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The Smash Meter

Meter Gain​

Attacks fill a percentage of Final 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.

Ultimate 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 Final Smash Meter.

Final Smash Attacks are fluid and never cause a scene transition, but Ultimate Final Smash Attacks can be cinematic. For example, Fox's Team Star Fox is an Ultimate Final Smash Attack, 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

Why It Matters​

These changes move Smash Meter to a competitive mechanic while preserving the Smash Ball for the most powerful attacks. Since some characters may build or spend meter better than others, it's another layer to consider when selecting a character.