Super Smash Bros. series

Gravity: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
 
(16 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{ArticleIcons|series=1}}
{{ArticleIcons|series=y}}
'''Gravity''' is a measure of how fast a falling [[character]] reaches their maximum [[falling speed]]. A character with high gravity does not necessarily have a fast falling speed; they simply reach their top falling speed faster. Gravity also affects how high a character is able to [[jump]]; two characters with the same initial jump velocity will not jump the same height if they have different gravity. Naturally, a character with higher gravity would jump lower than a character with lower gravity (assuming they have the same initial jump velocity).
'''Gravity''' is a measure of how fast a falling [[character]] reaches their maximum [[falling speed]]. A character with high gravity does not necessarily have a fast falling speed; they simply reach their top falling speed faster. Gravity also affects how high a character is able to [[jump]]; two characters with the same initial jump velocity will not jump the same height if they have different gravity. Naturally, a character with higher gravity would jump lower than a character with lower gravity (assuming they have the same initial jump velocity). Gravity is measured in [[unit]]s/[[frame]]².


Gravity does not take a direct effect on vertical knockback in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', although since a fighter's falling physics remain intact during hitstun, fighters with a combination of high falling speed and gravity will effectively resist vertical launch distance. From ''[[Super Smash Bros. Brawl]]'' onward, vertical knockback's velocity suffered by characters is now based on both their [[weight]] and their gravity (once they enter [[tumble]]); the formula to determine the gravity penalty is '''(g - 0.075) x 5 '''. This causes higher-gravity characters to be launched at a higher velocity, but horizontal launch speed is not directly affected. This reduces the natural effect of gravity on launch distance, keeping characters with low weight but high gravity (most notably [[Fox]]) from having disproportionally high vertical endurance, and in fact results in their endurance being slightly worse than a fighter with lower gravity, due to the formula overcompensating while not considering falling speed. Despite horizontal launch speed being unaffected, fighters with higher gravity also tend to have poorer horizontal endurance, due to the way the game decays launch speed. Fighters' total launch speed decays over time, with the horizontal and vertical components decaying such that they both reach 0 at the same time, and as such, when vertical launch speed is increased, horizontal launch speed decays more slowly. An example that shows the effect on gravity with knockback is with {{SSBB|Zelda}} and {{SSBB|Sheik}} in ''Melee'' and ''Brawl''. In both games, Zelda and Sheik have the same weight and in ''Melee'', Zelda and Sheik have the same horizontal endurance but Sheik has better vertical endurance due to her higher falling speed and gravity. In ''Brawl'' however, Zelda has better endurance both horizontally and vertically due to her lower gravity (although Sheik has slightly better vertical endurance with [[momentum canceling]]).
Gravity does not take a direct effect on vertical knockback in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', although since a fighter's falling physics remain intact during hitstun, fighters with a combination of high falling speed and gravity will effectively resist vertical launch distance. From ''[[Super Smash Bros. Brawl]]'' onward, vertical knockback's velocity suffered by characters is now based on both their [[weight]] and their gravity (once they enter [[tumble]]); the formula to determine the gravity penalty is '''(g - 0.075) x 5 '''. This causes higher-gravity characters to be launched at a higher velocity, but horizontal launch speed is not directly affected. This reduces the natural effect of gravity on launch distance, keeping characters with low weight but high gravity (most notably [[Fox]]) from having disproportionally high vertical endurance, and in fact results in their endurance being slightly worse than a fighter with lower gravity, due to the formula overcompensating while not considering falling speed. Despite horizontal launch speed being unaffected, fighters with higher gravity also tend to have poorer horizontal endurance, due to the way the game decays launch speed. Fighters' total launch speed decays over time, with the horizontal and vertical components decaying such that they both reach 0 at the same time, and as such, when vertical launch speed is increased, horizontal launch speed decays more slowly. An example that shows the effect on gravity with knockback is with {{SSBB|Zelda}} and {{SSBB|Sheik}} in ''Melee'' and ''Brawl''. In both games, Zelda and Sheik have the same weight and in ''Melee'', Zelda and Sheik have the same horizontal endurance but Sheik has better vertical endurance due to her higher falling speed and gravity. In ''Brawl'' however, Zelda has better endurance both horizontally and vertically due to her lower gravity (although Sheik has slightly better vertical endurance with [[momentum canceling]]).


