Super Smash Bros. series

Weight

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"Heavy" redirects here. For the Special Smash gravity condition, see Special gravity.
For the Californian smasher, see Smasher:Heavy.
BowserPichuWeightUltimate.gifWeight Balanced Ultimate.gif
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A weight demonstration from the Mushroom Kingdom stage.
Pichu and Bowser have very different weight values, while Lucario and Mythra have the same weight values.

Weight is a measurement of how much a character can resist knockback. Weight is one of several factors used in calculating the amount of knockback a character experiences. Characters with a higher weight (heavy) tend to suffer less knockback, and characters with a lower weight (light) tend to suffer more knockback, all other factors controlled.

Overview[edit]

A graph demonstrating how the rate of knockback increase is affected by weight, labeled with Bowser's and Pichu's weights in SSBU
Weight Comparison 1 Brawl.gifWeight Comparison 2 Brawl.gif
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From Melee to Smash 4, some throws had different speeds depending on the weight of the character being thrown.

A character's weight is a value of how "heavy" said character is. In practice, weight works in conjunction with knockback to determine how far a character flies away with any given attack. Because of this, it is generally considered an advantage for a character to be heavy, as less knockback would be applied than a lighter character, making it harder to KO said character. Additionally, in Super Smash Bros. Melee, Super Smash Bros. Brawl, and Super Smash Bros. 4, many throws take longer to execute on heavier characters, giving the opponent being thrown more time to properly react to throws and to DI effectively. Because throwing heavier characters causes the throwing animation to continue longer once the target is released, the ending lag of the throw is increased and thus the viability of throw combos may be affected; for example, in Melee, Captain Falcon is not vulnerable to many of the up throw chain grabs (such as from Marth) that the space animals are vulnerable to despite his equivalently fast falling speed; in Brawl, the Ice Climbers' infinite chain grabs are more difficult to perform on heavyweights as the increased ending lag gives the player a smaller window in which to execute regrabs; and in Smash 4, Robin's down throw to up aerial "Checkmate" KO setup doesn't true combo for a KO on Bowser and Charizard at any percent, due to the combination of their weight extending the throw's ending lag enough and their slow falling speed allowing them to stay out of the up aerial's range at KO percents. In Super Smash Bros. Ultimate, weight is a factor in determining how much a character can be pushed by an opponent running into them, and how far they will push other opponents.

Super Smash Bros. characters are often divided into separate "weight classes", with the most common method being a separation of the roster into three roughly equal groups: lightweight, middleweight, and heavyweight. Weight class divisions are often arbitrary and not universally agreed upon. "Middleweights" are usually described as characters with a close to average weight, or a similar weight to Mario, who is often seen as the "default" character in Super Smash Bros. In Melee, "lightweight" usually encompasses characters who are knocked down by Fox's shine (with a weight of 85 or below); thus Marth is often considered a middleweight in NTSC but a lightweight in PAL, due to his decreased weight in that version of the game. In Brawl "lightweight" often encompasses characters who are knocked down by King Dedede's down throw, with a weight of 85 or below (Zelda, Sheik, and all lighter characters).

Another commonly used weight class is the "super heavyweights", which describes the heaviest characters in each game, who also typically have the largest sizes and hurtboxes. These characters commonly include Donkey Kong, Bowser, King Dedede, Charizard, King K. Rool, Incineroar, Snake (Brawl only), and Ganondorf (Ultimate only). Some super heavyweights also cause the ground to shake upon landing. These include Donkey Kong, Bowser, King Dedede, Charizard and King K. Rool. This classification is commonly used to distinguish the more extreme half of the heavyweight archetype from characters such as Wario and Ike who have above average weight, but often have more playstyle variety, mobility and smaller hurtbox sizes compared to the heaviest characters.

