Editing Gravity
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 6: | Line 6: | ||
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 | A notable affect 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 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 ''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. | ||
Line 23: | Line 23: | ||
!Rank!!Character!!Gravity | !Rank!!Character!!Gravity | ||
|- | |- | ||
|'''N/A'''||{{Head| | |'''N/A'''||{{Head|MetalMario|g=SSB|s=16px}} [[Metal Mario]]||4.8 | ||
|- | |- | ||
|'''N/A'''||{{Head| | |'''N/A'''||{{Head|DonkeyKong|g=SSB|s=16px|l=Giant Donkey Kong}} [[Giant Donkey Kong]]||4 | ||
|- | |- | ||
|'''1'''||{{CharHead|Fox|SSB}}||4 | |'''1'''||{{CharHead|Fox|SSB}}||4 | ||
Line 56: | Line 56: | ||
!Rank!!Character!!Gravity | !Rank!!Character!!Gravity | ||
|- | |- | ||
|'''N/A'''||{{Head| | |'''N/A'''||{{Head|MetalMario|g=SSB|s=16px}} [[Metal Mario]]||4.8 | ||
|- | |- | ||
|'''N/A'''||{{Head| | |'''N/A'''||{{Head|DonkeyKong|g=SSB|s=16px|l=Giant Donkey Kong}} [[Giant Donkey Kong]]||4 | ||
|- | |- | ||
|'''1'''||{{CharHead|Fox|SSB}}||4 | |'''1'''||{{CharHead|Fox|SSB}}||4 | ||
Line 98: | Line 98: | ||
!Rank!!Character!!Gravity | !Rank!!Character!!Gravity | ||
|- | |- | ||
|'''N/A'''||{{Head|Giga Bowser|g=SSBM|s=16px | |'''N/A'''||{{Head|Giga Bowser|g=SSBM|s=16px}} [[Giga Bowser]]||0.25 | ||
|- | |- | ||
|'''1'''||{{CharHead|Fox|SSBM}}||0.23 | |'''1'''||{{CharHead|Fox|SSBM}}||0.23 | ||
Line 136: | Line 136: | ||
|'''18'''||{{CharHead|Ness|SSBM}}||0.09 | |'''18'''||{{CharHead|Ness|SSBM}}||0.09 | ||
|- | |- | ||
|'''N/A'''||{{Head| | |'''N/A'''||{{Head|FightingWireFrames|g=SSBM|s=16px}} [[Fighting Wire Frame]] (Male)||0.09 | ||
|- | |- | ||
|'''19'''||{{CharHead|Marth|SSBM}}||0.085 | |'''19'''||{{CharHead|Marth|SSBM}}||0.085 | ||
Line 148: | Line 148: | ||
|'''23'''||{{CharHead|Zelda|SSBM}}||0.073 | |'''23'''||{{CharHead|Zelda|SSBM}}||0.073 | ||
|- | |- | ||
|'''N/A'''||{{Head| | |'''N/A'''||{{Head|FightingWireFrames|g=SSBM|s=16px}} [[Fighting Wire Frame]] (Female)||0.073 | ||
|- | |- | ||
|'''24'''||{{CharHead|Luigi|SSBM}}||0.069 | |'''24'''||{{CharHead|Luigi|SSBM}}||0.069 | ||
Line 156: | Line 156: | ||
|'''26'''||{{CharHead|Jigglypuff|SSBM}}||0.064 | |'''26'''||{{CharHead|Jigglypuff|SSBM}}||0.064 | ||
|- | |- | ||
|'''N/A'''||{{Head|Sandbag|g=SSBM|s=16px | |'''N/A'''||{{Head|Sandbag|g=SSBM|s=16px}} [[Sandbag]]||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. | ||
{{incomplete|Need Sandbag's gravity}} | |||
{|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 256: | Line 257: | ||
==''[[Super Smash Bros. 4]]'' gravity values== | ==''[[Super Smash Bros. 4]]'' gravity values== | ||
Much like with falling speeds, gravity was increased across the board with most characters having higher gravity. | Much like with falling speeds, gravity was increased across the board with most characters having higher gravity. | ||
{{incomplete|Need Sandbag's gravity}} | |||
{|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 300: | Line 302: | ||
|'''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|0.1078 | |'''18'''||{{CharHead|Cloud|SSB4}}||{{rollover|0.098|Cloud's gravity is 0.1078 if his Limit Gauge is full|y}} | ||
|- | |- | ||
|rowspan=2|'''19-20'''||{{CharHead|Link|SSB4}}||0.096 | |rowspan=2|'''19-20'''||{{CharHead|Link|SSB4}}||0.096 | ||
Line 342: | Line 344: | ||
|'''35'''||{{CharHead|Donkey Kong|SSB4}}||0.08505 | |'''35'''||{{CharHead|Donkey Kong|SSB4}}||0.08505 | ||
|- | |- | ||
|'''36'''||{{CharHead|Shulk|SSB4}}| | |'''36'''||{{CharHead|Shulk|SSB4}}||0.085 | ||
|- | |- | ||
|'''37'''||{{CharHead|Lucario|SSB4}}||0.084 | |'''37'''||{{CharHead|Lucario|SSB4}}||0.084 | ||
Line 384: | Line 386: | ||
|{{CharHead|Olimar|SSB4}} | |{{CharHead|Olimar|SSB4}} | ||
|- | |- | ||
|'''56'''||{{CharHead|Kirby|SSB4}}| | |'''56'''||{{CharHead|Kirby|SSB4}}||0.06405 | ||
|- | |- | ||
|'''57'''||{{CharHead|Rosalina & Luma|SSB4}}||0.062 | |'''57'''||{{CharHead|Rosalina & Luma|SSB4}}||0.062 | ||
Line 397: | Line 399: | ||
==''[[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. | ||
{{incomplete|Need Sandbag's gravity}} | |||
{|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 573: | Line 576: | ||
|'''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|0.0896 | |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 | ||
|- | |- | ||
|{{CharHead|Sora|SSBU}}||0.064||0.07056 | |{{CharHead|Sora|SSBU}}||0.064||0.07056 |