Gravity: Difference between revisions

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(Undid edit by The Other Jared: Gravity typically doesn't apply to individual bones, except maybe hair/cloth bones. This is more likely in inverse kinematics issue)
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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. Particularly with non tumble knockback, characters with low gravity will be sent higher, while characters with high gravity will be sent lower. After getting hit by an attack, a character (on the ground) with low gravity may end up in the air after an attack, while a character with high gravity will land while they are in hitstun. The overall impact this has depends on the game. In ''Smash 64'', ''Smash 4'' and ''Ultimate'', characters suffer a similar (or identical) amount of lag if they land during hitstun, with this affect usually altering possible followups, depending on where the opponent ends up after hitstun. A character with low gravity may only be vulnerable to certain upwards hitting attacks, while a character with high gravity could be vulnerable to numerous ground attacks. In ''Melee'', the character will go into their normal landing animation if they land during hitstun, which can result in a character suffering from much less lag after an attack than they would have if they do not land. In ''Brawl'', a character will go into their hard landing animation once hitstun ends, regardless of when they land during hitstun. This means that higher gravity characters will suffer from more lag from various attacks than characters with low gravity, putting them at a disadvantage.
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. Particularly with non tumble knockback, characters with low gravity will be sent higher, while characters with high gravity will be sent lower. After getting hit by an attack, a character (on the ground) with low gravity may end up in the air after an attack, while a character with high gravity will land while they are in hitstun. The overall impact this has depends on the game. In ''Smash 64'', ''Smash 4'' and ''Ultimate'', characters suffer a similar (or identical) amount of lag if they land during hitstun, with this affect usually altering possible followups, depending on where the opponent ends up after hitstun. A character with low gravity may only be vulnerable to certain upwards hitting attacks, while a character with high gravity could be vulnerable to numerous ground attacks. In ''Melee'', the character will go into their normal landing animation if they land during hitstun, which can result in a character suffering from much less lag after an attack than they would have if they do not land. In ''Brawl'', a character will go into their hard landing animation once hitstun ends, regardless of when they land during hitstun. This means that higher gravity characters will suffer from more lag from various attacks than characters with low gravity, putting them at a disadvantage.


A notable affect this difference in knockback has is that higher gravity characters are considerably more vulnerable to [[chain grab]]s in ''Brawl'', and in ''Brawl'' and ''Smash 4'', it makes moves with low knockback chain into themself and other moves longer on characters with higher gravity, especially when combined with ''Brawl'' removing [[DI]] against moves which do not put opponents into tumble (an example of this being Sheik's {{mvsub|Sheik|SSBB|forward tilt}}, which can easily chain into itself multiple times).
A notable effect this difference in knockback has is that higher gravity characters are considerably more vulnerable to [[chain grab]]s in ''Brawl'', and in ''Brawl'' and ''Smash 4'', it makes moves with low knockback chain into themself and other moves longer on characters with higher gravity, especially when combined with ''Brawl'' removing [[DI]] against moves which do not put opponents into tumble (an example of this being Sheik's {{mvsub|Sheik|SSBB|forward tilt}}, which can easily chain into itself multiple times).


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 ends (although this puts them in a worse position if the grab release puts them offstage). 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''. Gravity no longer affects how high an opponent is air released as of ''Smash 4'', however, gravity still determines when an air released opponent will land.
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 ends (although this puts them in a worse position if the grab release puts them offstage). 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''. Gravity no longer affects how high an opponent is air released as of ''Smash 4'', however, gravity still determines when an air released opponent will land.