Lighter characters do have their own advantages. Because of the higher knockback they receive, they can usually escape combos earlier. However, since weight affects high knockback values more than low ones, this advantage is less significant compared to the disadvantage of being easier to KO; the size of a character's hurtboxes, as well as their falling speed and gravity prior to Ultimate (and especially in Melee), have a larger impact than weight on how vulnerable a character is to combos. As previously mentioned, a few specific combos are less effective on lightweights to a much greater degree, such as Fox's waveshine combos in Melee and King Dedede's down throw chain grab in Brawl; in both cases, characters with a weight value below 86 receive enough knockback to the point where they are put into tumble, allowing them to tech or execute a floor recovery and escape subsequent uses of such moves, whereas heavier characters are stuck in their non tumble animation, making them very vulnerable. Other advantages to light weight include weight-sensitive platforms, such as those in Mushroom Kingdom and Rainbow Cruise, which fall slower while holding less weight, making them safer to use for lighter characters. Finally, certain weight-based throws have hitboxes that appear for very short lengths of time, and if the target is very light, the animation may progress so quickly that the hitbox appears and vanishes in less than a frame without hitting — this causes the lightest characters to take less damage, notably with Bowser's down throw in NTSC Melee and Link's down throw in Brawl, both of which miss their pre-throw hit on Jigglypuff (and Mr. Game & Watch in Bowser's case). Because of this, most throws with hitboxes from Brawl onwards are not weight dependent, although there are a few exceptions, such as Link's aforementioned down throw.

Heavier characters tend to have stronger attacks, longer range, worse recovery (that is; recoveries that are slower or cover less distance), bigger hurtboxes, and slower movement, while lighter characters tend to have weaker attacks, shorter range, better recovery, smaller hurtboxes, and faster movement. However, this is a loose trend that many characters defy in multiple ways — Captain Falcon is heavy but dashes incredibly quickly, Yoshi is heavy but has a high jump and weaker attacks, Wario is heavy but short and highly maneuverable especially in the air, Zelda is light but loaded with powerful attacks, Falco is light but has a very high falling speed, and Little Mac is light and speedy with excellent frame data but has among the worst recoveries in the games he appears in, which is the exact opposite of King K. Rool, who is heavy and slow with poor frame data but has a great recovery.

The precise dividing line between weight classifications isn’t officially defined. Middleweights, for instance, are usually characterized as being within units 90 to 100, and there can be slight variations depending on the game discussed, as weight extremities vary within each title. Characters with slightly below or above-average weight may be considered a Medium-Lightweight or a Medium-Heavyweight respectively, with examples including Diddy Kong, Marth, Mega Man and Ryu

In single-player modes, sometimes unnaturally high weight is introduced to challenge the player, such as when fighting Metal Mario; this is often paired with additional knockback resistance, since even characters with infinite weight will still take knockback from any attack with a base knockback greater than 0.

On an additional note, some attacks are weight-independent, and will always act as if the target fighter's weight is set to 100; the amount of knockback dealt will remain consistent, no matter how light or heavy the target is. This is especially notable for attacks that have the bury, paralyze, or stun effects. However, other factors, such as knockback-taken multipliers, and knockback resistance, still affect the amount of knockback dealt.

Super Smash Bros. weight values[edit]

These values use a different scale than the later games - heavier characters have lower numbers, representing a direct multiplier in the knockback formula. For comparison purposes, the equivalent value in the newer system is also listed. The conversion rate from the old system to the newer system is (200/weight) - 100.[1]

