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Mobile and e-reader friendly table stacking. Consistent use of N/A
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{{ImageCaption|File:Weight Comparison 1 Brawl.gif|File:Weight Comparison 2 Brawl.gif|width1=150px|width2=150px|size=310px|caption=From ''Melee'' to ''Smash 4'', some throws had different speeds depending on the weight of the character being thrown.}}
{{ImageCaption|File:Weight Comparison 1 Brawl.gif|File:Weight Comparison 2 Brawl.gif|width1=150px|width2=150px|size=310px|caption=From ''Melee'' to ''Smash 4'', some throws had different speeds depending on the weight of the character being thrown.}}


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]] [[Frame speed multiplier|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 ending lag of the throw is increased and thus the viability of throw [[combo]]s may be affected; for example, in ''Melee'', {{SSBM|Captain Falcon}} is not vulnerable to many of the [[up throw]] [[chain grab]]s (such as from {{SSBM|Marth}}) that the [[space animal]]s are vulnerable to despite his equivalently fast falling speed; in ''Brawl'', the {{SSBB|Ice Climbers}}' infinite chain grabs are more difficult to perform on heavyweights as the increased ending lag gives the player a smaller window in which to execute regrabs; and in ''Smash 4'', {{SSB4|Robin}}'s [[down throw]] to [[up aerial]] "Checkmate" KO setup doesn't true combo for a KO on {{SSB4|Bowser}} and {{SSB4|Charizard}} at any percent, due to the combination of their weight extending the throw's ending lag enough and their slow falling speed allowing them to stay out of the up aerial's range at KO percents. In ''[[Ultimate]]'', weight is a factor in determining how much a character can be [[Jostle|pushed by an opponent]] running into them, and how far they will push other opponents.
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 ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', and ''[[Super Smash Bros. 4]]'', many [[throws]] [[Frame speed multiplier|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 ending lag of the throw is increased and thus the viability of throw [[combo]]s may be affected; for example, in ''Melee'', {{SSBM|Captain Falcon}} is not vulnerable to many of the [[up throw]] [[chain grab]]s (such as from {{SSBM|Marth}}) that the [[space animal]]s are vulnerable to despite his equivalently fast falling speed; in ''Brawl'', the {{SSBB|Ice Climbers}}' infinite chain grabs are more difficult to perform on heavyweights as the increased ending lag gives the player a smaller window in which to execute regrabs; and in ''Smash 4'', {{SSB4|Robin}}'s [[down throw]] to [[up aerial]] "Checkmate" KO setup doesn't true combo for a KO on {{SSB4|Bowser}} and {{SSB4|Charizard}} at any percent, due to the combination of their weight extending the throw's ending lag enough and their slow falling speed allowing them to stay out of the up aerial's range at KO percents. In ''[[Super Smash Bros. Ultimate]]'', weight is a factor in determining how much a character can be [[Jostle|pushed by an opponent]] running into them, and how far they will push other opponents.


''Super Smash Bros.'' characters are often divided into separate "weight classes", with the most common method being a separation of the roster into three roughly equal groups: '''lightweight''', '''middleweight''', and '''heavyweight'''. Weight class divisions are often arbitrary and not universally agreed upon. "Middleweights" are usually described as characters with a close to average weight, or a similar weight to [[Mario]], who is often seen as the "default" character in ''Super Smash Bros.'' In ''Melee'', "lightweight" usually encompasses characters who are knocked down by {{SSBM|Fox}}'s [[shine]] (with a weight of 85 or below); thus {{SSBM|Marth}} is often considered a middleweight in [[NTSC]] but a lightweight in [[PAL]], due to his decreased weight in that version of the game. In ''Brawl'' "lightweight" often encompasses characters who are knocked down by {{Mvsub|King Dedede|SSBB|down throw|poss=y}}, with a weight of 85 or below ({{SSBB|Zelda}}, {{SSBB|Sheik}}, and all lighter characters).
''Super Smash Bros.'' characters are often divided into separate "weight classes", with the most common method being a separation of the roster into three roughly equal groups: '''lightweight''', '''middleweight''', and '''heavyweight'''. Weight class divisions are often arbitrary and not universally agreed upon. "Middleweights" are usually described as characters with a close to average weight, or a similar weight to [[Mario]], who is often seen as the "default" character in ''Super Smash Bros.'' In ''Melee'', "lightweight" usually encompasses characters who are knocked down by {{SSBM|Fox}}'s [[shine]] (with a weight of 85 or below); thus {{SSBM|Marth}} is often considered a middleweight in [[NTSC]] but a lightweight in [[PAL]], due to his decreased weight in that version of the game. In ''Brawl'' "lightweight" often encompasses characters who are knocked down by {{Mvsub|King Dedede|SSBB|down throw|poss=y}}, with a weight of 85 or below ({{SSBB|Zelda}}, {{SSBB|Sheik}}, and all lighter characters).
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==''[[Super Smash Bros.]]'' weight values==
==''[[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. [http://smashboards.com/threads/simple-facts-that-you-may-not-know.308210/page-16]
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.<ref>[http://smashboards.com/threads/simple-facts-that-you-may-not-know.308210/page-16]</ref>


