Editing Weight

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''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 {{SSBM|Fox}}'s [[shine]] (with a weight of 85 or below); thus {{SSBM|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 {{Mvsub|King Dedede|SSBB|down throw|poss=y}}, with a weight of 85 or below ({{SSBB|Zelda}}, {{SSBB|Sheik}}, and all lighter characters).
''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 {{SSBM|Fox}}'s [[shine]] (with a weight of 85 or below); thus {{SSBM|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 {{Mvsub|King Dedede|SSBB|down throw|poss=y}}, with a weight of 85 or below ({{SSBB|Zelda}}, {{SSBB|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 [[hurtbox]]es. 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.
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 [[hurtbox]]es. 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 distinguish the more extreme half of the '''heavyweight''' archetype from characters such as [[Wario]] and [[Ike]] who have above average weight, and 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 [[hurtbox]]es, 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 {{SSBM|Fox}}'s [[waveshine]] combos in ''Melee'' and {{SSBB|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 [[platform]]s, such as those in {{SSB|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 {{SSBM|Bowser}}'s down throw in NTSC ''Melee'' and {{SSBB|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.
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 [[hurtbox]]es, 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 {{SSBM|Fox}}'s [[waveshine]] combos in ''Melee'' and {{SSBB|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 [[platform]]s, such as those in {{SSB|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 {{SSBM|Bowser}}'s down throw in NTSC ''Melee'' and {{SSBB|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.

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