Gravity: Difference between revisions

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Reordered info at the top of the article, and added the effects of gravity in Ultimate, gravity values during each characters vertical knockback animation, and a few missing gravity values for status changing moves. Cleanup may be necessary.
(Reordered info at the top of the article, and added the effects of gravity in Ultimate, gravity values during each characters vertical knockback animation, and a few missing gravity values for status changing moves. Cleanup may be necessary.)
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{{ArticleIcons|series=1}}
{{ArticleIcons|series=1}}
'''Gravity''' is a measure of how fast a falling [[character]] reaches their maximum [[falling speed]]. A character with high gravity does not necessarily have a fast falling speed; they simply reach their top falling speed faster.
'''Gravity''' is a measure of how fast a falling [[character]] reaches their maximum [[falling speed]]. A character with high gravity does not necessarily have a fast falling speed; they simply reach their top falling speed faster. Gravity also affects how high a character is able to [[jump]]; two characters with the same jump force will not jump the same height if they have different gravity. Naturally, a character with higher gravity would jump lower than a character with lower gravity (assuming they have the same jump force).


From ''[[Super Smash Bros. Brawl]]'' onward, the vertical [[knockback]] suffered by characters is based on both their [[weight]] and their gravity (once they enter [[tumble]]), with higher-gravity characters taking more knockback; horizontal knockback is unaffected. This reduces the natural effect of gravity on launch distance, keeping characters with low weight but high gravity (most notably [[Fox]]) from having disproportionally high vertical endurance, and in fact results in their endurance being slightly worse than a fighter with lower gravity. Despite horizontal knockback being unaffected, fighters with higher gravity tend to have poorer horizontal endurance, due to most moves with horizontal knockback having some degree of vertical knockback. Since a character's air friction only takes effect after the hitstun ends, this results in it taking slightly longer for fighters with higher gravity to be slowed down by their air friction, thus getting KOed earlier. It also affects how difficult the character is to [[combo]] - gravity does not take effect on knockback if a character is not put into tumble. By applying slightly more knockback to characters that more quickly fall into the next attack, it slightly normalizes the effect of setup and multi-hit moves on the cast. This also makes characters with higher gravity considerably more vulnerable to [[chain grab]]s in ''Brawl'' and in ''Brawl'' and ''Smash 4'', it makes moves with low knockback chain into them-self and other moves more reliably on characters with higher gravity when combined with ''Brawl'' removing [[DI]] against moves which do not put opponents into tumble (such as with {{SSBB|Sheik}}'s forward tilt).
Gravity does not take a direct effect on vertical knockback in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]''; instead, it acts as a force against vertical [[knockback]] giving characters with higher gravity greater vertical endurance but increasing their susceptibility to combos. From ''[[Super Smash Bros. Brawl]]'' onward, vertical knockback's velocity suffered by characters is now based on both their [[weight]] and their gravity (once they enter [[tumble]]); the formula to determine the gravity penalty is '''(g - 0.075) x 5 '''. This causes higher-gravity characters to be launched at a higher velocity, but horizontal knockback is unaffected. This reduces the natural effect of gravity on launch distance, keeping characters with low weight but high gravity (most notably [[Fox]]) from having disproportionally high vertical endurance, and in fact results in their endurance being slightly worse than a fighter with lower gravity. Despite horizontal knockback being unaffected, fighters with higher gravity also tend to have poorer horizontal endurance, due to most moves with horizontal knockback having some degree of vertical knockback. Since a character's air friction only takes effect after the hitstun ends, this results in it taking slightly longer for fighters with higher gravity to be slowed down by their air friction, thus getting KOed earlier. An example that shows the effect on gravity with knockback is with {{SSBB|Zelda}} and {{SSBB|Sheik}} in ''Melee'' and ''Brawl''. In both games, Zelda and Sheik have the same weight and in ''Melee'', Zelda and Sheik have the same horizontal endurance but Sheik has better vertical endurance due to her higher falling speed and gravity. In ''Brawl'' however, Zelda has better endurance both horizontally and vertically due to her lower gravity (although Sheik has slightly better vertical endurance with [[momentum canceling]]).


