Editing Gravity

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{{ArticleIcons|series=y}}
{{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 measured in [[unit]]s/[[frame]]².
'''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 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]]).
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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 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).
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.
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!Rank!!Character!!Gravity
!Rank!!Character!!Gravity
|-
|-
|'''N/A'''||{{Head|Metal Mario|g=SSB|s=16px|l=Metal Mario}} [[Metal Mario]]||4.8
|'''N/A'''||{{CharHead|Metal Mario|SSB}}||4.8
|-
|-
|'''N/A'''||{{Head|Donkey Kong|g=SSB|s=16px|l=Giant Donkey Kong}} [[Giant Donkey Kong]]||4
|'''N/A'''||[[Giant Donkey Kong]]||4
|-
|-
|'''1'''||{{CharHead|Fox|SSB}}||4
|'''1'''||{{CharHead|Fox|SSB}}||4
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!Rank!!Character!!Gravity
!Rank!!Character!!Gravity
|-
|-
|'''N/A'''||{{Head|Metal Mario|g=SSB|s=16px|l=Metal Mario}} [[Metal Mario]]||4.8
|'''N/A'''||{{CharHead|Metal Mario|SSB}}||4.8
|-
|-
|'''N/A'''||{{Head|Donkey Kong|g=SSB|s=16px|l=Giant Donkey Kong}} [[Giant Donkey Kong]]||4
|'''N/A'''||[[Giant Donkey Kong]]||4
|-
|-
|'''1'''||{{CharHead|Fox|SSB}}||4
|'''1'''||{{CharHead|Fox|SSB}}||4
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!Rank!!Character!!Gravity
!Rank!!Character!!Gravity
|-
|-
|'''N/A'''||{{Head|Giga Bowser|g=SSBM|s=16px|l=Giga Bowser}} [[Giga Bowser]]||0.25
|'''N/A'''||{{CharHead|Giga Bowser|SSBM}}||0.25
|-
|-
|'''1'''||{{CharHead|Fox|SSBM}}||0.23
|'''1'''||{{CharHead|Fox|SSBM}}||0.23
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|-
|-
|'''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
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|-
|-
|'''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
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|-
|-
|'''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==
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!Rank!!Character!!Gravity
!Rank!!Character!!Gravity
|-
|-
|'''N/A'''||{{b|Giga Bowser|Final Smash}}||0.1975
|'''N/A'''||[[Giga Bowser]]||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}}
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|{{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}}
|-
|-
|'''N/A'''||[[Fighting Alloy Team]]||0.075
|26||{{CharHead|Yoshi|SSBB}}||0.07347
|-
|'''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''.
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!Rank!!Character!!Gravity
!Rank!!Character!!Gravity
|-
|-
|'''N/A'''||{{b|Giga Bowser|Final Smash}}||0.198
|'''N/A'''||[[Giga Bowser]]||0.198
|-
|-
|'''1'''||{{CharHead|Fox|SSB4}}||0.19
|'''1'''||{{CharHead|Fox|SSB4}}||0.19
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|'''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 during Limit Break status|y}}
|'''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
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|{{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'''||{{CharHead|Mii Swordfighter|SSB4}} ([[Fighting Mii Team]])||0.096
|'''N/A'''||[[File:MiiSwordfighterHeadTeamSSB4-U.png|15x15px]] Mii Swordfighter ([[Fighting Mii Team]])||0.096
|-
|-
|'''21'''||{{CharHead|Pikachu|SSB4}}||0.095
|'''21'''||{{CharHead|Pikachu|SSB4}}||0.095
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|{{CharHead|Sonic|SSB4}}
|{{CharHead|Sonic|SSB4}}
|-
|-
|{{CharHead|R.O.B.|SSB4}}
|{{Head|R.O.B.|g=SSB4|s=15px|cl=Grey}} {{SSB4|R.O.B.}}
|-
|-
|{{CharHead|Wii Fit Trainer|SSB4}}
|{{CharHead|Wii Fit Trainer|SSB4}}
|-
|-
|'''N/A'''||{{CharHead|Mii Brawler|SSB4}} (Fighting Mii Team)||0.09
|'''N/A'''||[[File:MiiBrawlerHeadTeamSSB4-U.png|15x15px]] Mii Brawler ([[Fighting Mii Team]])||0.09
|-
|-
|'''30'''||{{CharHead|Robin|SSB4}}||0.089
|'''30'''||{{CharHead|Robin|SSB4}}||0.089
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|{{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'''||{{CharHead|Mii Gunner|SSB4}} (Fighting Mii Team)||0.087
|'''N/A'''||[[File:MiiGunnerHeadTeamSSB4-U.png|15x15px]] Mii Gunner ([[Fighting Mii Team]])||0.087
|-
|-
|'''35'''||{{CharHead|Donkey Kong|SSB4}}||0.08505
|'''35'''||{{CharHead|Donkey Kong|SSB4}}||0.08505
|-
|-
|'''36'''||{{CharHead|Shulk|SSB4}}||{{rollover|0.085|0.1105 with Jump|y}}
|'''36'''||{{CharHead|Shulk|SSB4}}||0.085
|-
|-
|'''37'''||{{CharHead|Lucario|SSB4}}||0.084
|'''37'''||{{CharHead|Lucario|SSB4}}||0.084
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|{{CharHead|Olimar|SSB4}}
|{{CharHead|Olimar|SSB4}}
|-
|-
|'''56'''||{{CharHead|Kirby|SSB4}}||{{rollover|0.06405|0.083265 with Jump|y}}
|'''56'''||{{CharHead|Kirby|SSB4}}||0.06405
|-
|-
|'''57'''||{{CharHead|Rosalina & Luma|SSB4}}||0.062
|'''57'''||{{CharHead|Rosalina & Luma|SSB4}}||0.062
Line 495: Line 491:
|{{CharHead|Sonic|SSBU}}||0.070896
|{{CharHead|Sonic|SSBU}}||0.070896
|-
|-
|{{CharHead|R.O.B.|SSBU}}||0.077616
|{{Head|R.O.B.|g=SSBU|s=15px|cl=Grey}} {{SSBU|R.O.B.}}||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}}
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|'''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 with Jump, 0.0768 with Speed|y}}||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
|-
|-
|{{CharHead|Sora|SSBU}}||0.064||0.07056
|{{CharHead|Sora|SSBU}}||0.064||0.07056

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