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 different in knockback has is that higher gravity characters considerably more vulnerable to [[chain grab]]s in ''Brawl'', and in ''Brawl'' and ''Smash 4'', it makes moves with low knockback chain into them-self and other moves more reliably on characters with higher gravity when combined with ''Brawl'' removing [[DI]] against moves which do not put opponents into tumble (an example of this being Sheik's 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 will end (although this puts them in a bad position if they end up off stage). 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.


In ''[[Super Smash Bros. 4]]'', a character's gravity can be altered by using the [[equipment]] bonus effects, Thistle Jump or Anchor Jump, with Thistle Jump decreasing it, while Anchor Jump increases it. However, both bonus effects also alter a character's falling speed.
In ''[[Super Smash Bros. 4]]'', a character's gravity can be altered by using the [[equipment]] bonus effects, Thistle Jump or Anchor Jump, with Thistle Jump decreasing it, while Anchor Jump increases it. However, both bonus effects also alter a character's falling speed.
Line 18: Line 18:


Source: [http://smashboards.com/threads/simple-facts-that-you-may-not-know.308210/page-16]
Source: [http://smashboards.com/threads/simple-facts-that-you-may-not-know.308210/page-16]
{|style="margin:1em auto 1em auto"
<center>
|width="50%" style="vertical-align:top"|
{| class="wikitable sortable" style="text-align:center; display:inline-table;"
{| class="wikitable sortable" style="text-align:center"
|+JPN
|+JPN
!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
Line 52: Line 51:
|'''12'''||{{CharHead|Samus|SSB}}||1.9
|'''12'''||{{CharHead|Samus|SSB}}||1.9
|}
|}
|width="50%" style="vertical-align:top"|
 
{| class="wikitable sortable" style="text-align:center"
{| class="wikitable sortable" style="text-align:center; display:inline-table;"
|+NA/PAL
|+NA/PAL
!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
Line 85: Line 84:
|'''12'''||{{CharHead|Samus|SSB}}||1.9
|'''12'''||{{CharHead|Samus|SSB}}||1.9
|}
|}
|}
</center>
*All [[Fighting Polygons]] share their gravity values with their original Japanese counterparts (in all versions)
*All [[Fighting Polygons]] share their gravity values with their original Japanese counterparts in all versions.


===Version differences===
===Version differences===
Line 94: Line 93:


==''[[Super Smash Bros. Melee]]'' gravity values==
==''[[Super Smash Bros. Melee]]'' gravity values==
''Melee'' significantly increased the gravity for all characters and it is largely the main factor as to why ''Melee'' is a less floaty game than its predecessor. ''Melee'' also uses an alternate scale to measure gravity which would be reused in later games.  
''Melee'' significantly increased the gravity for all characters and it is largely the main factor as to why ''Melee'' is a less floaty game than its predecessor. ''Melee'' also uses an alternate scale to measure gravity which would be reused in later games.


{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
!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
Line 136: Line 135:
|-
|-
|'''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
Line 146: Line 147:
|-
|-
|'''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
Line 152: Line 155:
|-
|-
|'''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==
Much like with falling speeds, every character's gravity (aside from {{SSBB|Sheik}}'s) was decreased. ''Brawl'' also introduced the gravity penalty where gravity would be added into the knockback formula for vertical knockback causing characters with higher gravity to suffer from increased knockback once they enter tumble.  
Much like with falling speeds, every character's gravity (aside from {{SSBB|Sheik}}'s) was decreased. ''Brawl'' also introduced the gravity penalty where gravity would be added into the knockback formula for vertical knockback causing characters with higher gravity to suffer from increased knockback once they enter tumble.