As gravity does not take a direct effect on vertical knockback in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', it acts as a force against vertical knockback giving characters with higher gravity greater vertical endurance but increasing their susceptibility to combos. An example to show the effect on gravity with knockback is with {{SSBB|Zelda}} and {{SSBB|Sheik}} in ''Melee'' and ''Brawl''. In both games, Zelda and Sheik have the same weight and in ''Melee'', Zelda and Sheik have the same horizontal endurance but Sheik has better vertical endurance due to her higher falling speed and gravity. In ''Brawl'' however, Zelda has better endurance both horizontally and vertically due to her lower gravity (although Sheik has slightly better vertical endurance with [[momentum canceling]]).
Gravity also affects how difficult the character is to [[combo]] - gravity does not take effect on knockback if a character is not put into tumble. By applying slightly more knockback to characters that more quickly fall into the next attack, it slightly normalizes the effect of setup and multi-hit moves on the cast. This also makes characters with higher gravity considerably more vulnerable to [[chain grab]]s in ''Brawl'', and in ''Brawl'' and ''Smash 4'', it makes moves with low knockback chain into them-self and other moves more reliably on characters with higher gravity when combined with ''Brawl'' removing [[DI]] against moves which do not put opponents into tumble (an example of this being Sheik's forward tilt, which can easily chain into itself multiple times).
 
Gravity also affects how high a character is able to [[jump]]; two characters with the same jump force will not jump the same height if they have different gravity. Naturally, a character with higher gravity would jump lower than a character with lower gravity (assuming they have the same jump force).


In ''Melee'' and ''Brawl'', gravity also affects how high a character will travel if they are aerial [[grab release]]d. A character with high gravity will gain little height and will land quickly while a character with low gravity will gain a lot more height. Characters with very high gravity are at an advantage especially in ''Brawl'' as they will land before their grab release animation will end (although this puts them in a bad position if they end up off stage). Characters with very low gravity are also at an advantage as they will be released much higher into the air making it harder for characters to chase them and followup (in ''Brawl'').  
In ''Melee'' and ''Brawl'', gravity also affects how high a character will travel if they are aerial [[grab release]]d. A character with high gravity will gain little height and will land quickly while a character with low gravity will gain a lot more height. Characters with very high gravity are at an advantage especially in ''Brawl'' as they will land before their grab release animation will end (although this puts them in a bad position if they end up off stage). Characters with very low gravity are also at an advantage as they will be released much higher into the air making it harder for characters to chase them and followup (in ''Brawl'').  


In ''[[Super Smash Bros. 4]]'', a character's gravity can be altered by using the [[equipment]] bonus effects, Thistle Jump or Anchor Jump, with Thistle Jump decreasing it, while Anchor Jump increases it. However, both bonus effects also alter a character's falling speed.
In ''[[Super Smash Bros. 4]]'', a character's gravity can be altered by using the [[equipment]] bonus effects, Thistle Jump or Anchor Jump, with Thistle Jump decreasing it, while Anchor Jump increases it. However, both bonus effects also alter a character's falling speed.
In ''[[Super Smash Bros. Ultimate]]'', while gravity still plays a factor on determining knockback, characters now use a different gravity value that is linearly correlated to their weight, with floatier characters using a lower gravity value, and heavier characters using a higher one; though a few exceptions to this exist. As a result of this change, moves that deal vertical knockback are generally easier to survive compared to ''Brawl'' and ''SSB4'', thus making vertical survivability among the cast much more consistent than in both previous games.


==''[[Super Smash Bros.]]'' gravity values==
==''[[Super Smash Bros.]]'' gravity values==
Compared to the later Smash games, ''Smash 64'' has very low gravity values for all characters and as with most attributes, ''Smash 64'' uses a different scale to measure gravity.
Compared to the later Smash games, ''Smash 64'' has very low gravity values for all characters and as with most attributes, ''Smash 64'' uses a different scale to measure gravity.


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==''[[Super Smash Bros. Melee]]'' gravity values==
==''[[Super Smash Bros. Melee]]'' gravity values==
 
''Melee'' significantly increased the gravity for all characters and it is largely the main factor as to why ''Melee'' is a less floaty game than its predecessor. ''Melee'' also uses an alternate scale to measure gravity which would be reused in later games.  
''Melee'' significantly increased the gravity for all characters and it is largely the main factor as to why ''Melee'' is a less floaty game than its predecessor. ''Melee'' uses an alternate scale to measure gravity which would be reused in later games.  