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!Rank!!Character!!Gravity
!Rank!!Character!!Gravity
|-
|-
|'''N/A'''||{{CharHead|Metal Mario|SSB}}||4.8
|'''N/A'''||{{Head|Metal Mario|g=SSB|s=16px|l=Metal Mario}} [[Metal Mario]]||4.8
|-
|-
|'''N/A'''||[[Giant Donkey Kong]]||4
|'''N/A'''||{{Head|Donkey Kong|g=SSB|s=16px|l=Giant Donkey Kong}} [[Giant Donkey Kong]]||4
|-
|-
|'''1'''||{{CharHead|Fox|SSB}}||4
|'''1'''||{{CharHead|Fox|SSB}}||4
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!Rank!!Character!!Gravity
!Rank!!Character!!Gravity
|-
|-
|'''N/A'''||{{CharHead|Metal Mario|SSB}}||4.8
|'''N/A'''||{{Head|Metal Mario|g=SSB|s=16px|l=Metal Mario}} [[Metal Mario]]||4.8
|-
|-
|'''N/A'''||[[Giant Donkey Kong]]||4
|'''N/A'''||{{Head|Donkey Kong|g=SSB|s=16px|l=Giant Donkey Kong}} [[Giant Donkey Kong]]||4
|-
|-
|'''1'''||{{CharHead|Fox|SSB}}||4
|'''1'''||{{CharHead|Fox|SSB}}||4
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!Rank!!Character!!Gravity
!Rank!!Character!!Gravity
|-
|-
|'''N/A'''||{{CharHead|Giga Bowser|SSBM}}||0.25
|'''N/A'''||{{Head|Giga Bowser|g=SSBM|s=16px|l=Giga Bowser}} [[Giga Bowser]]||0.25
|-
|-
|'''1'''||{{CharHead|Fox|SSBM}}||0.23
|'''1'''||{{CharHead|Fox|SSBM}}||0.23
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|-
|-
|'''18'''||{{CharHead|Ness|SSBM}}||0.09
|'''18'''||{{CharHead|Ness|SSBM}}||0.09
|-
|'''N/A'''||{{Head|Fighting Wire Frames|g=SSBM|s=16px|l=Fighting Wire Frames}} [[Fighting Wire Frames]] (Male)||0.09
|-
|-
|'''19'''||{{CharHead|Marth|SSBM}}||0.085
|'''19'''||{{CharHead|Marth|SSBM}}||0.085
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|-
|-
|'''23'''||{{CharHead|Zelda|SSBM}}||0.073
|'''23'''||{{CharHead|Zelda|SSBM}}||0.073
|-
|'''N/A'''||{{Head|Fighting Wire Frames|g=SSBM|s=16px|l=Fighting Wire Frames}} [[Fighting Wire Frames]] (Female)||0.073
|-
|-
|'''24'''||{{CharHead|Luigi|SSBM}}||0.069
|'''24'''||{{CharHead|Luigi|SSBM}}||0.069
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|-
|-
|'''26'''||{{CharHead|Jigglypuff|SSBM}}||0.064
|'''26'''||{{CharHead|Jigglypuff|SSBM}}||0.064
|-
|'''N/A'''||{{Head|Sandbag|g=SSBM|s=16px|l=Sandbag}} [[Sandbag]]||0.05
|}
|}
===Notes===
*[[Wireframe]]s have gravities of 0.09 (Male) and 0.073 (Female).
*[[Sandbag]] has a gravity of 0.05.


==''[[Super Smash Bros. Brawl]]'' gravity values==
==''[[Super Smash Bros. Brawl]]'' gravity values==
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!Rank!!Character!!Gravity
!Rank!!Character!!Gravity
|-
|-
|'''N/A'''||[[Giga Bowser]]||0.1975
|'''N/A'''||{{b|Giga Bowser|Final Smash}}||0.1975
|-
|-
|1||{{CharHead|Fox|SSBB}}||0.175
|'''1'''||{{CharHead|Fox|SSBB}}||0.175
|-
|-
|2||{{CharHead|Sheik|SSBB}}||0.1409
|'''2'''||{{CharHead|Sheik|SSBB}}||0.1409