{{incomplete|Giant Donkey Kong's and Metal Mario's weights}}
{{incomplete|Giant Donkey Kong's and Metal Mario's weights}}
 
<center>
{|style="margin:1em auto 1em auto"
{| class="wikitable sortable" style="text-align:center; display:inline-table;"
|width="33%" style="vertical-align:top"|
{| class="wikitable sortable" style="text-align:center"
|+JPN
|+JPN
!Rank!!Character!!Weight (coded)!!Weight (comparison)
!Rank!!Character!!Weight (coded)!!Weight (comparison)
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|'''12'''||{{CharHead|Jigglypuff|SSB|hsize=20px}}||1.3||53.846
|'''12'''||{{CharHead|Jigglypuff|SSB|hsize=20px}}||1.3||53.846
|}
|}
|width="33%" style="vertical-align:top"|
 
{| class="wikitable sortable" style="text-align:center"
{| class="wikitable sortable" style="text-align:center; display:inline-table;"
|+NA/AUS
|+NA/AUS
!Rank!!Character!!Weight (coded)!!Weight (comparison)
!Rank!!Character!!Weight (coded)!!Weight (comparison)
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|'''12'''||{{CharHead|Jigglypuff|SSB|hsize=20px}}||1.3||53.846
|'''12'''||{{CharHead|Jigglypuff|SSB|hsize=20px}}||1.3||53.846
|}
|}
|width="33%" style="vertical-align:top"|
 
{| class="wikitable sortable" style="text-align:center"
{| class="wikitable sortable" style="text-align:center; display:inline-table;"
|+EUR
|+EUR
!Rank!!Character!!Weight (coded)!!Weight (comparison)
!Rank!!Character!!Weight (coded)!!Weight (comparison)
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|'''12'''||{{CharHead|Jigglypuff|SSB|hsize=20px}}||1.3||53.846
|'''12'''||{{CharHead|Jigglypuff|SSB|hsize=20px}}||1.3||53.846
|}
|}
|}
</center>


==''[[Super Smash Bros. Melee]]'' weight values==
==''[[Super Smash Bros. Melee]]'' weight values==
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The average weight value in NTSC version for all fighters is 90, while in the PAL version it still rounds down to 90, meaning that Peach, Sheik, and Zelda are the characters whose weights are the average. <!--Total weight of all 26 fighters = 2340 (NTSC) / 2342 (PAL).-->
The average weight value in NTSC version for all fighters is 90, while in the PAL version it still rounds down to 90, meaning that Peach, Sheik, and Zelda are the characters whose weights are the average. <!--Total weight of all 26 fighters = 2340 (NTSC) / 2342 (PAL).-->