{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
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==''[[Super Smash Bros. Brawl]]'' gravity values==
==''[[Super Smash Bros. Brawl]]'' gravity values==
Much like with falling speeds, every character's gravity (except for {{SSBB|Sheik}}'s) was decreased. ''Brawl'' also introduced the gravity penalty where gravity would be added into the knockback formula for vertical knockback causing characters with higher gravity to suffer from increased knockback once they enter tumble.  
Much like with falling speeds, every character's gravity (except for {{SSBB|Sheik}}'s) was decreased. ''Brawl'' also introduced the gravity penalty where gravity would be added into the knockback formula for vertical knockback causing characters with higher gravity to suffer from increased knockback once they enter tumble.  


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==''[[Super Smash Bros. 4]]'' gravity values==
==''[[Super Smash Bros. 4]]'' gravity values==
Much like with falling speeds, gravity was increased across the board with most characters having higher gravity.
Much like with falling speeds, gravity was increased across the board with most characters having higher gravity.


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==''[[Super Smash Bros. Ultimate]]'' gravity values==
==''[[Super Smash Bros. Ultimate]]'' gravity values==
 
Gravity values were once again generally increased across the board. Gravity values have also been notably changed for moves which send opponents at an angle between 70° and 110°; with heavier characters using a higher gravity value than lighter characters when being hit by moves with vertical knockback.  
Gravity values were once again increased across the board. Gravity values have also been notably changed for moves which send opponents at an angle between 70° and 110°; with heavier characters having higher gravity than lighter characters when being hit by vertical hitting moves.  