{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
!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}}
Line 181: Line 183:
|{{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''.
Line 257: Line 260:
!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
Line 275: Line 278:
|{{CharHead|Bayonetta|SSB4}}
|{{CharHead|Bayonetta|SSB4}}
|-
|-
|'''n/a'''||[[Giga Mac]]||0.12
|'''N/A'''||[[Giga Mac]]||0.12
|-
|-
|'''9'''||{{CharHead|Roy|SSB4}}||0.114
|'''9'''||{{CharHead|Roy|SSB4}}||0.114
Line 289: Line 292:
|'''14'''||{{CharHead|Mega Man|SSB4}}||0.1071
|'''14'''||{{CharHead|Mega Man|SSB4}}||0.1071
|-
|-
|'''n/a'''||[[Wario-Man]]||0.1071
|'''N/A'''||[[Wario-Man]]||0.1071
|-
|-
|rowspan=2|'''15-16'''||{{CharHead|Diddy Kong|SSB4}}||rowspan=2|0.105
|rowspan=2|'''15-16'''||{{CharHead|Diddy Kong|SSB4}}||rowspan=2|0.105
Line 297: Line 300:
|'''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
Line 303: Line 306:
|{{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
Line 319: Line 322:
|{{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
Line 335: Line 338:
|{{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
|-
|-
|'''n/a'''||[[Mega Lucario]]||0.084
|'''N/A'''||[[Mega Lucario]]||0.084
|-
|-
|'''38'''||{{CharHead|Mewtwo|SSB4}}||0.082
|'''38'''||{{CharHead|Mewtwo|SSB4}}||0.082
Line 381: Line 384:
|{{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
Line 393: Line 396:


==''[[Super Smash Bros. Ultimate]]'' gravity values==
==''[[Super Smash Bros. Ultimate]]'' gravity values==
Gravity values were once again generally increased across the board. Gravity values have also been notably changed for moves which send opponents at an angle between 70° and 110°; with heavier characters using a higher gravity value than lighter characters when being hit by moves with vertical knockback.  
Gravity values were once again generally increased across the board. Gravity values have also been notably changed for moves which send opponents at an angle between 70° and 110°; with heavier characters using a higher gravity value than lighter characters when being hit by moves with vertical knockback.


{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
Line 400: Line 403:
|'''1'''||{{CharHead|Fox|SSBU}}||0.23||0.067872
|'''1'''||{{CharHead|Fox|SSBU}}||0.23||0.067872
|-
|-
|'''2'''||{{CharHead|Mii Brawler|SSBU}}||0.192||0.073584
|'''2'''||{{CharHead|Greninja|SSBU}}||0.18||0.071568
|-
|-
|'''3'''||{{CharHead|Greninja|SSBU}}||0.18||0.071568
|'''N/A'''||[[Giga Bowser]]||0.175||0.0924
|-
|-
|'''n/a'''||[[Giga Bowser]]||0.175||0.0924
|'''3'''||{{CharHead|Mii Brawler|SSBU}}||0.169||0.073584
|-
|-
|'''4'''||{{CharHead|Sheik|SSBU}}||0.15||0.068208
|'''4'''||{{CharHead|Sheik|SSBU}}||0.15||0.068208
Line 492: Line 495:
|{{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}}
Line 570: Line 573:
|'''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

Latest revision as of 20:15, February 13, 2023

Gravity is a measure of how fast a falling character reaches their maximum falling speed. A character with high gravity does not necessarily have a fast falling speed; they simply reach their top falling speed faster. Gravity also affects how high a character is able to jump; two characters with the same initial jump velocity will not jump the same height if they have different gravity. Naturally, a character with higher gravity would jump lower than a character with lower gravity (assuming they have the same initial jump velocity). Gravity is measured in units/frame².

Gravity does not take a direct effect on vertical knockback in Super Smash Bros. and Super Smash Bros. Melee, although since a fighter's falling physics remain intact during hitstun, fighters with a combination of high falling speed and gravity will effectively resist vertical launch distance. From Super Smash Bros. Brawl onward, vertical knockback's velocity suffered by characters is now based on both their weight and their gravity (once they enter tumble); the formula to determine the gravity penalty is (g - 0.075) x 5 . This causes higher-gravity characters to be launched at a higher velocity, but horizontal launch speed is not directly affected. This reduces the natural effect of gravity on launch distance, keeping characters with low weight but high gravity (most notably Fox) from having disproportionally high vertical endurance, and in fact results in their endurance being slightly worse than a fighter with lower gravity, due to the formula overcompensating while not considering falling speed. Despite horizontal launch speed being unaffected, fighters with higher gravity also tend to have poorer horizontal endurance, due to the way the game decays launch speed. Fighters' total launch speed decays over time, with the horizontal and vertical components decaying such that they both reach 0 at the same time, and as such, when vertical launch speed is increased, horizontal launch speed decays more slowly. An example that shows the effect on gravity with knockback is with Zelda and Sheik in Melee and Brawl. In both games, Zelda and Sheik have the same weight and in Melee, Zelda and Sheik have the same horizontal endurance but Sheik has better vertical endurance due to her higher falling speed and gravity. In Brawl however, Zelda has better endurance both horizontally and vertically due to her lower gravity (although Sheik has slightly better vertical endurance with momentum canceling).

