Super Smash Bros. series

Weight

Revision as of 18:46, March 16, 2020 by 15DollarsWentSouth (talk | contribs) (→‎Super Smash Bros. Ultimate weight values: The math was already done, who changed this?)
"Heavy" redirects here. For the Special Smash gravity condition, see Special gravity.
Weight Comparison 1 Brawl.gifLOL
Part of the MediaWiki software. For use in {{ImageCaption}}Part of the MediaWiki software. For use in {{ImageCaption}}
Mario's back throw speed differs depending on the weight of the character being thrown.

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

 
A graph demonstrating how the rate of knockback increase is affected by weight, labeled with Bowser's and Pichu's weights in SSBU

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 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. The conversion rate from the old system to the newer system is (200/weight) - 100. [1]

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.

The average weight value in NTSC version for all fighters is 90, meaning that Peach, Zelda, and Sheik are the characters whose weights are the average.

Super Smash Bros. Brawl weight values

This is a list of characters' weights in Super Smash Bros. Brawl.

The average weight value for all fighters is rounded down to 94.79, meaning that Sonic's weight is closest to the average.

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.

The average weight value for all fighters (except Miis) is rounded down to 94.76, meaning that Robin, Pac-Man, and Roy are the characters whose weights are closest to the average.

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 → 94

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 → 130
  •   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 of all fighters is rounded down to 96.02, meaning that Pit, Dark Pit, Ivysaur, and Wii Fit Trainer are the characters whose weights are closest to the average.

Rank Character Weight
1   Bowser 135
2   King K. Rool 133
3-4   Donkey Kong 127
  King Dedede
5   Ganondorf 118
6-7   Charizard 116
  Incineroar
8   Piranha Plant 112
9-12   Samus 108
  Dark Samus
  Bowser Jr.
  Terry
13-17   Wario 107
  Ike
  Ridley
  Simon
  Richter
18-20   Snake 106
  R.O.B.
  Banjo & Kazooie
21-24   Link 104
  Yoshi
  Captain Falcon
  Mii Gunner
25-26   Ryu 103
  Ken
27   Mega Man 102
28   Hero 101
29-30   Mii Swordfighter 100
  Cloud
31-33   Mario 98
  Dr. Mario
  Corrin
34-36   Luigi 97
  Shulk
  Byleth
37-40   Pit 96
  Dark Pit
  Ivysaur
  Wii Fit Trainer
41-44   Roy 95
  Chrom
  Robin
  Pac-Man
45-48   Ness 94
  Lucas
  Mii Brawler
  Inkling
49   Joker 93
50-53   Ice Climbers 92
  Lucario
  Wolf
  Villager
54-55   Toon Link 91
  Palutena
56-58   Marth 90
  Lucina
  Diddy Kong
59-60   Peach 89
  Daisy
61-63   Young Link 88
  Greninja
  Isabelle
64   Little Mac 87
65-66   Sonic 86
  Duck Hunt
67   Zelda 85
68-69   Falco 82
  Rosalina
70   Bayonetta 81
71-72   Meta Knight 80
  Zero Suit Samus
73-76   Kirby 79
  Pikachu
  Mewtwo
  Olimar
77   Sheik 78
78   Fox 77
79-80   Mr. Game & Watch 75
  Squirtle
81   Jigglypuff 68
82   Pichu 62

Update history

3.0.0

  •   Mewtwo's weight: 77 → 79

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. However, he has above-average weight in every game since Melee.
  • 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/122 kilograms 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.
  • Losing 27 units from his debut in the original game to Melee, Donkey Kong has the largest weight reduction of any character in the series from one game to the next.
    • Likewise, Mr. Game & Watch has had the greatest increase in weight with 15 units being added on the transition to Brawl from Melee.

References