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 valuesEdit

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

Version differencesEdit

NTSC-UEdit

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

Super Smash Bros. Melee gravity valuesEdit

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   Giga Bowser 0.25
1   Fox 0.23
2   Falco 0.17
3-5   Captain Falcon 0.13
  Bowser
  Ganondorf
6   Sheik 0.12
7   Roy 0.114
8-11   Link 0.11
  Pikachu
  Pichu
  Young Link
12-13   Donkey Kong 0.1
  Ice Climbers
14-16   Mario 0.095
  Dr. Mario
  Mr. Game & Watch
17   Yoshi 0.093
18   Ness 0.09
N/A   Fighting Wire Frames (Male) 0.09
19   Marth 0.085
20   Mewtwo 0.082
21-22   Kirby 0.08
  Peach
23   Zelda 0.073
N/A   Fighting Wire Frames (Female) 0.073
24   Luigi 0.069
25   Samus 0.066
26   Jigglypuff 0.064
N/A   Sandbag 0.05

Super Smash Bros. Brawl gravity valuesEdit

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   Fox 0.175
2   Sheik 0.1409
3   Wolf 0.13
4   Falco 0.112
5   Squirtle 0.1067
6-8   Captain Falcon 0.1027
  Bowser
  Ganondorf
9   Meta Knight 0.0956
10   Diddy Kong 0.092
11   Lucas 0.09
N/A Wario Man 0.09
12   Link 0.089
13   Zero Suit Samus 0.0884
14   Pikachu 0.087
15-16   Charizard 0.085
  Sonic
17   Wario 0.0842
18-19   Ike 0.0837
  King Dedede
20   Donkey Kong 0.081
21   Snake 0.08
22   Ice Climbers 0.077
23   Mr. Game & Watch 0.07505
24-25   Mario 0.075
  Pit
N/A Fighting Alloy Team 0.075
26   Yoshi 0.07347
27   Ness 0.0711
28-29   Ivysaur 0.07
  Toon Link
30   Marth 0.06715
31   Zelda 0.067
32-33   Luigi 0.065
  R.O.B.
34   Peach 0.0632
35   Lucario 0.0625
36   Kirby 0.061
37   Olimar 0.06
38   Samus 0.058
39   Jigglypuff 0.05056

NotesEdit

  • 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 valuesEdit

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

Update historyEdit

1.1.5Edit

  •   Samus's gravity: 0.075 → 0.077

Super Smash Bros. Ultimate gravity valuesEdit

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   Fox 0.23 0.067872
2   Greninja 0.18 0.071568
N/A Giga Bowser 0.175 0.0924
3   Mii Brawler 0.169 0.073584
4   Sheik 0.15 0.068208
5-6   Pichu 0.14 0.062832
  Piranha Plant 0.079632
7   Mythra 0.137 0.072912
8-9   Falco 0.13 0.069552
  Wolf 0.072912
10   Squirtle 0.128 0.0672
11   Joker 0.127 0.073248
12   Incineroar 0.126 0.080976
13-14   Bowser 0.125 0.08736
  Diddy Kong 0.07224
15-20   Captain Falcon 0.12 0.076944
  Zero Suit Samus 0.06888
  Palutena 0.072576
  Ryu 0.076608
  Ken
  Bayonetta 0.069216
21-22   Roy 0.114 0.07392
  Chrom
23-26   Meta Knight 0.11 0.06888
  Charizard 0.080976
  Banjo & Kazooie 0.077616
  Min Min 0.076944
27-29   Ganondorf 0.108 0.081648
  Sephiroth 0.108 0.068544
  Kazuya 0.108 0.079968
30-31   Wario 0.107 0.077952
  Mega Man 0.076272
32   Mii Swordfighter 0.106 0.0756
33   King K. Rool 0.105 0.086688
34-36   Mii Gunner 0.098 0.076944
  Shulk 0.098 0.0746
  Cloud 0.098 0.0756
37   King Dedede 0.097 0.084672
38-39   Link 0.096 0.076944
  Young Link 0.071568
40   Pikachu 0.095 0.068544
41   Hero 0.094 0.075936
42-44   Ike 0.092 0.077952
  Bowser Jr. 0.078288
  Corrin 0.074928
45-51   Lucas 0.09 0.073584
  Sonic 0.070896
  R.O.B. 0.077616
  Wii Fit Trainer 0.09 0.074256
  Little Mac 0.09 0.071232
  Ridley 0.077952
  Terry 0.078288
52-53   Robin 0.089 0.07392
  Byleth 0.074592
54-56   Mario 0.087 0.074928
  Dr. Mario
  Inkling 0.073584
57-59   Donkey Kong 0.085 0.084672
  Simon 0.077952
  Richter
60   Lucario 0.084 0.072912
61   Luigi 0.083 0.074592
62-64   Ice Climbers 0.082 0.072912
  Mewtwo 0.068544
  Ivysaur 0.074256
65-67   Pit 0.081 0.074256
  Dark Pit
  Toon Link 0.072576
68-70   Yoshi 0.08 0.076944
  Mr. Game & Watch 0.0672
  Snake 0.077616
71-72   Villager 0.078 0.072912
  Pyra 0.074928
73   Ness 0.077 0.073584
74   Duck Hunt 0.076 0.070896
75-78   Samus 0.075 0.078288
  Dark Samus
  Marth 0.07224
  Lucina
79   Pac-Man 0.072 0.07392
80   Zelda 0.071 0.07056
81-84   Peach 0.07 0.071904
  Daisy
  Isabelle 0.071568
  Steve 0.072912
85   Olimar 0.068 0.068544
86-87   Kirby 0.064 0.068544
  Sora 0.064 0.07056
88   Rosalina & Luma 0.062 0.069552
89   Jigglypuff 0.053 0.064848

TriviaEdit

  • 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 alsoEdit