Super Smash Bros.
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Weight: Difference between revisions

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m (Undid edit by Goomba: Luigi is taller, and being taller lends one more weight. Being lighter doesn't necessarily equal being lighter.)
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*In ''Brawl'', [[Giga Bowser (Final Smash)|Giga Bowser]] and [[Wario-Man]] are programmed to have weights of 400 and 130 respectively; however they cannot be knocked back, so their weight only has an effect on certain stage elements (such as [[Rainbow Cruise]]'s see-saw platforms).
*In ''Brawl'', [[Giga Bowser (Final Smash)|Giga Bowser]] and [[Wario-Man]] are programmed to have weights of 400 and 130 respectively; however they cannot be knocked back, so their weight only has an effect on certain stage elements (such as [[Rainbow Cruise]]'s see-saw platforms).
*In every game, [[Captain Falcon]] has shared the same weight with [[Link]]; however, in ''SSB''<nowiki>'</nowiki>s (NTSC version) and ''Melee'', Falcon sustains slightly less knockback than Link, while in ''Brawl'', he sustains slightly more.
*In every game, [[Captain Falcon]] has shared the same weight with [[Link]]; however, in ''SSB''<nowiki>'</nowiki>s (NTSC version) and ''Melee'', Falcon sustains slightly less knockback than Link, while in ''Brawl'', he sustains slightly more.
*Oddly, while Luigi is portrayed as being thinner (and therefore lighter) than Mario, in the PAL version of SSBM, he is slightly heavier than him.


==References==
==References==

Revision as of 06:10, April 24, 2013

Not to be confused with falling speed or gravity.

Weight is a measure of how far a character can be knocked back horizontally by an attack, if all other factors (such as damage) are constant. Weight is the main factor in the amount of knockback a character receives, although it is not the only one - gravity also has a small part.

Overview

Weight's main purpose is the determination of how difficult it it to send a character flying. In this sense, it is usually considered an advantage for a character to be heavy, as knockback is the main metric of winning games. In addition, as many throws are slower to execute on heavier targets, heavier characters have more time to properly react to throws and DI correctly. This can also affect the practicality of throw combos; Mr. Game & Watch's down throw-to-down smash combo is much easier to escape for heavier characters, while the Ice Climbers's infinite chaingrabs are more difficult to perfom on heavyweights.

Being a lighter character has its advantages, though. Weight-sensitive platforms such as those of Mushroom Kingdom and Rainbow Cruise fall slower with less weight on board, making them safer to use for lighter characters. Many combos are less effective on lighter characters, with their higher received knockback making it easier to escape - two notorious examples are Fox's waveshine combos in Melee and King Dedede's chaingrabs in Brawl, with characters lighter than 87 units taking enough knockback to fall down and be ineligible for the proper continuation.

In general, heavy characters tend to have stronger attacks, larger range, worse recovery, bigger hurtboxes, higher falling speed, and slower movement, with light characters possessing weaker attacks, shorter range, better recovery, smaller hurtboxes, slower falling speed, and faster movement. However, this is a very loose correlation that many characters defy in some way - Samus is heavy but slow-falling, Wario is heavy but small and highly maneuverable, Zelda is medium-light with slow and strong attacks, and Fox is very light with very high falling speed and lackluster recovery.

Super Smash Bros. weight values

These values are for the Japanese and North American versions of the game. It is unknown whether the PAL values are the same.

These values use a different scale than the later games - heavier characters have lower numbers. For comparison purposes, the equivalent value in the newer system is also listed.

Rank Character Weight (coded) Weight (comparison)
1 Donkey Kong 0.84 (JPN)
0.83 (NTSC)
138.095
140.964
2 Samus 0.92 117.391
3 Yoshi 0.93 115.054
4-5 Link 0.96 108.333
4-5 Captain Falcon 0.96 108.333
6-8 Mario 1 100.000
6-8 Luigi 1 100.000
6-8 Fox 1 100.000
9 Ness 1.1 81.818
10 Pikachu 1.16 72.414
11 Kirby 1.19 68.067
12 Jigglypuff 1.3 53.846

Super Smash Bros. Melee weight values

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 8/5ths, and the Poison Mushroom by 5/8ths.

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

Super Smash Bros. Brawl weight values

Here is the order of characters' weights in Super Smash Bros. Brawl

Rank Character Weight
1 Bowser 120
2 Donkey Kong 116
3 Snake 113
4 King Dedede 112
5 Charizard 110
6 Ganondorf 109
7 Samus 108
8-9 Yoshi 107
8-9 Wario 107
10 R.O.B. 106
11 Ike 105
12-13 Captain Falcon 104
12-13 Link 104
14 Wolf 102
15-16 Lucario 100
15-16 Ivysaur 100
17 Mario 98
18 Luigi 97
19 Sonic 95
20-22 Ness 94
20-22 Lucas 94
20-22 Pit 94
23 Diddy Kong 93
24-25 Ice Climbers 92
24-25 Toon Link 92
26 Peach 90
27 Marth 87
28-29 Sheik 85
28-29 Zelda 85
30-31 Falco 82
30-31 Olimar 82
32 Zero Suit Samus 81
33 Fox 80
34-35 Meta Knight 79
34-35 Pikachu 79
36 Kirby 78
37-38 Mr. Game & Watch 75
37-38 Squirtle 75
39 Jigglypuff 68

Notes

  • According to Super Smash Bros. Melee's Blue Smash Trophy of him, Mario's mass is the standard upon which other Smash fighters are measured. While this is true in NTSC Melee (having a weight of 100), the PAL version drops Mario's weight to a slightly-below-standard 98.
  • In Brawl, the Fighting Alloys all have a weight of 98 (the same as Mario in Brawl), even though they are modelled after characters of differing weights. In SSB and Melee, the Fighting Polygons and Fighting Wire Frames (respectively) all have a weight of 100 (the same as Mario in SSB and Melee), even though they're modelled after varying characters.
  • In Brawl, Giga Bowser and Wario-Man are programmed to have weights of 400 and 130 respectively; however they cannot be knocked back, so their weight only has an effect on certain stage elements (such as Rainbow Cruise's see-saw platforms).
  • In every game, Captain Falcon has shared the same weight with Link; however, in SSB's (NTSC version) and Melee, Falcon sustains slightly less knockback than Link, while in Brawl, he sustains slightly more.

References