|-
|-
|3||{{CharHead|Wolf|SSBB}}||0.13
|'''3'''||{{CharHead|Wolf|SSBB}}||0.13
|-
|-
|4||{{CharHead|Falco|SSBB}}||0.112
|'''4'''||{{CharHead|Falco|SSBB}}||0.112
|-
|-
|5||{{CharHead|Squirtle|SSBB}}||0.1067
|'''5'''||{{CharHead|Squirtle|SSBB}}||0.1067
|-
|-
|rowspan=3|6-8||{{CharHead|Captain Falcon|SSBB}}||rowspan=3|0.1027
|rowspan=3|'''6-8'''||{{CharHead|Captain Falcon|SSBB}}||rowspan=3|0.1027
|-
|-
|{{CharHead|Bowser|SSBB}}
|{{CharHead|Bowser|SSBB}}
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|{{CharHead|Ganondorf|SSBB}}
|{{CharHead|Ganondorf|SSBB}}
|-
|-
|9||{{CharHead|Meta Knight|SSBB}}||0.0956
|'''9'''||{{CharHead|Meta Knight|SSBB}}||0.0956
|-
|-
|10||{{CharHead|Diddy Kong|SSBB}}||0.092
|'''10'''||{{CharHead|Diddy Kong|SSBB}}||0.092
|-
|-
|11||{{CharHead|Lucas|SSBB}}||0.09
|'''11'''||{{CharHead|Lucas|SSBB}}||0.09
|-
|-
|'''N/A'''||[[Wario Man]]||0.09
|'''N/A'''||[[Wario Man]]||0.09
|-
|-
|12||{{CharHead|Link|SSBB}}||0.089
|'''12'''||{{CharHead|Link|SSBB}}||0.089
|-
|-
|13||{{CharHead|Zero Suit Samus|SSBB}}||0.0884
|'''13'''||{{CharHead|Zero Suit Samus|SSBB}}||0.0884
|-
|-
|14||{{CharHead|Pikachu|SSBB}}||0.087
|'''14'''||{{CharHead|Pikachu|SSBB}}||0.087
|-
|-
|rowspan=2|15-16||{{CharHead|Charizard|SSBB}}||rowspan=2|0.085
|rowspan=2|'''15-16'''||{{CharHead|Charizard|SSBB}}||rowspan=2|0.085
|-
|-
|{{CharHead|Sonic|SSBB}}
|{{CharHead|Sonic|SSBB}}
|-
|-
|17||{{CharHead|Wario|SSBB}}||0.0842
|'''17'''||{{CharHead|Wario|SSBB}}||0.0842
|-
|-
|rowspan=2|18-19||{{CharHead|Ike|SSBB}}||rowspan=2|0.0837
|rowspan=2|'''18-19'''||{{CharHead|Ike|SSBB}}||rowspan=2|0.0837
|-
|-
|{{CharHead|King Dedede|SSBB}}
|{{CharHead|King Dedede|SSBB}}
|-
|-
|20||{{CharHead|Donkey Kong|SSBB}}||0.081
|'''20'''||{{CharHead|Donkey Kong|SSBB}}||0.081
|-
|-
|21||{{CharHead|Snake|SSBB}}||0.08
|'''21'''||{{CharHead|Snake|SSBB}}||0.08
|-
|-
|22||{{CharHead|Ice Climbers|SSBB}}||0.077
|'''22'''||{{CharHead|Ice Climbers|SSBB}}||0.077
|-
|-
|23||{{CharHead|Mr. Game & Watch|SSBB}}||0.07505
|'''23'''||{{CharHead|Mr. Game & Watch|SSBB}}||0.07505
|-
|-
|rowspan=2|24-25||{{CharHead|Mario|SSBB}}||rowspan=2|0.075
|rowspan=2|'''24-25'''||{{CharHead|Mario|SSBB}}||rowspan=2|0.075
|-
|-
|{{CharHead|Pit|SSBB}}
|{{CharHead|Pit|SSBB}}
|-
|-
|26||{{CharHead|Yoshi|SSBB}}||0.07347
|'''N/A'''||[[Fighting Alloy Team]]||0.075
|-
|'''26'''||{{CharHead|Yoshi|SSBB}}||0.07347
|-
|-
|27||{{CharHead|Ness|SSBB}}||0.0711
|'''27'''||{{CharHead|Ness|SSBB}}||0.0711
|-
|-
|rowspan=2|28-29||{{CharHead|Ivysaur|SSBB}}||rowspan=2|0.07
|rowspan=2|'''28-29'''||{{CharHead|Ivysaur|SSBB}}||rowspan=2|0.07
|-
|-
|{{CharHead|Toon Link|SSBB}}
|{{CharHead|Toon Link|SSBB}}
|-
|-
|30||{{CharHead|Marth|SSBB}}||0.06715
|'''30'''||{{CharHead|Marth|SSBB}}||0.06715
