Talk:Weight: Difference between revisions

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Why does the description say that weight is how far a character can be ''horizontally'' knocked back? Does the weight attribute not factor into vertical knockback? I know it's a video game, but resistance to force doesn't apply in one direction. <small>—Preceding unsigned comment added by [[User:Quilt|Quilt]] ([[User talk:Quilt|talk]] • [[Special:Contributions/Quilt|contribs]]) 09:23, 30 August 2013‎ (EDT)</small>
Why does the description say that weight is how far a character can be ''horizontally'' knocked back? Does the weight attribute not factor into vertical knockback? I know it's a video game, but resistance to force doesn't apply in one direction. <small>—Preceding unsigned comment added by [[User:Quilt|Quilt]] ([[User talk:Quilt|talk]] • [[Special:Contributions/Quilt|contribs]]) 09:23, 30 August 2013‎ (EDT)</small>
:Yeah that sentence could use improvement. I think the idea was to get across that vertical knockback is also affected by gravity and possibly falling speed. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Engineer 17:49, 30 August 2013 (EDT)
:Yeah that sentence could use improvement. I think the idea was to get across that vertical knockback is also affected by gravity and possibly falling speed. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Engineer 17:49, 30 August 2013 (EDT)
::I just think of weight as knockback resistance. Falling speed alters the vertical velocity.[[User:Madao|Madao]] ([[User talk:Madao|talk]]) 22:42, 30 August 2013 (EDT)
::An easy way to understand weight is to think of it as knockback resistance, since that's all it really does afaik. Falling speed indeed alters the vertical velocity. I made myself a calculator so that I could better understand the physics for the game, although it's not fully complete. Some things are complicated like spiking enemies who are on the ground. Also Sakurai angle seems a bit weird, because the knockback deceleration changes slightly. Next, I'll prolly make a calculator for jumping physics. I already got most of the info down for that, except for Up B moves. I thought it was interesting how if you run while jumping and press Up to jump, you jump at the full height. [[User:Madao|Madao]] ([[User talk:Madao|talk]]) 22:42, 30 August 2013 (EDT)
:::Did you post this in the wrong section? :P --[[User:Quilt|Quilt]] ([[User talk:Quilt|talk]]) 02:45, 31 August 2013 (EDT)
:::Did you post this in the wrong section? :P --[[User:Quilt|Quilt]] ([[User talk:Quilt|talk]]) 02:45, 31 August 2013 (EDT)
::::Nah lol I just have a habit of going off topic in the middle of my posts sometimes.[[User:Madao|Madao]] ([[User talk:Madao|talk]]) 06:53, 31 August 2013 (EDT)
::::Nah lol I just have a habit of going off topic in the middle of my posts sometimes.[[User:Madao|Madao]] ([[User talk:Madao|talk]]) 06:53, 31 August 2013 (EDT)

Revision as of 07:22, August 31, 2013

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How can I test the weight of each character?

I know one way is how long it takes a character to throw another character (i.e. it takes longer for Mario to back-throw Jigglypuff than Bowser), but how do I test it knockback-wise? Any attacks I can use, and what stage can I use them on? Blue Ninjakoopa(Talk) 14:12, 17 May 2012 (EDT)

In Melee, by the way. Blue Ninjakoopa(Talk) 14:12, 17 May 2012 (EDT)
While knockback can give you a strong idea of how much a character weighs, it's not completely accurate. Gravity plays a small role in how much knockback a character sustains, and is the reason why Fox, despite being heavier, sustains more knockback than some characters lighter than him. In Melee, a simple way to measure a character's weight ingame would be to go to Mushroom Kingdom, and have a character on each scale platform. The scale that falls faster has the heavier character, and neither scale falling indicates equal weight. Omega Tyrant TyranitarMS.png 14:47, 17 May 2012 (EDT)
I do not believe gravity affects knockback in Melee, though I have done no testing on it.
Incidentally I don't really know why BNK feels like testing this on his own, considering that the values on the page have been known for years. Toomai Glittershine ??? The Zesty 14:58, 17 May 2012 (EDT)
Thanks OT, and Toomai, I was curious, especially after testing C. Falcon's up throw on characters at the temple. Pikachu whose falling speed is only average when compared to other light fast-fallers like Fox and Falco, doesn't get star KO'd when hit on the far right at the lowest level, but Samus, a much heavier (and floatier) character, does. Falling speed appears to have a great effect on upward knockback, much more in Melee than in Brawl. But as OT said, gravity is a factor, I'm just not sure how to tie it into an equation. But I will try the weight thing at Mushroom Kingdom. Blue Ninjakoopa(Talk) 16:00, 17 May 2012 (EDT)
Falling speed does indeed have a greater impact on vertical endurance in Melee than it does in Brawl. Also, with up throws in Melee, falling speed is the primary factor, which is why Pikachu is surviving Falcon's up throw longer than Samus'. Omega Tyrant TyranitarMS.png 16:15, 17 May 2012 (EDT)

