Weight
- "Heavy" redirects here. For the Special Smash gravity condition, see Special gravity.
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. Because of this, it is generally considered an advantage for a character to be heavy, as less knockback makes it harder to KO a character. Additionally, in Melee, Brawl, and Smash 4, many throws take longer to execute on heavier characters, giving the opponent being thrown more time to properly react to throws and to DI effectively. Because throwing heavier characters causes the throwing animation to continue longer once the target is released, the viability of throw combos may be affected; for example, in Melee, Captain Falcon is not vulnerable to many of the up throw chain grabs (such as from Marth) that the space animals are vulnerable to; in Brawl, the Ice Climbers' infinite chain grabs are more difficult to perform on heavyweights; and in Smash 4, Robin's down throw to up aerial "Checkmate" KO setup is the hardest to perform against Bowser and Charizard, since they are heavy but have low falling speeds. In Ultimate, weight is a factor in determining how much a character can be pushed by an opponent running into them, and how far they will push other opponents.
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 hurtboxes, 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 Fox's waveshine combos in Melee and 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 platforms, 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 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 (that is; recoveries that are slower or cover less distance), bigger hurtboxes, 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 dashes 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 modes, sometimes unnaturally high weight is introduced to challenge the player, such as when fighting Metal Mario; this is often paired with additional knockback resistance, since even characters with infinite weight will still take knockback from any attack with a base knockback greater than 0.
On an additional note, some attacks are weight-independent, and will always act as if the target fighter's weight is set to 100; the amount of knockback dealt will remain consistent, no matter how light or heavy the target is. This is especially notable for attacks that have the bury, paralyze, or stun effects. However, other factors, such as knockback taken multipliers, and knockback resistance, still affect the amount of knockback dealt.
Super Smash Bros. weight values
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.[1]
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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 1.6, and the Poison Mushroom by 0.625.
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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 | Wario | 107 |
Yoshi | ||
10 | R.O.B. | 106 |
11 | Ike | 105 |
12-13 | Captain Falcon | 104 |
Link | ||
14 | Wolf | 102 |
15-16 | Ivysaur | 100 |
Lucario | ||
17 | Mario | 98 |
18 | Luigi | 97 |
19 | Sonic | 95 |
20-22 | Lucas | 94 |
Ness | ||
Pit | ||
23 | Diddy Kong | 93 |
24-25 | Ice Climbers | 92 |
Toon Link | ||
26 | Peach | 89 |
27 | Marth | 87 |
28-29 | Sheik | 85 |
Zelda | ||
30-31 | Falco | 82 |
Olimar | ||
32 | Zero Suit Samus | 81 |
33 | Fox | 80 |
34-35 | Meta Knight | 79 |
Pikachu | ||
36 | Kirby | 78 |
37-38 | Mr. Game & Watch | 75 |
Squirtle | ||
39 | Jigglypuff | 68 |
Super Smash Bros. 4 weight values
This is a list of characters' weights in Super Smash Bros. 4.
According to the game, weight is the base factor in determining how many powers can be equipped in Smash Run. There are other factors — namely a character's speed — so it is not a direct linear correlation, but as a general rule weight definitely carries a positive correlation: the higher the weight, the greater the number of powers, with the only exceptions being Miis and the DLC fighters having a power limit of 25.
Certain updates have made slight alterations to the weights of characters, affecting both survivability and resistance to combos. These changes have not had a major effect on most characters in the metagame, with the exceptions of Sheik and Bowser, who are considered to be worse and better after their weight alterations, respectively.