{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
!Rank!!Character!!Gravity
!Rank!!Character!!Gravity!!During vertical knockback
|-
|-
|'''1'''||{{CharHead|Fox|SSBU}}||0.23
|'''1'''||{{CharHead|Fox|SSBU}}||0.23||0.0679
|-
|-
|'''2'''||{{CharHead|Greninja|SSBU}}||0.18
|'''2'''||{{CharHead|Greninja|SSBU}}||0.18||0.0716
|-
|-
|'''3'''||{{CharHead|Mii Brawler|SSBU}}||0.169
|'''3'''||{{CharHead|Mii Brawler|SSBU}}||0.169||0.0736
|-
|-
|'''4'''||{{CharHead|Sheik|SSBU}}||0.15
|'''4'''||{{CharHead|Sheik|SSBU}}||0.15||0.0682
|-
|-
|'''5-6'''||{{CharHead|Pichu|SSBU}}||0.14
|'''5-6'''||{{CharHead|Pichu|SSBU}}||0.14||0.0628
|-
|-
|'''5-6'''||{{CharHead|Piranha Plant|SSBU}}||0.14
|'''5-6'''||{{CharHead|Piranha Plant|SSBU}}||0.14||0.0796
|-
|-
|'''7-8'''||{{CharHead|Falco|SSBU}}||0.13
|'''7-8'''||{{CharHead|Falco|SSBU}}||0.13||0.0696
|-
|-
|'''7-8'''||{{CharHead|Wolf|SSBU}}||0.13
|'''7-8'''||{{CharHead|Wolf|SSBU}}||0.13||0.0729
|-
|-
|'''9'''||{{CharHead|Squirtle|SSBU}}||0.128
|'''9'''||{{CharHead|Squirtle|SSBU}}||0.128||0.0672
|-
|-
|'''10'''||{{CharHead|Joker|SSBU}}||0.127
|'''10'''||{{CharHead|Joker|SSBU}}||0.127||0.073248
|-
|-
|'''11'''||{{CharHead|Incineroar|SSBU}}||0.126
|'''11'''||{{CharHead|Incineroar|SSBU}}||0.126||0.081
|-
|-
|'''12-13'''||{{CharHead|Bowser|SSBU}}||0.125
|'''12-13'''||{{CharHead|Bowser|SSBU}}||0.125||0.0874
|-
|-
|'''12-13'''||{{CharHead|Diddy Kong|SSBU}}||0.125
|'''12-13'''||{{CharHead|Diddy Kong|SSBU}}||0.125||0.0722
|-
|-
|'''14-19'''||{{CharHead|Bayonetta|SSBU}}||0.12
|'''14-19'''||{{CharHead|Bayonetta|SSBU}}||0.12||0.0692
|-
|-
|'''14-19'''||{{CharHead|Captain Falcon|SSBU}}||0.12
|'''14-19'''||{{CharHead|Captain Falcon|SSBU}}||0.12||0.0769
|-
|-
|'''14-19'''||{{CharHead|Ken|SSBU}}||0.12
|'''14-19'''||{{CharHead|Ken|SSBU}}||0.12||0.0766
|-
|-
|'''14-19'''||{{CharHead|Palutena|SSBU}}||0.12
|'''14-19'''||{{CharHead|Palutena|SSBU}}||0.12||0.0726
|-
|-
|'''14-19'''||{{CharHead|Ryu|SSBU}}||0.12
|'''14-19'''||{{CharHead|Ryu|SSBU}}||0.12||0.0766
|-
|-
|'''14-19'''||{{CharHead|Zero Suit Samus|SSBU}}||0.12
|'''14-19'''||{{CharHead|Zero Suit Samus|SSBU}}||0.12||0.0689
|-
|-
|'''20-21'''||{{CharHead|Chrom|SSBU}}||0.114
|'''20-21'''||{{CharHead|Chrom|SSBU}}||0.114||0.0739
|-
|-
|'''20-21'''||{{CharHead|Roy|SSBU}}||0.114
|'''20-21'''||{{CharHead|Roy|SSBU}}||0.114||0.0739
|-
|-
|'''22-24'''|| {{CharHead|Charizard|SSBU}}||0.11
|'''22-24'''|| {{CharHead|Charizard|SSBU}}||0.11||0.081
|-
|-
|'''22-24'''||{{CharHead|Meta Knight|SSBU}}||0.11
|'''22-24'''||{{CharHead|Meta Knight|SSBU}}||0.11||0.0689
|-
|-
|'''22-24'''||{{CharHead|Banjo & Kazooie|SSBU}}||0.11
|'''22-24'''||{{CharHead|Banjo & Kazooie|SSBU}}||0.11||0.06888
|-
|-
|'''25'''||{{CharHead|Ganondorf|SSBU}}||0.108
|'''25'''||{{CharHead|Ganondorf|SSBU}}||0.108||0.0816
|-
|-
|'''26-27'''||{{CharHead|Mega Man|SSBU}}||0.107
|'''26-27'''||{{CharHead|Mega Man|SSBU}}||0.107||0.0763
|-
|-
|'''26-27'''||{{CharHead|Wario|SSBU}}||0.107
|'''26-27'''||{{CharHead|Wario|SSBU}}||0.107||0.078
|-
|-
|'''28'''||{{CharHead|Mii Swordfighter|SSBU}}||0.106
|'''28'''||{{CharHead|Mii Swordfighter|SSBU}}||0.106||0.0756
|-
|-