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 effect this difference in knockback has is that higher gravity characters are considerably more vulnerable to chain grabs 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 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 released. 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 Super Smash Bros. 4, a character's gravity can be altered by using the equipment bonus effects, Thistle Jump or Anchor Jump, with Thistle Jump decreasing it, while Anchor Jump increases it. However, both bonus effects also alter a character's falling speed.

In Super Smash Bros. Ultimate, while gravity still plays a factor on determining knockback, for launch angles between 70˚ and 110˚ characters now use a different gravity value that is linearly correlated to their weight, with lighter characters using a lower gravity value, and heavier characters using a higher one; though a few exceptions to this exist. As a result of this change, moves that deal vertical knockback are generally easier to survive compared to Brawl and Smash 4, thus making vertical survivability among the cast much more consistent than in both previous games. Additionally with non tumble knockback, this also makes it harder to combo characters who usually have high gravity, as they are sent much higher. Particularly, certain moves cannot chain into themselves nearly as many times against characters with high gravity. Conversely, Ultimate has the largest range of gravity stats in the entire series, including Melee, and as a consequence, the effect on horizontal launch distance is still significant. This can even lead to counter-intuitive results, such as Fox dying earlier horizontally from near the ledge than Jigglypuff, despite the former's weight being 9 points higher than the latter.

Super Smash Bros. gravity values[edit]

Compared to the later Smash games, Smash 64 has very low gravity values for all characters and as with most attributes, Smash 64 uses a different scale to measure gravity.

Source: [1]

JPN
Rank Character Gravity
N/A Metal Mario's head icon from SSB. Metal Mario 4.8
N/A DK's head icon from SSB. Giant Donkey Kong 4
1 Fox's head icon from SSB. Fox 4
2 C. Falcon's head icon from SSB. Captain Falcon 3.4
3 Link's head icon from SSB. Link 3.2
4-5 DK's head icon from SSB. Donkey Kong 3
Pikachu's head icon from SSB. Pikachu
6-7 Yoshi's head icon from SSB. Yoshi 2.7
Ness's head icon from SSB. Ness
8-9 Mario's head icon from SSB. Mario 2.4
Kirby's head icon from SSB. Kirby
10 Luigi's head icon from SSB. Luigi 2.1
11 Jigglypuff's head icon from SSB. Jigglypuff 2
12 Samus's head icon from SSB. Samus 1.9
NA/PAL
Rank Character Gravity
N/A Metal Mario's head icon from SSB. Metal Mario 4.8
N/A DK's head icon from SSB. Giant Donkey Kong 4
1 Fox's head icon from SSB. Fox 4
2-3 Link's head icon from SSB. Link 3.4
C. Falcon's head icon from SSB. Captain Falcon
4-5 DK's head icon from SSB. Donkey Kong 3
Pikachu's head icon from SSB. Pikachu
6 Yoshi's head icon from SSB. Yoshi 2.8
7 Ness's head icon from SSB. Ness 2.7
8-9 Mario's head icon from SSB. Mario 2.4
Kirby's head icon from SSB. Kirby
10 Luigi's head icon from SSB. Luigi 2.1
11 Jigglypuff's head icon from SSB. Jigglypuff 2
12 Samus's head icon from SSB. Samus 1.9
  • All Fighting Polygons share their gravity values with their original Japanese counterparts in all versions.

Version differences[edit]

NTSC-U[edit]

  • Change Link's gravity: 3.2 → 3.4
  • Change Yoshi's gravity: 2.7 → 2.8

Super Smash Bros. Melee gravity values[edit]

Melee significantly increased the gravity for all characters and it is largely the main factor as to why Melee is a less floaty game than its predecessor. Melee also uses an alternate scale to measure gravity which would be reused in later games.