Rank | Character | Weight | Power Limit |
---|---|---|---|
+2 | Giga Bowser | 400 | |
+1 | Giga Mac | 140 | |
1 | Bowser | 130 | 29 |
2 | Donkey Kong | 122 | 27 |
3 | King Dedede | 119 | 28 |
4 | Charizard | 116 | 27 |
5 | Ganondorf | 113 | 29 |
6-7 | Bowser Jr. | 108 | 27 |
Samus | |||
8-9 | Ike | 107 | 26 |
Wario | 27 | ||
n/a | Wario-Man | ||
10 | R.O.B. | 106 | 26 |
11-13 | Link | 104 | |
Yoshi | |||
Captain Falcon | 25 | ||
14 | Ryu | 103 | |
15-17 | Mega Man | 102 | |
Shulk | |||
Mii Fighter (heaviest) | |||
18-19 | Cloud | 100 | |
Mii Fighter (default) | |||
20 | Lucario | 99 | |
n/a | Mega Lucario | ||
21-23 | Corrin | 98 | 25 |
Dr. Mario | |||
Mario | |||
24-26 | Mii Fighter (lightest) | 97 | |
Luigi | 24 | ||
Villager | |||
27-29 | Dark Pit | 96 | |
Pit | |||
Wii Fit Trainer | |||
30-32 | Robin | 95 | |
Roy | 25 | ||
Pac-Man | |||
33-36 | Ness | 94 | |
Lucas | |||
Sonic | 23 | ||
Greninja | 24 | ||
37-38 | Diddy Kong | 93 | |
Toon Link | |||
39-40 | Duck Hunt | 91 | 23 |
Palutena | |||
41-42 | Lucina | 90 | |
Marth | |||
43 | Peach | 89 | |
44 | Zelda | 85 | 22 |
45 | Bayonetta | 84 | 25 |
46-47 | Falco | 82 | 22 |
Little Mac | 23 | ||
48 | Sheik | 81 | 24 |
49-50 | Zero Suit Samus | 80 | 23 |
Meta Knight | 22 | ||
51-54 | Fox | 79 | 24 |
Olimar | 23 | ||
Pikachu | |||
Kirby | 21 | ||
55 | Rosalina | 77 | 22 |
56 | Mr. Game & Watch | 75 | 23 |
57 | Mewtwo | 74 | 25 |
58 | Jigglypuff | 68 | 21 |
Update history
1.1.3
- Ganondorf's weight: 112 → 113
- Kirby's weight: 77 → 79
- Sonic's weight: 95 → 100
1.1.4
- Rosalina's weight: 78 → 77
- Sheik's weight: 85 → 84
- Zero Suit Samus's weight: 81 → 80
1.1.5
- Bowser's weight: 128 → 168
- Charizard's weight: 115 → 116
- Mewtwo's weight: 72 → 74
- Sheik's weight: 84 → 81
Super Smash Bros. Ultimate weight values
This is a list of characters' weights in Super Smash Bros. Ultimate.
Mii Fighters now have their weight determined by their class rather than their size modifiers from their creation.
The average weight value for all fighters is rounded down to 96.01, meaning that Pit, Dark Pit, Ivysaur, and Wii Fit Trainer are the characters whose weights are closest to the average.
Update history
3.0.0
- Mewtwo's weight: 77 → 79
- pichu’s weight: 62 → 10
Trivia
- 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 dropped Mario's weight to 98, which was slightly below-average. This was carried over for future installments.
- The only character other than Mii Fighters to have a weight value of 100 since this change is Cloud.
- In each game, the enemy team all have the same weight as Mario, despite each being based on characters of different weights.
- However, one exception applies to the Female Wire Frame in Melee, who has a weight of 90. This is due to the development team copying Zelda's moveset over to the Female Wire Frame.
- 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 Smash 4, Giga Bowser retains his weight of 400, and Giga Mac possesses a weight of 140, however Wario-Man no longer has a higher weight than Wario. Additionally, unlike Giga Bowser, Giga Mac can be affected by windboxes (but is still unaffected by regular knockback), making him the only transforming character who has a weight change that can affect gameplay outside of stage elements.
- Pichu is the lightest character in every Smash game it appears in, those being Melee and Ultimate. In the remaining three games, Jigglypuff is the lightest character, and it remains the second-lightest character in all games where Pichu is playable.
- Likewise, Bowser is the heaviest playable character in every game since his debut in Melee, with Donkey Kong being the heaviest in the original Super Smash Bros. and the second heaviest in every game afterwards until Ultimate where King K. Rool replaces him.
- A tip in Smash 4 states that Kirby is the third lightest character in the game, and Mr. Game and Watch is the second. While this was originally true, the addition of Mewtwo, as well as Kirby's weight being changed, made this tip incorrect (he is now the fifth lightest, tied with Fox, Olimar, and Pikachu, while Mr. Game & Watch is now the third lightest).
- Some moves treat character weights as a set value (such as 100), regardless of the recipient's actual weight. An example of this is Finishing Touch.
- Weight changes from items such as the Metal Box do not affect the speed of throws affected by weight.
- The PAL version of the original Super Smash Bros. is the only version of any Smash game where Link and Captain Falcon do not weigh the same.
- For some characters, weights in the Smash series are sometimes inconsistent with those for said characters in other games. Yoshi, for example, is a heavyweight in every Smash title, but is in the medium and light classes in the Mario Kart series. The inverse is true for Rosalina, although the weight class of karts seems to be based on a character's size instead of how much they actually weigh (Rosalina is very tall, which might dictate her kart's size and weight). Another character, Mewtwo, weighs 269 pounds according to the Pokédex, but is one of the lightest characters in every Smash game in which it is a playable character. However, it is explained in Melee that Mewtwo is easier to send flying around due to it using its psychic powers to constantly float.
- The original Super Smash Bros. is the only game where Fox is a middleweight character, being on par with Mario and Luigi in that game. He would receive a massive weight reduction in Super Smash Bros. Melee, which has largely stuck with him ever since.
References
- Brawl weight and falling speed calculations and explanation
- Brawl weight list and falling speed calculations
- Some character's weight with DI
- Smash 4 character weight values
- http://smashboards.com/threads/1-1-4-patch-notes.430023/
- http://smashboards.com/threads/1-1-5-patch-notes.433162/
- http://kuroganehammer.com/Ultimate/Weight