|-
|-
|31||{{CharHead|Zelda|SSBB}}||0.067
|'''31'''||{{CharHead|Zelda|SSBB}}||0.067
|-
|-
|rowspan=2|32-33||{{CharHead|Luigi|SSBB}}||rowspan=2|0.065
|rowspan=2|'''32-33'''||{{CharHead|Luigi|SSBB}}||rowspan=2|0.065
|-
|-
|{{CharHead|R.O.B.|SSBB}}
|{{CharHead|R.O.B.|SSBB}}
|-
|-
|34||{{CharHead|Peach|SSBB}}||0.0632
|'''34'''||{{CharHead|Peach|SSBB}}||0.0632
|-
|-
|35||{{CharHead|Lucario|SSBB}}||0.0625
|'''35'''||{{CharHead|Lucario|SSBB}}||0.0625
|-
|-
|36||{{CharHead|Kirby|SSBB}}||0.061
|'''36'''||{{CharHead|Kirby|SSBB}}||0.061
|-
|-
|37||{{CharHead|Olimar|SSBB}}||0.06
|'''37'''||{{CharHead|Olimar|SSBB}}||0.06
|-
|-
|38||{{CharHead|Samus|SSBB}}||0.058
|'''38'''||{{CharHead|Samus|SSBB}}||0.058
|-
|-
|39||{{CharHead|Jigglypuff|SSBB}}||0.05056
|'''39'''||{{CharHead|Jigglypuff|SSBB}}||0.05056
|}
|}


===Notes===
===Notes===
*The [[Fighting Alloys]] all share Mario's gravity value of 0.075, just as they share his weight.
*In ''Melee'' and ''Brawl'', Captain Falcon, Ganondorf, and Bowser have all shared the same gravity values.
*In ''Melee'' and ''Brawl'', Captain Falcon, Ganondorf, and Bowser have all shared the same gravity values.
*Sheik is the only veteran to have her gravity increased from ''Melee'' to ''Brawl''.
*Sheik is the only veteran to have her gravity increased from ''Melee'' to ''Brawl''.
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!Rank!!Character!!Gravity
!Rank!!Character!!Gravity
|-
|-
|'''N/A'''||[[Giga Bowser]]||0.198
|'''N/A'''||{{b|Giga Bowser|Final Smash}}||0.198
|-
|-
|'''1'''||{{CharHead|Fox|SSB4}}||0.19
|'''1'''||{{CharHead|Fox|SSB4}}||0.19
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|'''17'''||{{CharHead|Mii Brawler|SSB4}}||{{rollover|0.1|Default height and weight|y}}
|'''17'''||{{CharHead|Mii Brawler|SSB4}}||{{rollover|0.1|Default height and weight|y}}
|-
|-
|'''18'''||{{CharHead|Cloud|SSB4}}||{{rollover|0.098|Cloud's gravity is 0.1078 if his Limit Gauge is full|y}}
|'''18'''||{{CharHead|Cloud|SSB4}}||{{rollover|0.098|0.1078 during Limit Break status|y}}
|-
|-
|rowspan=2|'''19-20'''||{{CharHead|Link|SSB4}}||0.096
|rowspan=2|'''19-20'''||{{CharHead|Link|SSB4}}||0.096
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|{{CharHead|Mii Swordfighter|SSB4}}||{{rollover|0.096|Default height and weight|y}}
|{{CharHead|Mii Swordfighter|SSB4}}||{{rollover|0.096|Default height and weight|y}}
|-
|-
|'''N/A'''||[[File:MiiSwordfighterHeadTeamSSB4-U.png|15x15px]] Mii Swordfighter ([[Fighting Mii Team]])||0.096
|'''N/A'''||{{CharHead|Mii Swordfighter|SSB4}} ([[Fighting Mii Team]])||0.096
|-
|-
|'''21'''||{{CharHead|Pikachu|SSB4}}||0.095
|'''21'''||{{CharHead|Pikachu|SSB4}}||0.095
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|{{CharHead|Sonic|SSB4}}
