Weight: Difference between revisions

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Lighter characters do have a few 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. Nevertheless, a few specific combos are less effective on lightweights to a much greater degree, namely {{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 are knocked down rather than pushed along the ground, allowing them to [[tech]] or execute a [[floor recovery]] and escape subsequent uses of such moves. Other advantages to light weight include weight-sensitive [[platform]]s, such as those in [[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.
Lighter characters do have a few 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. Nevertheless, a few specific combos are less effective on lightweights to a much greater degree, namely {{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 are knocked down rather than pushed along the ground, allowing them to [[tech]] or execute a [[floor recovery]] and escape subsequent uses of such moves. Other advantages to light weight include weight-sensitive [[platform]]s, such as those in [[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.


Heavier characters tend to have stronger attacks, longer [[range]], worse [[recovery]] (that is; recoveries that are slower or cover less distance), bigger [[hurtbox]]es, and slower movement, while lighter characters tend to have weaker attacks, shorter range, better recovery, smaller hurtboxes, and faster movement. However, this is a a loose trend that many characters defy in some way — Captain Falcon is heavy but [[dash]]es incredibly fast, Yoshi is heavy but has a high jump and weaker attacks, Wario is heavy but short and highly maneuverable, Zelda is light-medium with slow and strong attacks, Falco is light with a lackluster recovery (prior to ''Smash 4'') and very high falling speed, and Little Mac is light but has among the worst recoveries in the games he appears in.
Heavier characters tend to have stronger attacks, longer [[range]], worse [[recovery]] (that is; recoveries that are slower or cover less distance), bigger [[hurtbox]]es, and slower movement, while lighter characters tend to have weaker attacks, shorter range, better recovery, smaller hurtboxes, and faster movement. However, this is a loose trend that many characters defy in some way — Captain Falcon is heavy but [[dash]]es incredibly fast, Yoshi is heavy but has a high jump and weaker attacks, Wario is heavy but short and highly maneuverable, Zelda is light-medium with slow and strong attacks, Falco is light with a lackluster recovery (prior to ''Smash 4'') and very high falling speed, and Little Mac is light but has among the worst recoveries in the games he appears in.


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 [[Armor|knockback resistance]], since even characters with infinite weight will still take knockback from any attack with a base knockback 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 [[Armor|knockback resistance]], since even characters with infinite weight will still take knockback from any attack with a base knockback greater than 0.