  • The average weight amongst all playable fighters is ~1.029 (~94.33) in NA/AUS version, 1.03 (~94.175) in the JPN version, and 1.025 (~95.12) in the EUR version.
JPN
Rank Character Weight (coded) Weight (comparison)
1 Donkey Kong (SSB) Donkey Kong 0.84 138.095
2 Samus (SSB) Samus 0.92 117.391
3 Yoshi (SSB) Yoshi 0.93 115.054
N/A Giant Donkey Kong (SSB) Giant Donkey Kong 0.93 115.054
4-5 Captain Falcon (SSB) Captain Falcon 0.96 108.333
Link (SSB) Link
6-8 Fox (SSB) Fox 1 100.000
Luigi (SSB) Luigi
Mario (SSB) Mario
N/A Metal Mario (SSB) Metal Mario 1 100.000
9 Ness (SSB) Ness 1.1 81.818
10 Pikachu (SSB) Pikachu 1.16 72.414
11 Kirby (SSB) Kirby 1.19 68.067
12 Jigglypuff (SSB) Jigglypuff 1.3 53.846
NA/AUS
Rank Character Weight (coded) Weight (comparison)
1 Donkey Kong (SSB) Donkey Kong 0.83 140.964
2 Samus (SSB) Samus 0.92 117.391
3 Yoshi (SSB) Yoshi 0.93 115.054
N/A Giant Donkey Kong (SSB) Giant Donkey Kong 0.93 115.054
4-5 Captain Falcon (SSB) Captain Falcon 0.96 108.333
Link (SSB) Link
6-8 Fox (SSB) Fox 1 100.000
Luigi (SSB) Luigi
Mario (SSB) Mario
N/A Metal Mario (SSB) Metal Mario 1 100.000
9 Ness (SSB) Ness 1.1 81.818
10 Pikachu (SSB) Pikachu 1.16 72.414
11 Kirby (SSB) Kirby 1.19 68.067
12 Jigglypuff (SSB) Jigglypuff 1.3 53.846
EUR
Rank Character Weight (coded) Weight (comparison)
1 Donkey Kong (SSB) Donkey Kong 0.83 140.964
2 Link (SSB) Link 0.9 122.222
3 Samus (SSB) Samus 0.92 117.391
4 Yoshi (SSB) Yoshi 0.93 115.054
N/A Giant Donkey Kong (SSB) Giant Donkey Kong 0.93 115.054
5 Captain Falcon (SSB) Captain Falcon 0.96 108.333
6-8 Fox (SSB) Fox 1 100.000
Luigi (SSB) Luigi
Mario (SSB) Mario
N/A Metal Mario (SSB) Metal Mario 1 100.000
9 Ness (SSB) Ness 1.1 81.818
10 Pikachu (SSB) Pikachu 1.16 72.414
11 Kirby (SSB) Kirby 1.19 68.067
12 Jigglypuff (SSB) Jigglypuff 1.3 53.846
  • All the Fighting Polygon Team members share their weight with their NTSC-J base counterpart in all versions.

Version differences[edit]

NTSC-U[edit]

  • Buff Donkey Kong's weight: 0.840.83

PAL (EUR)[edit]

  • Buff Link's weight: 0.960.9

Super Smash Bros. Melee weight values[edit]

Following are the characters in Super Smash Bros. Melee, ranked in order of heaviest to lightest. The Metal Box multiplies a character's base weight by 3, the Super Mushroom by 1.6, and the Poison Mushroom by 0.625.

The average weight value in NTSC version for all fighters is 90, while in the PAL version it still rounds down to 90, meaning that Peach, Sheik, and Zelda are the characters whose weights are the average.