|{{CharHead|Sonic|SSB4}}
|-
|-
|{{Head|R.O.B.|g=SSB4|s=15px|cl=Grey}} {{SSB4|R.O.B.}}
|{{CharHead|R.O.B.|SSB4}}
|-
|-
|{{CharHead|Wii Fit Trainer|SSB4}}
|{{CharHead|Wii Fit Trainer|SSB4}}
|-
|-
|'''N/A'''||[[File:MiiBrawlerHeadTeamSSB4-U.png|15x15px]] Mii Brawler ([[Fighting Mii Team]])||0.09
|'''N/A'''||{{CharHead|Mii Brawler|SSB4}} (Fighting Mii Team)||0.09
|-
|-
|'''30'''||{{CharHead|Robin|SSB4}}||0.089
|'''30'''||{{CharHead|Robin|SSB4}}||0.089
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|{{CharHead|Mii Gunner|SSB4}}||{{rollover|0.08715|Default height and weight|y}}
|{{CharHead|Mii Gunner|SSB4}}||{{rollover|0.08715|Default height and weight|y}}
|-
|-
|'''N/A'''||[[File:MiiGunnerHeadTeamSSB4-U.png|15x15px]] Mii Gunner ([[Fighting Mii Team]])||0.087
|'''N/A'''||{{CharHead|Mii Gunner|SSB4}} (Fighting Mii Team)||0.087
|-
|-
|'''35'''||{{CharHead|Donkey Kong|SSB4}}||0.08505
|'''35'''||{{CharHead|Donkey Kong|SSB4}}||0.08505
|-
|-
|'''36'''||{{CharHead|Shulk|SSB4}}||0.085
|'''36'''||{{CharHead|Shulk|SSB4}}||{{rollover|0.085|0.1105 with Jump|y}}
|-
|-
|'''37'''||{{CharHead|Lucario|SSB4}}||0.084
|'''37'''||{{CharHead|Lucario|SSB4}}||0.084
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|{{CharHead|Olimar|SSB4}}
|{{CharHead|Olimar|SSB4}}
|-
|-
|'''56'''||{{CharHead|Kirby|SSB4}}||0.06405
|'''56'''||{{CharHead|Kirby|SSB4}}||{{rollover|0.06405|0.083265 with Jump|y}}
|-
|-
|'''57'''||{{CharHead|Rosalina & Luma|SSB4}}||0.062
|'''57'''||{{CharHead|Rosalina & Luma|SSB4}}||0.062
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|{{CharHead|Sonic|SSBU}}||0.070896
|{{CharHead|Sonic|SSBU}}||0.070896
|-
|-
|{{Head|R.O.B.|g=SSBU|s=15px|cl=Grey}} {{SSBU|R.O.B.}}||0.077616
|{{CharHead|R.O.B.|SSBU}}||0.077616
|-
|-
|{{CharHead|Wii Fit Trainer|SSBU}}||{{rollover|0.09|0.108 after fresh Deep Breathing, 0.1044 after fully stale Deep Breathing|y}}||{{rollover|0.074256|Unchanged during Deep Breathing status|y}}
|{{CharHead|Wii Fit Trainer|SSBU}}||{{rollover|0.09|0.108 after fresh Deep Breathing, 0.1044 after fully stale Deep Breathing|y}}||{{rollover|0.074256|Unchanged during Deep Breathing status|y}}
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|'''85'''||{{CharHead|Olimar|SSBU}}||0.068||0.068544
|'''85'''||{{CharHead|Olimar|SSBU}}||0.068||0.068544
|-
|-
|rowspan=2|'''86-87'''||{{CharHead|Kirby|SSBU}}||{{rollover|0.064|If Shulk's Monado Arts are copied, it becomes 0.0896 during Jump, 0.0768 during Speed|y}}||0.068544
|rowspan=2|'''86-87'''||{{CharHead|Kirby|SSBU}}||{{rollover|0.064|0.0896 with Jump, 0.0768 with Speed|y}}||0.068544
|-
|-
|{{CharHead|Sora|SSBU}}||0.064||0.07056
|{{CharHead|Sora|SSBU}}||0.064||0.07056
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