Rank Character Gravity
N/A GigaBowserHeadSSBM.png Giga Bowser 0.25
1 FoxHeadSSBM.png Fox 0.23
2 FalcoHeadSSBM.png Falco 0.17
3-5 CaptainFalconHeadSSBM.png Captain Falcon 0.13
BowserHeadSSBM.png Bowser
GanondorfHeadSSBM.png Ganondorf
6 SheikHeadSSBM.png Sheik 0.12
7 RoyHeadSSBM.png Roy 0.114
8-11 LinkHeadSSBM.png Link 0.11
PikachuHeadSSBM.png Pikachu
PichuHeadSSBM.png Pichu
YoungLinkHeadSSBM.png Young Link
12-13 DonkeyKongHeadSSBM.png Donkey Kong 0.1
IceClimbersHeadSSBM.png Ice Climbers
14-16 MarioHeadSSBM.png Mario 0.095
DrMarioHeadSSBM.png Dr. Mario
MrGame&WatchHeadSSBM.png Mr. Game & Watch
17 YoshiHeadSSBM.png Yoshi 0.093
18 NessHeadSSBM.png Ness 0.09
N/A FightingWireFramesHeadSSBM.png Fighting Wire Frames (Male) 0.09
19 MarthHeadSSBM.png Marth 0.085
20 MewtwoHeadSSBM.png Mewtwo 0.082
21-22 KirbyHeadSSBM.png Kirby 0.08
PeachHeadSSBM.png Peach
23 ZeldaHeadSSBM.png Zelda 0.073
N/A FightingWireFramesHeadSSBM.png Fighting Wire Frames (Female) 0.073
24 LuigiHeadSSBM.png Luigi 0.069
25 SamusHeadSSBM.png Samus 0.066
26 JigglypuffHeadSSBM.png Jigglypuff 0.064
N/A SandbagHeadSSBM.png Sandbag 0.05

Super Smash Bros. Brawl gravity values[edit]

Much like with falling speeds, every character's gravity (aside from Sheik's) was decreased. Brawl also introduced the gravity penalty where gravity would be added into the knockback formula for vertical knockback causing characters with higher gravity to suffer from increased knockback once they enter tumble.

Rank Character Gravity
N/A Giga Bowser 0.1975
1 FoxHeadSSBB.png Fox 0.175
2 SheikHeadSSBB.png Sheik 0.1409
3 WolfHeadSSBB.png Wolf 0.13
4 FalcoHeadSSBB.png Falco 0.112
5 SquirtleHeadSSBB.png Squirtle 0.1067
6-8 CaptainFalconHeadSSBB.png Captain Falcon 0.1027
BowserHeadSSBB.png Bowser
GanondorfHeadSSBB.png Ganondorf
9 MetaKnightHeadSSBB.png Meta Knight 0.0956
10 DiddyKongHeadSSBB.png Diddy Kong 0.092
11 LucasHeadSSBB.png Lucas 0.09
N/A Wario Man 0.09
12 LinkHeadSSBB.png Link 0.089
13 ZeroSuitSamusHeadSSBB.png Zero Suit Samus 0.0884
14 PikachuHeadSSBB.png Pikachu 0.087
15-16 CharizardHeadSSBB.png Charizard 0.085
SonicHeadSSBB.png Sonic
17 WarioHeadSSBB.png Wario 0.0842
18-19 IkeHeadSSBB.png Ike 0.0837
KingDededeHeadSSBB.png King Dedede
20 DonkeyKongHeadSSBB.png Donkey Kong 0.081
21 SnakeHeadSSBB.png Snake 0.08
22 IceClimbersHeadSSBB.png Ice Climbers 0.077
23 MrGame&WatchHeadSSBB.png Mr. Game & Watch 0.07505
24-25 MarioHeadSSBB.png Mario 0.075
PitHeadSSBB.png Pit
N/A Fighting Alloy Team 0.075
26 YoshiHeadSSBB.png Yoshi 0.07347
27 NessHeadSSBB.png Ness 0.0711
28-29 IvysaurHeadSSBB.png Ivysaur 0.07
ToonLinkHeadSSBB.png Toon Link
30 MarthHeadSSBB.png Marth 0.06715
31 ZeldaHeadSSBB.png Zelda 0.067
32-33 LuigiHeadSSBB.png Luigi 0.065
ROBHeadSSBB.png R.O.B.
34 PeachHeadSSBB.png Peach 0.0632
35 LucarioHeadSSBB.png Lucario 0.0625
36 KirbyHeadSSBB.png Kirby 0.061
37 OlimarHeadSSBB.png Olimar 0.06
38 SamusHeadSSBB.png Samus 0.058
39 JigglypuffHeadSSBB.png Jigglypuff 0.05056

Notes[edit]

  • 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.