{|style="margin:1em auto 1em auto"
<center>
|width="50%" style="vertical-align:top"|
{| class="wikitable sortable" style="text-align:center; display:inline-table;"
{| class="wikitable sortable" style="text-align:center"
|+NTSC
|+NTSC
!Rank!!Character!!Weight
!Rank!!Character!!Weight
|-
|-
|'''n/a'''||{{head|Giga Bowser|g=SSBM|s=20px}} [[Giga Bowser]]||140
|'''N/A'''||{{head|Giga Bowser|g=SSBM|s=20px}} [[Giga Bowser]]||140
|-
|-
|'''1'''||{{CharHead|Bowser|SSBM|hsize=20px}}||117
|'''1'''||{{CharHead|Bowser|SSBM|hsize=20px}}||117
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|'''26'''||{{CharHead|Pichu|SSBM|hsize=20px}}||55
|'''26'''||{{CharHead|Pichu|SSBM|hsize=20px}}||55
|}
|}
|width="50%" style="vertical-align:top"|
 
{| class="wikitable sortable" style="text-align:center"
{| class="wikitable sortable" style="text-align:center; display:inline-table;"
|+PAL
|+PAL
!Rank!!Character!!Weight
!Rank!!Character!!Weight
|-
|-
|'''n/a'''||{{head|Giga Bowser|g=SSBM|s=20px}} [[Giga Bowser]]||140
|'''N/A'''||{{head|Giga Bowser|g=SSBM|s=20px}} [[Giga Bowser]]||140
|-
|-
|'''1'''
|'''1'''
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|{{CharHead|Pichu|SSBM|hsize=20px}}||55
|{{CharHead|Pichu|SSBM|hsize=20px}}||55
|}
|}
|}
</center>


==''[[Super Smash Bros. Brawl]]'' weight values==
==''[[Super Smash Bros. Brawl]]'' weight values==
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! Rank!!Character!!Weight
! Rank!!Character!!Weight
|-
|-
|'''n/a'''||{{b|Giga Bowser|Final Smash}}||400
|'''N/A'''||{{b|Giga Bowser|Final Smash}}||400
|-
|-
|'''n/a'''||[[Wario-Man]]||130
|'''N/A'''||[[Wario-Man]]||130
|-
|-
|'''1'''||{{CharHead|Bowser|SSBB|hsize=20px}}||120
|'''1'''||{{CharHead|Bowser|SSBB|hsize=20px}}||120
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! Rank!!Character!!Weight!!Power Limit
! Rank!!Character!!Weight!!Power Limit
|-
|-
|'''+2'''||{{b|Giga Bowser|Final Smash}}||400||
|'''N/A'''||{{b|Giga Bowser|Final Smash}}||400||
|-
|-
|'''+1'''||[[Giga Mac]]||140||
|'''N/A'''||[[Giga Mac]]||140||
|-
|-
|'''1'''||{{CharHead|Bowser|SSB4|hsize=20px}}||130||29
|'''1'''||{{CharHead|Bowser|SSB4|hsize=20px}}||130||29
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|{{CharHead|Wario|SSB4|hsize=20px}}||27
|{{CharHead|Wario|SSB4|hsize=20px}}||27
|-
|-
|'''n/a'''||[[Wario-Man]]||
|'''N/A'''||[[Wario-Man]]||
|-
|-
|'''10'''||{{CharHead|R.O.B.|SSB4|hsize=20px|color=Grey}}||106||rowspan=3|26
|'''10'''||{{CharHead|R.O.B.|SSB4|hsize=20px|color=Grey}}||106||rowspan=3|26
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|'''20'''||{{CharHead|Lucario|SSB4|hsize=20px}}||rowspan=2|99
|'''20'''||{{CharHead|Lucario|SSB4|hsize=20px}}||rowspan=2|99
|-
|-
|'''n/a'''||[[Mega Lucario]]||
|'''N/A'''||[[Mega Lucario]]||
|-
|-
|rowspan=3|'''21-23'''||{{CharHead|Corrin|SSB4|hsize=20px}}||rowspan=3|98||rowspan=4|25
|rowspan=3|'''21-23'''||{{CharHead|Corrin|SSB4|hsize=20px}}||rowspan=3|98||rowspan=4|25
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! Rank!!Character!!Weight
! Rank!!Character!!Weight
|-
|-
|'''n/a'''||[[Giga Bowser]]||150
|'''N/A'''||[[Giga Bowser]]||150
|-
|-
|'''1'''||{{CharHead|Bowser|SSBU|hsize=20px}}||135
|'''1'''||{{CharHead|Bowser|SSBU|hsize=20px}}||135
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