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Smash Meter Updates

The "Final Smash Meter" has been renamed to the "Smash Meter".

Meter Gain

In Smash 6, attacks fill a percentage of Smash Meter based on the amount of damage the attack deals. The baseline amount of meter filled is determined by the range that the damage value fits into and if the damage was dealt or received.

If the damage was dealt, find the range that the damage value fits into on the Baseline Offensive Meter Gain Table and use the corresponding Offensive Meter Gain Baseline Value. If the damage was received, find the range that the damage value fits into on the Baseline Defensive Meter Gain Table and use the corresponding Defensive Meter Gain Baseline Value.

For example, attacks that deal 5.0%-7.5% will all have the same Baseline Offensive Meter Gain Value from the Offensive Meter Gain Table. These attacks will also all have the same Baseline Defensive Meter Gain Value from the Defensive Meter Gain Table. The Baseline Defensive Meter Gain Table value may be different than the Baseline Offensive Meter Gain Value.

Each character has their own Offensive Meter Gain Multiplier and a Defensive Meter Gain Multiplier. Once the Baseline Offensive / Baseline Defensive Meter Gain Value has been determined, it is multiplied by the character specific multiplier to determine the specific amount of meter built for the attacker / defender. This causes characters to gain meter at different rates, even from attacks that deal the same amount of damage.

Moves can have specific Baseline Offensive Meter Gain Table assignments and/or specific Baseline Defensive Meter gain Table assignments that cause the move to use a specific value from the corresponding Baseline Meter Gain Table regardless of the amount of damage the move deals. For example, moves that use the Darkness effect will force the Baseline Defensive Meter Gain Value to be zero. Another example: Ridley's skewer generates little Offensive and Defensive meter, even though the move deals significant damage.

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. There are four possible values, each giving a small amount of meter:

  • 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.

Meter Usage

There are 2 ways to consume Smash Meter:

  • Power Shield: Requires and consumes 5% meter for initial activation, then drains meter while active
  • 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. Power Shield will not drain meter during this time. After 15 seconds have passed, if the player has not used a Final Smash Attack the Smash Meter will automatically reset to 0%.

Power Shield

While active, the character's shield will not take shield damage or decay. Activated by pressing Shield + Shield + Special. After activation, the button combination does not need to be held down. The Power Shield will be active until the character stops shielding or runs out of Smash Meter.

In this game, Perfect Shield (parry) can only be performed when dropping a Power Shield. A Perfect Shield will restore 5% Smash Meter.

Final Smash Attacks

In Smash 6, each character now has a Final Smash Attack and an 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 never last longer than 4 seconds, do not cause a scene transition, can be shielded, and are less powerful than an Ultimate Final Smash Attack. In Tag Team, each character on the team will only be able to use a Final Smash Attack once per game.

Ultimate Final Smash Attacks

An Ultimate Final Smash Attack is awarded from a Smash Ball, but can also be awarded to a 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 losing player has 50% or more damage
  • The winning player/team has at least two more stocks than the losing player

Overdrive

Overdrive requires (but does not consume) 50% meter for initial activation. When a character is in Overdrive, they will get the the following changes:

  • Character Specific Overdrive Bonuses: Each Character has a unique Overdrive bonus. These are listed on the Fighter Updates page.
  • Melee Style Air-Dodge: The character will have a Melee-Style Air-Dodge instead of their standard Air-Dodge.
  • Wavedashing: Pressing Shield + Left or Right during the Jumpsquat animation will cause the character to Wavedash forward or back instead of performing a short-hop air-dodge.
  • Wavelands will be treated similarly to wavedashes, meaning the animation can be interrupted with any action.
  • Removed Slide-Off Protection: The character will have slide-off protection disabled, so a waveland, wavedash, initial dash, or attack can move the character off the edge of platforms and the sides of the stage.
  • Cannot Tag: During Overdrive, the character will be unable to Tag-Out.
  • Cannot call Assists: During Overdrive, the character will be unable to call Assists. The Assist buttons will become Wavedash Forward and Wavedash Back, depending on the direction the character is facing. This allows for an alternative input for performing a wavedash which some players may find easier than the standard wavedash technique.

Overdrive is activated by pressing Tag-In 1 and Tag-In 2 at the same time or by pressing a mapped Overdrive button. It can be canceled manually, but only if the character is grounded and not currently in hitstun. Overdrive will end automatically if the Smash Meter goes below 50%, if Power Shield is used, or if the player uses a Final Smash Attack.

When exiting Overdrive, there is a cooldown period before it can be used again. In Tag Team, each character on the team will only be able to go into Overdrive once per game.