Super Smash Bros. 4 gravity values[edit]

Much like with falling speeds, gravity was increased across the board with most characters having higher gravity.

Rank Character Gravity
N/A Giga Bowser 0.198
1 Fox's stock icon in Super Smash Bros. for Wii U. Fox 0.19
2 Greninja's stock icon in Super Smash Bros. for Wii U. Greninja 0.18
3 Sheik's stock icon in Super Smash Bros. for Wii U. Sheik 0.15
4 Falco's stock icon in Super Smash Bros. for Wii U. Falco 0.13
5-8 Captain Falcon's stock icon in Super Smash Bros. for Wii U. Captain Falcon 0.12
Zero Suit Samus's stock icon in Super Smash Bros. for Wii U. Zero Suit Samus
RyuHeadSSB4-U.png Ryu
BayonettaHeadSSB4-U.png Bayonetta
N/A Giga Mac 0.12
9 RoyHeadSSB4-U.png Roy 0.114
10-12 Bowser's stock icon in Super Smash Bros. for Wii U. Bowser 0.11
Meta Knight's stock icon in Super Smash Bros. for Wii U. Meta Knight
Charizard's stock icon in Super Smash Bros. for Wii U. Charizard
13 Ganondorf's stock icon in Super Smash Bros. for Wii U. Ganondorf 0.107835
14 Mega Man's stock icon in Super Smash Bros. for Wii U. Mega Man 0.1071
N/A Wario-Man 0.1071
15-16 Diddy Kong's stock icon in Super Smash Bros. for Wii U. Diddy Kong 0.105
Palutena's stock icon in Super Smash Bros. for Wii U. Palutena
17 Mii Brawler's stock icon in Super Smash Bros. for Wii U. Mii Brawler 0.1
18 CloudHeadSSB4-U.png Cloud 0.098
19-20 Link's stock icon in Super Smash Bros. for Wii U. Link 0.096
Mii Swordfighter's stock icon in Super Smash Bros. for Wii U. Mii Swordfighter 0.096
N/A Mii Swordfighter's stock icon in Super Smash Bros. for Wii U. Mii Swordfighter (Fighting Mii Team) 0.096
21 Pikachu's stock icon in Super Smash Bros. for Wii U. Pikachu 0.095
22-25 Wario's stock icon in Super Smash Bros. for Wii U. Wario 0.092
Ike's stock icon in Super Smash Bros. for Wii U. Ike
Bowser Jr.'s stock icon in Super Smash Bros. for Wii U. Bowser Jr.
CorrinHeadSSB4-U.png Corrin
26-29 LucasHeadSSB4-U.png Lucas 0.09
Sonic's stock icon in Super Smash Bros. for Wii U. Sonic
R.O.B.'s stock icon in Super Smash Bros. for Wii U. R.O.B.
Wii Fit Trainer's stock icon in Super Smash Bros. for Wii U. Wii Fit Trainer
N/A Mii Brawler's stock icon in Super Smash Bros. for Wii U. Mii Brawler (Fighting Mii Team) 0.09
30 Robin's stock icon in Super Smash Bros. for Wii U. Robin 0.089
31 King Dedede's stock icon in Super Smash Bros. for Wii U. King Dedede 0.087885
32-34 Mario's stock icon in Super Smash Bros. for Wii U. Mario 0.08715
Dr. Mario's stock icon in Super Smash Bros. for Wii U. Dr. Mario
Mii Gunner's stock icon in Super Smash Bros. for Wii U. Mii Gunner 0.08715
N/A Mii Gunner's stock icon in Super Smash Bros. for Wii U. Mii Gunner (Fighting Mii Team) 0.087
35 Donkey Kong's stock icon in Super Smash Bros. for Wii U. Donkey Kong 0.08505
36 Shulk's stock icon in Super Smash Bros. for Wii U. Shulk 0.085
37 Lucario's stock icon in Super Smash Bros. for Wii U. Lucario 0.084
N/A Mega Lucario 0.084
38 Mewtwo's stock icon in Super Smash Bros. for Wii U. Mewtwo 0.082
39-40 Pit's stock icon in Super Smash Bros. for Wii U. Pit 0.081
Dark Pit's stock icon in Super Smash Bros. for Wii U. Dark Pit
41-43 Yoshi's stock icon in Super Smash Bros. for Wii U. Yoshi 0.08
Mr. Game &amp; Watch's stock icon in Super Smash Bros. for Wii U. Mr. Game & Watch
Little Mac's stock icon in Super Smash Bros. for Wii U. Little Mac
44 Toon Link's stock icon in Super Smash Bros. for Wii U. Toon Link 0.079
45 Villager's stock icon in Super Smash Bros. for Wii U. Villager 0.078
46-47 SamusHeadSSB4-U.png Samus 0.077
Ness's stock icon in Super Smash Bros. for Wii U. Ness
48 Duck Hunt's stock icon in Super Smash Bros. for Wii U. Duck Hunt 0.076
49-51 Luigi's stock icon in Super Smash Bros. for Wii U. Luigi 0.075
Marth's stock icon in Super Smash Bros. for Wii U. Marth
Lucina's stock icon in Super Smash Bros. for Wii U. Lucina
52 Pac-Man's stock icon in Super Smash Bros. for Wii U. Pac-Man 0.072
53 Zelda's stock icon in Super Smash Bros. for Wii U. Zelda 0.071
54-55 Peach's stock icon in Super Smash Bros. for Wii U. Peach 0.068
Olimar's stock icon in Super Smash Bros. for Wii U. Olimar
56 Kirby's stock icon in Super Smash Bros. for Wii U. Kirby 0.06405
57 Rosalina and Luma's stock icon in Super Smash Bros. for Wii U. Rosalina & Luma 0.062
58 Jigglypuff's stock icon in Super Smash Bros. for Wii U. Jigglypuff 0.053088