NTSC
Rank Character Weight
N/A Giga Bowser (SSBM) Giga Bowser 140
1 Bowser (SSBM) Bowser 117
2 Donkey Kong (SSBM) Donkey Kong 114
3 Samus (SSBM) Samus 110
4 Ganondorf (SSBM) Ganondorf 109
5 Yoshi (SSBM) Yoshi 108
6-7 Captain Falcon (SSBM) Captain Falcon 104
Link (SSBM) Link
8-10 Dr. Mario (SSBM) Dr. Mario 100
Luigi (SSBM) Luigi
Mario (SSBM) Mario
N/A FightingWireFrames (SSBM) Male Wireframe 100
N/A Sandbag (SSBM) Sandbag
11 Ness (SSBM) Ness 94
12-14 Peach (SSBM) Peach 90
Sheik (SSBM) Sheik
Zelda (SSBM) Zelda
N/A FightingWireFrames (SSBM) Female Wireframe 90
15 Ice Climbers (SSBM) Ice Climbers 88
16 Marth (SSBM) Marth 87
17-19 Mewtwo (SSBM) Mewtwo 85
Roy (SSBM) Roy
Young Link (SSBM) Young Link
20-21 Falco (SSBM) Falco 80
Pikachu (SSBM) Pikachu
22 Fox (SSBM) Fox 75
23 Kirby (SSBM) Kirby 70
24-25 Jigglypuff (SSBM) Jigglypuff 60
Mr. Game & Watch (SSBM) Mr. Game & Watch
26 Pichu (SSBM) Pichu 55
PAL
Rank Character Weight
N/A Giga Bowser (SSBM) Giga Bowser 140
1 Bowser (SSBM) Bowser 118
2 Donkey Kong (SSBM) Donkey Kong 114
3 Yoshi (SSBM) Yoshi 111
4 Samus (SSBM) Samus 110
5 Ganondorf (SSBM) Ganondorf 109
6-7 Captain Falcon (SSBM) Captain Falcon 104
Link (SSBM) Link
8-9 Dr. Mario (SSBM) Dr. Mario 100
Luigi (SSBM) Luigi
N/A FightingWireFrames (SSBM) Male Wireframe 100
N/A Sandbag (SSBM) Sandbag
10 Mario (SSBM) Mario 98
11 Ness (SSBM) Ness 94
12-14 Peach (SSBM) Peach 90
Sheik (SSBM) Sheik
Zelda (SSBM) Zelda
N/A FightingWireFrames (SSBM) Female Wireframe 90
15 Ice Climbers (SSBM) Ice Climbers 88
16-19 Marth (SSBM) Marth 85
Mewtwo (SSBM) Mewtwo
Roy (SSBM) Roy
Young Link (SSBM) Young Link
20-21 Falco (SSBM) Falco 80
Pikachu (SSBM) Pikachu
22 Kirby (SSBM) Kirby 74
23 Fox (SSBM) Fox 73
24-25 Jigglypuff (SSBM) Jigglypuff 60
Mr. Game & Watch (SSBM) Mr. Game & Watch
26 Pichu (SSBM) Pichu 55

Version differences[edit]

PAL[edit]

  • Buff Kirby's weight: 70 → 74
  • Nerf Fox's weight: 75 → 73
  • Nerf Marth's weight: 87 → 85
  • Nerf Mario's weight: 100 → 98
  • Buff Yoshi's weight: 108 → 111
  • Buff Bowser's weight: 117 → 118

Super Smash Bros. Brawl weight values[edit]

This is a list of characters' weights in Super Smash Bros. Brawl.

The average weight value for all fighters is rounded down to 94.79, meaning that Sonic's weight is closest to the average.

An icon for denoting incomplete things.
Rank Character Weight
N/A Giga Bowser 400
N/A Wario-Man 130
1 Bowser (SSBB) Bowser 120
2 Donkey Kong (SSBB) Donkey Kong 116
3 Snake (SSBB) Snake 113
4 King Dedede (SSBB) King Dedede 112
5 Charizard (SSBB) Charizard 110
6 Ganondorf (SSBB) Ganondorf 109
7 Samus (SSBB) Samus 108
8-9 Wario (SSBB) Wario 107
Yoshi (SSBB) Yoshi
10 R.O.B. (SSBB) R.O.B. 106
11 Ike (SSBB) Ike 105
12-13 Captain Falcon (SSBB) Captain Falcon 104
Link (SSBB) Link
14 Wolf (SSBB) Wolf 102
15-16 Ivysaur (SSBB) Ivysaur 100
Lucario (SSBB) Lucario
17 Mario (SSBB) Mario 98
N/A Fighting Alloy Team 98
18 Luigi (SSBB) Luigi 97
19 Sonic (SSBB) Sonic 95
20-22 Lucas (SSBB) Lucas 94
Ness (SSBB) Ness
Pit (SSBB) Pit
23 Diddy Kong (SSBB) Diddy Kong 93
24-25 Ice Climbers (SSBB) Ice Climbers 92