|'''29'''||{{CharHead|King K. Rool|SSBU}}||0.105
|'''29'''||{{CharHead|King K. Rool|SSBU}}||0.105||0.0867
|-
|-
|'''30-32'''||{{CharHead|Cloud|SSBU}}||{{rollover|0.098|0.1078 during Limit Break status|y}}
|'''30-32'''||{{CharHead|Cloud|SSBU}}||{{rollover|0.098|0.1078 during Limit Break status|y}}||{{rollover|0.0756|Unchanged during Limit Break status|y}}
|-
|-
|'''30-32'''||{{CharHead|Mii Gunner|SSBU}}||0.098
|'''30-32'''||{{CharHead|Mii Gunner|SSBU}}||0.098||0.0769
|-
|-
|'''30-32'''||{{CharHead|Shulk|SSBU}}||0.098
|'''30-32'''||{{CharHead|Shulk|SSBU}}||{{rollover|0.098|0.1372 during Jump, 0.1176 during Speed|y}}||{{rollover|0.0746|Unchanged during Monado Arts|y}}
|-
|-
|'''33'''||{{CharHead|King Dedede|SSBU}}||0.097
|'''33'''||{{CharHead|King Dedede|SSBU}}||0.097||0.0847
|-
|-
|'''34-35'''||{{CharHead|Link|SSBU}}||0.096
|'''34-35'''||{{CharHead|Link|SSBU}}||0.096||0.0769
|-
|-
|'''34-35'''||{{CharHead|Young Link|SSBU}}||0.096
|'''34-35'''||{{CharHead|Young Link|SSBU}}||0.096||0.0716
|-
|-
|'''36'''||{{CharHead|Pikachu|SSBU}}||0.095
|'''36'''||{{CharHead|Pikachu|SSBU}}||0.095||0.0685
|-
|-
|'''37'''||{{CharHead|Hero|SSBU}}||{{rollover|0.094|0.1175 with Acceleratle|y}}
|'''37'''||{{CharHead|Hero|SSBU}}||{{rollover|0.094|0.1175 with Acceleratle|y}}||{{rollover|0.075936|Unchanged during Acceleratle|y}}
|-
|-
|'''38-40'''||{{CharHead|Bowser Jr.|SSBU}}||0.092
|'''38-40'''||{{CharHead|Bowser Jr.|SSBU}}||0.092||0.0783
|-
|-
|'''38-40'''||{{CharHead|Corrin|SSBU}}||0.092
|'''38-40'''||{{CharHead|Corrin|SSBU}}||0.092||0.0749
|-
|-
|'''38-40'''||{{CharHead|Ike|SSBU}}||0.092
|'''38-40'''||{{CharHead|Ike|SSBU}}||0.092||0.078
|-
|-
|'''41-47'''||{{CharHead|Little Mac|SSBU}}||0.09
|'''41-47'''||{{CharHead|Little Mac|SSBU}}||0.09||0.0712
|-
|-
|'''41-47'''||{{CharHead|Lucas|SSBU}}||0.09
|'''41-47'''||{{CharHead|Lucas|SSBU}}||0.09||0.0736
|-
|-
|'''41-47'''||{{CharHead|R.O.B.|SSBU}}||0.09
|'''41-47'''||{{CharHead|R.O.B.|SSBU}}||0.09||0.0776
|-
|-
|'''41-47'''||{{CharHead|Ridley|SSBU}}||0.09
|'''41-47'''||{{CharHead|Ridley|SSBU}}||0.09||0.078
|-
|-
|'''41-47'''||{{CharHead|Sonic|SSBU}}||0.09
|'''41-47'''||{{CharHead|Sonic|SSBU}}||0.09||0.0709
|-
|-
|'''41-47'''||{{CharHead|Wii Fit Trainer|SSBU}}||0.09
|'''41-47'''||{{CharHead|Wii Fit Trainer|SSBU}}||0.09||0.0743
|-
|-
|'''41-47'''||{{CharHead|Terry|SSBU}}||0.09
|'''41-47'''||{{CharHead|Terry|SSBU}}||0.09||0.078288
|-
|-
|'''48-49'''||{{CharHead|Robin|SSBU}}||0.089
|'''48-49'''||{{CharHead|Robin|SSBU}}||0.089||0.0739
|-
|-
|'''48-49'''||{{CharHead|Byleth|SSBU}}||0.089
|'''48-49'''||{{CharHead|Byleth|SSBU}}||0.089||0.074592
|-
|-
|'''50-52'''||{{CharHead|Dr. Mario|SSBU}}||0.087
|'''50-52'''||{{CharHead|Dr. Mario|SSBU}}||0.087||0.0749
|-
|-
|'''50-52'''||{{CharHead|Inkling|SSBU}}||0.087
|'''50-52'''||{{CharHead|Inkling|SSBU}}||0.087||0.0736
|-
|-
|'''50-52'''||{{CharHead|Mario|SSBU}}||0.087
|'''50-52'''||{{CharHead|Mario|SSBU}}||0.087||0.0749
|-
|-
|'''53-55'''||{{CharHead|Donkey Kong|SSBU}}||0.085
|'''53-55'''||{{CharHead|Donkey Kong|SSBU}}||0.085||0.0847
|-
|-
|'''53-55'''||{{CharHead|Richter|SSBU}}||0.085
|'''53-55'''||{{CharHead|Richter|SSBU}}||0.085||0.078