Update history[edit]

1.1.5[edit]

  • Change Samus's gravity: 0.075 → 0.077

Super Smash Bros. Ultimate gravity values[edit]

Gravity values were once again generally increased across the board. Gravity values have also been notably changed for moves which send opponents at an angle between 70° and 110°; with heavier characters using a higher gravity value than lighter characters when being hit by moves with vertical knockback.

Rank Character Gravity During vertical knockback
1 FoxHeadSSBU.png Fox 0.23 0.067872
2 GreninjaHeadSSBU.png Greninja 0.18 0.071568
N/A Giga Bowser 0.175 0.0924
3 MiiBrawlerHeadSSBU.png Mii Brawler 0.169 0.073584
4 SheikHeadSSBU.png Sheik 0.15 0.068208
5-6 PichuHeadSSBU.png Pichu 0.14 0.062832
PiranhaPlantHeadSSBU.png Piranha Plant 0.079632
7 MythraHeadSSBU.png Mythra 0.137 0.072912
8-9 FalcoHeadSSBU.png Falco 0.13 0.069552
WolfHeadSSBU.png Wolf 0.072912
10 SquirtleHeadSSBU.png Squirtle 0.128 0.0672
11 JokerHeadSSBU.png Joker 0.127 0.073248
12 IncineroarHeadSSBU.png Incineroar 0.126 0.080976
13-14 BowserHeadSSBU.png Bowser 0.125 0.08736
DiddyKongHeadSSBU.png Diddy Kong 0.07224
15-20 CaptainFalconHeadSSBU.png Captain Falcon 0.12 0.076944
ZeroSuitSamusHeadSSBU.png Zero Suit Samus 0.06888
PalutenaHeadSSBU.png Palutena 0.072576
RyuHeadSSBU.png Ryu 0.076608
KenHeadSSBU.png Ken
BayonettaHeadSSBU.png Bayonetta 0.069216
21-22 RoyHeadSSBU.png Roy 0.114 0.07392
ChromHeadSSBU.png Chrom
23-26 MetaKnightHeadSSBU.png Meta Knight 0.11 0.06888
CharizardHeadSSBU.png Charizard 0.080976
Banjo&KazooieHeadSSBU.png Banjo & Kazooie 0.077616
MinMinHeadSSBU.png Min Min 0.076944
27-29 GanondorfHeadSSBU.png Ganondorf 0.108 0.081648
Sephiroth's stock icon. Sephiroth 0.108 0.068544
KazuyaHeadSSBU.png Kazuya 0.108 0.079968
30-31 WarioHeadSSBU.png Wario 0.107 0.077952
MegaManHeadSSBU.png Mega Man 0.076272
32 MiiSwordfighterHeadSSBU.png Mii Swordfighter 0.106 0.0756
33 KingKRoolHeadSSBU.png King K. Rool 0.105 0.086688
34-36 MiiGunnerHeadSSBU.png Mii Gunner 0.098 0.076944
ShulkHeadSSBU.png Shulk 0.098 0.0746
CloudHeadSSBU.png Cloud 0.098 0.0756
37 KingDededeHeadSSBU.png King Dedede 0.097 0.084672
38-39 LinkHeadSSBU.png Link 0.096 0.076944
YoungLinkHeadSSBU.png Young Link 0.071568
40 PikachuHeadSSBU.png Pikachu 0.095 0.068544
41 HeroHeadSSBU.png Hero 0.094 0.075936
42-44 IkeHeadSSBU.png Ike 0.092 0.077952
