ball for casual play.