|-
|-
|'''53-55'''||{{CharHead|Simon|SSBU}}||0.085
|'''53-55'''||{{CharHead|Simon|SSBU}}||0.085||0.078
|-
|-
|'''56'''||{{CharHead|Lucario|SSBU}}||0.084
|'''56'''||{{CharHead|Lucario|SSBU}}||0.084||0.0729
|-
|-
|'''57'''||{{CharHead|Luigi|SSBU}}||0.083
|'''57'''||{{CharHead|Luigi|SSBU}}||0.083||0.0746
|-
|-
|'''58-60'''||{{CharHead|Ice Climbers|SSBU}}||0.082
|'''58-60'''||{{CharHead|Ice Climbers|SSBU}}||0.082||0.0729
|-
|-
|'''58-60'''||{{CharHead|Ivysaur|SSBU}}||0.082
|'''58-60'''||{{CharHead|Ivysaur|SSBU}}||0.082||0.0743
|-
|-
|'''58-60'''||{{CharHead|Mewtwo|SSBU}}||0.082
|'''58-60'''||{{CharHead|Mewtwo|SSBU}}||0.082||0.0679
|-
|-
|'''61-63'''||{{CharHead|Dark Pit|SSBU}}||0.081
|'''61-63'''||{{CharHead|Dark Pit|SSBU}}||0.081||0.0743
|-
|-
|'''61-63'''||{{CharHead|Pit|SSBU}}||0.081
|'''61-63'''||{{CharHead|Pit|SSBU}}||0.081||0.0743
|-
|-
|'''61-63'''||{{CharHead|Toon Link|SSBU}}||0.081
|'''61-63'''||{{CharHead|Toon Link|SSBU}}||0.081||0.0726
|-
|-
|'''64-66'''||{{CharHead|Mr. Game & Watch|SSBU}}||0.08
|'''64-66'''||{{CharHead|Mr. Game & Watch|SSBU}}||0.08||0.0672
|-
|-
|'''64-66'''||{{CharHead|Snake|SSBU}}||0.08
|'''64-66'''||{{CharHead|Snake|SSBU}}||0.08||0.0776
|-
|-
|'''64-66'''||{{CharHead|Yoshi|SSBU}}||0.08
|'''64-66'''||{{CharHead|Yoshi|SSBU}}||0.08||0.0769
|-
|-
|'''67'''||{{CharHead|Villager|SSBU}}||0.078
|'''67'''||{{CharHead|Villager|SSBU}}||0.078||0.0729
|-
|-
|'''68'''||{{CharHead|Ness|SSBU}}||0.077
|'''68'''||{{CharHead|Ness|SSBU}}||0.077||0.0736
|-
|-
|'''69'''||{{CharHead|Duck Hunt|SSBU}}||0.076
|'''69'''||{{CharHead|Duck Hunt|SSBU}}||0.076||0.0709
|-
|-
|'''70-73'''||{{CharHead|Dark Samus|SSBU}}||0.075
|'''70-73'''||{{CharHead|Dark Samus|SSBU}}||0.075||0.0783
|-
|-
|'''70-73'''||{{CharHead|Lucina|SSBU}}||0.075
|'''70-73'''||{{CharHead|Lucina|SSBU}}||0.075||0.0722
|-
|-
|'''70-73'''||{{CharHead|Marth|SSBU}}||0.075
|'''70-73'''||{{CharHead|Marth|SSBU}}||0.075||0.0722
|-
|-
|'''70-73'''||{{CharHead|Samus|SSBU}}||0.075
|'''70-73'''||{{CharHead|Samus|SSBU}}||0.075||0.0783
|-
|-
|'''74'''||{{CharHead|Pac-Man|SSBU}}||0.072
|'''74'''||{{CharHead|Pac-Man|SSBU}}||0.072||0.0739
|-
|-
|'''75'''||{{CharHead|Zelda|SSBU}}||0.071
|'''75'''||{{CharHead|Zelda|SSBU}}||0.071||0.0706
|-
|-
|'''76-78'''||{{CharHead|Daisy|SSBU}}||0.07
|'''76-78'''||{{CharHead|Daisy|SSBU}}||0.07||0.0719
|-
|-
|'''76-78'''||{{CharHead|Isabelle|SSBU}}||0.07
|'''76-78'''||{{CharHead|Isabelle|SSBU}}||0.07||0.0716
|-
|-
|'''76-78'''||{{CharHead|Peach|SSBU}}||0.07
|'''76-78'''||{{CharHead|Peach|SSBU}}||0.07||0.0719
|-
|-
|'''79'''||{{CharHead|Olimar|SSBU}}||0.068
|'''79'''||{{CharHead|Olimar|SSBU}}||0.068||0.0685
|-
|-
|'''80'''||{{CharHead|Kirby|SSBU}}||0.064
|'''80'''||{{CharHead|Kirby|SSBU}}||{{rollover|0.064|If Shulk's Monado Arts are copied, it becomes 0.0896 during Jump, 0.0768 during Speed|y}}||0.0685
|-
|-
|'''81'''||{{CharHead|Rosalina|SSBU}}||0.062
|'''81'''||{{CharHead|Rosalina|SSBU}}||0.062||0.0696
|-
|-
|'''82'''||{{CharHead|Jigglypuff|SSBU}}||0.053
|'''82'''||{{CharHead|Jigglypuff|SSBU}}||0.053||0.0648
|}
|}


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