BowserJrHeadSSBU.png Bowser Jr. 0.078288
CorrinHeadSSBU.png Corrin 0.074928
45-51 LucasHeadSSBU.png Lucas 0.09 0.073584
SonicHeadSSBU.png Sonic 0.070896
ROBHeadSSBU.png R.O.B. 0.077616
WiiFitTrainerHeadSSBU.png Wii Fit Trainer 0.09 0.074256
LittleMacHeadSSBU.png Little Mac 0.09 0.071232
RidleyHeadSSBU.png Ridley 0.077952
TerryHeadSSBU.png Terry 0.078288
52-53 RobinHeadSSBU.png Robin 0.089 0.07392
BylethHeadSSBU.png Byleth 0.074592
54-56 MarioHeadSSBU.png Mario 0.087 0.074928
DrMarioHeadSSBU.png Dr. Mario
InklingHeadSSBU.png Inkling 0.073584
57-59 DonkeyKongHeadSSBU.png Donkey Kong 0.085 0.084672
SimonHeadSSBU.png Simon 0.077952
RichterHeadSSBU.png Richter
60 LucarioHeadSSBU.png Lucario 0.084 0.072912
61 LuigiHeadSSBU.png Luigi 0.083 0.074592
62-64 IceClimbersHeadSSBU.png Ice Climbers 0.082 0.072912
MewtwoHeadSSBU.png Mewtwo 0.068544
IvysaurHeadSSBU.png Ivysaur 0.074256
65-67 PitHeadSSBU.png Pit 0.081 0.074256
DarkPitHeadSSBU.png Dark Pit
ToonLinkHeadSSBU.png Toon Link 0.072576
68-70 YoshiHeadSSBU.png Yoshi 0.08 0.076944
MrGame&WatchHeadSSBU.png Mr. Game & Watch 0.0672
SnakeHeadSSBU.png Snake 0.077616
71-72 VillagerHeadSSBU.png Villager 0.078 0.072912
PyraHeadSSBU.png Pyra 0.074928
73 NessHeadSSBU.png Ness 0.077 0.073584
74 DuckHuntHeadSSBU.png Duck Hunt 0.076 0.070896
75-78 SamusHeadSSBU.png Samus 0.075 0.078288
DarkSamusHeadSSBU.png Dark Samus
MarthHeadSSBU.png Marth 0.07224
LucinaHeadSSBU.png Lucina
79 Pac-ManHeadSSBU.png Pac-Man 0.072 0.07392
80 ZeldaHeadSSBU.png Zelda 0.071 0.07056
81-84 PeachHeadSSBU.png Peach 0.07 0.071904
DaisyHeadSSBU.png Daisy
IsabelleHeadSSBU.png Isabelle 0.071568
Steve's stock icon. Steve 0.072912
85 OlimarHeadSSBU.png Olimar 0.068 0.068544
86-87 KirbyHeadSSBU.png Kirby 0.064 0.068544
SoraHeadSSBU.png Sora 0.064 0.07056
88 Rosalina&LumaHeadSSBU.png Rosalina & Luma 0.062 0.069552
89 JigglypuffHeadSSBU.png Jigglypuff 0.053 0.064848

Trivia[edit]

  • Not counting Giga Bowser, Fox holds the distinction of being the character with the highest gravity value in all games.
  • Lucas is the only character from the transition from Brawl to Smash 4 to have his gravity value kept the same. Similarly, fellow DLC veterans Roy and Mewtwo's gravity values are the same as in their last appearance in Melee.
  • Sheik is the only character to debut in Melee whose gravity has been increased in Brawl and Smash 4.

See also[edit]