Possible formula for weight

The scenario involves a damage ratio of 2, 300% damage, and a blast box.

M/K*100=Weight

M is the max launch speed Mario takes.

K is the max launch speed a character takes.

Let's see if the formula works. ShupaRoehTypicalGuy.png 15:10, 18 June 2012 (EDT)

...um? I don't wish to be rude, but whatever you're trying to say is so out in left field that I'm wondering if you even read the page. We already have the exact, in-game values for every character in every game (expect for certain versions of SSB64); no knockback-based testing can make our data any more accurate. Toomai Glittershine ??? The Spark 18:18, 18 June 2012 (EDT)
If a character is half as heavy as another character, they take twice as many knockback as the latter character. I hope this proved my point. ShupaRoehTypicalGuy.png 18:47, 18 June 2012 (EDT)
It proves nothing really. In addition, trying to use knockback as the indicator of how much a character weighs is inaccurate. MegaTron1XD:p 18:55, 18 June 2012 (EDT)
You are making an assumption that "half weight = double knockback", when in fact it is very likely that such is not true in the majority of cases due to the effect of gravity and the additive factor of base knockback. Toomai Glittershine ??? The Victorious 18:56, 18 June 2012 (EDT)
Well of course I acknowledge gravity as increasing knockback. Max launch speed taken from upwards knockback is what I mean, since launch speed from launching upwards is not affected by gravity. It may confuse you though. ShupaRoehTypicalGuy.png 23:07, 18 June 2012 (EDT)
I don't see what your point with all this is. We already know almost everything there is to know about weight. If you want to discuss knockback, then go to that talk page. Toomai Glittershine ??? The Awesome 23:16, 18 June 2012 (EDT)

Horizontal Knockback

Why does the description say that weight is how far a character can be horizontally knocked back? Does the weight attribute not factor into vertical knockback? I know it's a video game, but resistance to force doesn't apply in one direction. —Preceding unsigned comment added by Quilt (talkcontribs) 09:23, 30 August 2013‎ (EDT)

Yeah that sentence could use improvement. I think the idea was to get across that vertical knockback is also affected by gravity and possibly falling speed. Toomai Glittershine ??? The Engineer 17:49, 30 August 2013 (EDT)
An easy way to understand weight is to think of it as knockback resistance, since that's all it really does afaik. Falling speed indeed alters the vertical velocity. I made myself a calculator so that I could better understand the physics for the game, although it's not fully complete. Some things are complicated like spiking enemies who are on the ground. Also Sakurai angle seems a bit weird, because the knockback deceleration changes slightly. Next, I'll prolly make a calculator for jumping physics. I already got most of the info down for that, except for Up B moves. I thought it was interesting how if you run while jumping and press Up to jump, you jump at the full height. Madao (talk) 22:42, 30 August 2013 (EDT)
Did you post this in the wrong section? :P --Quilt (talk) 02:45, 31 August 2013 (EDT)
Nah lol I just have a habit of going off topic in the middle of my posts sometimes.Madao (talk) 06:53, 31 August 2013 (EDT)

Pictures/Video

I think this page could use some animations to substantiate what is in the overview, especially demonstrating the animation length differences between heavy and light characters. Also, I think "In each game, the enemy team will all have the same weight as Mario, despite each being based off characters of different weights." in the notes needs to be given some appropriate context. --Quilt (talk) 04:06, 31 August 2013 (EDT)