Super Smash Bros. series

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{{video|comparison weight-based throw durations}}
{{video|comparison weight-based throw durations}}


'''Weight''' is a measurement of how much a [[character]] can resist [[knockback]]. Weight is one of several factors used in determining 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.
'''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==
==Overview==
Weight is in practice understood as how difficult it is to send a character flying away. In this sense, it is usually considered an advantage for a character to be heavy, as less knockback makes it more difficult to [[KO]] a character. Additionally, many [[throws]] take longer to execute on heavier characters, giving the opponent more time to properly react to throws and [[DI]] effectively. Because throwing heavier characters may cause the throwing animation to continue once the target is let go, the viability of throw [[combo]]s may be affected; for example, {{SSBB|Mr. Game & Watch}}'s down throw-to-down smash combo is much easier to escape for heavier characters, while the {{SSBB|Ice Climbers}}'s infinite chaingrabs are more difficult to perfom on heavyweights.
Weight is in practice understood as how difficult it is to send a character flying away. In this sense, it is usually considered an advantage for a character to be heavy, as less knockback makes it more difficult to [[KO]] a character. Additionally, many [[throws]] take longer to execute on heavier characters, giving the opponent more time to properly react to throws and [[DI]] effectively. Because throwing heavier characters may cause the throwing animation to continue once the target is let go, the viability of throw [[combo]]s may be affected; for example, {{SSBB|Mr. Game & Watch}}'s down throw-to-down smash combo is much easier to escape for heavier characters, while the {{SSBB|Ice Climbers}}'s infinite chaingrabs are more difficult to perfom on heavyweights.


Lighter characters also have some advantages. Weight-sensitive platforms such as those in [[Mushroom Kingdom]] and [[Rainbow Cruise]] fall slower while holding less weight, making them safer to use for lighter characters. Many combos are less effective on lighter characters because their higher received knockback making it easier to escape - these combos include some of {{SSBM|Fox}}'s [[waveshine]] combos in ''Melee'' and {{SSBB|King Dedede}}'s chaingrab in ''Brawl'', where characters below a certain weight usually take enough knockback to fall down and be ineligible for the proper continuation. 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.
Lighter characters have a few advantages. Weight-sensitive platforms such as those in [[Mushroom Kingdom]] and [[Rainbow Cruise]] fall slower while holding less weight, making them safer to use for lighter characters. Many combos are less effective on lighter characters because their higher received knockback making it easier to escape - these combos include some of {{SSBM|Fox}}'s [[waveshine]] combos in ''Melee'' and {{SSBB|King Dedede}}'s chaingrab in ''Brawl'', where characters below a certain weight usually receive enough knockback to escape. 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.


In general, heavy characters tend to have stronger attacks, longer [[range]], worse [[recovery]], bigger [[hitbox|hurtboxes]], higher falling speed, and slower movement, while light characters tend to have 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.
Heavier characters tend to have stronger attacks, longer [[range]], worse [[recovery]], bigger [[hitbox|hurtboxes]], higher falling speed, and slower movement, while lighter characters tend to have 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 a very high falling speed and lackluster recovery.


In single player [[mode]]s, sometimes unnaturally high weight is introduced to challenge the player, such as when fighting [[Metal Mario]]; this is often matched with additional [[flinch resistance]], as even characters of infinite weight will flinch and take knockback from any attack with a base knockback of greater than 0.
In single player [[mode]]s, sometimes unnaturally high weight is introduced to challenge the player, such as when fighting [[Metal Mario]]; this is often paired with additional [[flinch]], since characters with infinite weight are still prone to flinch from any attack with a base knockback greater than 0.


==''[[Super Smash Bros.]]'' weight values==
==''[[Super Smash Bros.]]'' weight values==

Revision as of 09:16, September 3, 2013

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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

Weight is in practice understood as how difficult it is to send a character flying away. In this sense, it is usually considered an advantage for a character to be heavy, as less knockback makes it more difficult to KO a character. Additionally, many throws take longer to execute on heavier characters, giving the opponent more time to properly react to throws and DI effectively. Because throwing heavier characters may cause the throwing animation to continue once the target is let go, the viability of throw combos may be affected; for example, 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.

Lighter characters have a few advantages. Weight-sensitive platforms such as those in Mushroom Kingdom and Rainbow Cruise fall slower while holding less weight, making them safer to use for lighter characters. Many combos are less effective on lighter characters because their higher received knockback making it easier to escape - these combos include some of Fox's waveshine combos in Melee and King Dedede's chaingrab in Brawl, where characters below a certain weight usually receive enough knockback to escape. 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.

Heavier characters tend to have stronger attacks, longer range, worse recovery, bigger hurtboxes, higher falling speed, and slower movement, while lighter characters tend to have 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 a very high falling speed and lackluster recovery.

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 flinch, since characters with infinite weight are still prone to flinch from any attack with a base knockback greater than 0.

Super Smash Bros. weight values

Source: Simple facts that you may not know at Smashboards

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.

JPN
Rank Character Weight (coded) Weight (comparison)
1 Donkey Kong 0.84 138.095
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
NTSC
Rank Character Weight (coded) Weight (comparison)
1 Donkey Kong 0.83 140.964
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
PAL
Rank Character Weight (coded) Weight (comparison)
1 Donkey Kong 0.83 140.964
2 Link 0.9 122.222
3 Samus 0.92 117.391
4 Yoshi 0.93 115.054
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

This is a list 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 Mario, his 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 each game, the enemy team will all have the same weight as Mario, despite each being based off characters of different weights.
  • 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).

References