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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 ''[[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.
A character's weight is a value of how "heavy" said character is. In practice, weight works in conjunction with [[knockback]] to determine how far a character flies away with any given attack. Because of this, it is generally considered an advantage for a character to be heavy, as less knockback would be applied than a lighter character, making it harder to [[KO]] said 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).


Another commonly used weight class is the '''"super heavyweights"''', which describes the heaviest characters in the series, who also usually have the largest sizes and [[hurtbox]]es and often shake the screen upon landing on the ground. These characters commonly include [[Donkey Kong]], [[Bowser]], [[King Dedede]], [[Charizard]], [[King K. Rool]], [[Incineroar]], [[Snake]] (''Brawl'' only), and [[Ganondorf]] (''Ultimate'' only).
Another commonly used weight class is the '''"super heavyweights"''', which describes the heaviest characters in each game, who also usually have the largest sizes and [[hurtbox]]es and often shake the screen upon landing on the ground. These characters commonly include [[Donkey Kong]], [[Bowser]], [[King Dedede]], [[Charizard]], [[King K. Rool]], [[Incineroar]], [[Snake]] (''Brawl'' only), and [[Ganondorf]] (''Ultimate'' only).


Lighter characters do have their own 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 [[hurtbox]]es, 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. As previously mentioned, a few specific combos are less effective on lightweights to a much greater degree, such as {{SSBM|Fox}}'s [[waveshine]] combos in ''Melee'' and {{SSBB|King Dedede}}'s down throw chain grab in ''Brawl''; in both cases, characters with a weight value below 86 receive enough knockback to the point where they are put into [[tumble]], allowing them to [[tech]] or execute a [[floor recovery]] and escape subsequent uses of such moves, whereas heavier characters are stuck in their non tumble animation, making them very vulnerable. Other advantages to light weight include weight-sensitive [[platform]]s, such as those in {{SSB|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 {{SSBM|Bowser}}'s down throw in NTSC ''Melee'' and {{SSBB|Link}}'s down throw in ''Brawl'', both of which miss their pre-throw hit on Jigglypuff (and Mr. Game & Watch in Bowser's case). Because of this, most throws with hitboxes from Brawl onwards are not weight dependent, although there are a few exceptions, such as Link's aforementioned down throw.
Lighter characters do have their own 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 [[hurtbox]]es, 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. As previously mentioned, a few specific combos are less effective on lightweights to a much greater degree, such as {{SSBM|Fox}}'s [[waveshine]] combos in ''Melee'' and {{SSBB|King Dedede}}'s down throw chain grab in ''Brawl''; in both cases, characters with a weight value below 86 receive enough knockback to the point where they are put into [[tumble]], allowing them to [[tech]] or execute a [[floor recovery]] and escape subsequent uses of such moves, whereas heavier characters are stuck in their non tumble animation, making them very vulnerable. Other advantages to light weight include weight-sensitive [[platform]]s, such as those in {{SSB|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 {{SSBM|Bowser}}'s down throw in NTSC ''Melee'' and {{SSBB|Link}}'s down throw in ''Brawl'', both of which miss their pre-throw hit on Jigglypuff (and Mr. Game & Watch in Bowser's case). Because of this, most throws with hitboxes from Brawl onwards are not weight dependent, although there are a few exceptions, such as Link's aforementioned down throw.
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<center>
<center>
{| class="wikitable sortable" style="text-align:center; display:inline-table;"
{|class="wikitable sortable"style="text-align:center;display:inline-table;"
|+JPN
|+JPN
!Rank!!Character!!Weight (coded)!!Weight (comparison)
!Rank!!Character!!Weight (coded)!!Weight (comparison)
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|}
|}


{| class="wikitable sortable" style="text-align:center; display:inline-table;"
{|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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|}
|}


{| class="wikitable sortable" style="text-align:center; display:inline-table;"
{|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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<center>
<center>
{| class="wikitable sortable" style="text-align:center; display:inline-table;"
{|class="wikitable sortable"style="text-align:center;display:inline-table;"
|+NTSC
|+NTSC
!Rank!!Character!!Weight
!Rank!!Character!!Weight
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|}
|}


{| class="wikitable sortable" style="text-align:center; display:inline-table;"
{|class="wikitable sortable"style="text-align:center;display:inline-table;"
|+PAL
|+PAL
!Rank!!Character!!Weight
!Rank!!Character!!Weight
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This is a list of characters' weights in ''Super Smash Bros. Brawl''.
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. <!--Total weight of all 39 fighters = 3697.-->
The average weight value for all fighters is rounded down to 94.79, meaning that Sonic's weight is closest to the average.<!--Total weight of all 39 fighters = 3697.-->
{{incomplete|Need Sandbag's weight}}
{{incomplete|Need Sandbag's weight}}


{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable"style="margin:1em auto 1em auto;text-align:center"
! Rank!!Character!!Weight
!Rank!!Character!!Weight
|-
|-
|'''N/A'''||{{b|Giga Bowser|Final Smash}}||400
|'''N/A'''||{{b|Giga Bowser|Final Smash}}||400
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{{incomplete|Need Sandbag's weight}}
{{incomplete|Need Sandbag's weight}}


{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable"style="margin:1em auto 1em auto;text-align:center"
! Rank!!Character!!Weight!!Power Limit
!Rank!!Character!!Weight!!Power Limit
|-
|-
|'''N/A'''||{{b|Giga Bowser|Final Smash}}||400||
|'''N/A'''||{{b|Giga Bowser|Final Smash}}||400||
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*{{nerf|Rosalina's weight|78|77}}
*{{nerf|Rosalina's weight|78|77}}
*{{nerf|Sheik's weight|85|84}}
*{{nerf|Sheik's weight|85|84}}
*{{nerf|Zero Suit Samus's weight|81|80}}
*{{nerf|Zero Suit Samus' weight|81|80}}


====[[1.1.5]]====
====[[1.1.5]]====
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The average weight value for all fighters is rounded down to 95.92, meaning that Pit, Dark Pit, Ivysaur, and Wii Fit Trainer are the characters whose weights are closest to the average. <!--Total weight of 89 fighters = 8537. Remember this going forward.-->
The average weight value for all fighters is rounded down to 95.92, meaning that Pit, Dark Pit, Ivysaur, and Wii Fit Trainer are the characters whose weights are closest to the average. <!--Total weight of 89 fighters = 8537. Remember this going forward.-->


{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable"style="margin:1em auto 1em auto;text-align:center"
! Rank!!Character!!Weight
!Rank!!Character!!Weight
|-
|-
|'''N/A'''||[[Giga Bowser]]||150
|'''N/A'''||[[Giga Bowser]]||150
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*Weight changes from items such as the Metal Box do not affect the speed of throws affected by weight.
*Weight changes from items such as the Metal Box do not affect the speed of throws affected by weight.
*The European 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.
*The European 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, possibly due to balancing purposes rather than accuracy to source material. [[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. [[Sephiroth]] is, similarly, one of the lightest humanoid characters, despite having a canon given weight of 191 pounds; whether this is due to using telekinetic movement or simply to suit his ''Ultimate'' playstyle is not currently explained.
*For some characters, weights in the ''Smash'' series are sometimes inconsistent with those for said characters in other games, possibly due to balancing purposes rather than accuracy to source material.  
**[[Yoshi]] 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).
**[[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.  
**[[Sephiroth]] is similarly one of the lightest humanoid characters, despite having a canon given weight of 191 pounds; whether this is due to using telekinetic movement or simply to suit his ''Ultimate'' playstyle is unclear.
*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.
*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.
**[[Fox]]’s weight reduction from the first installment to ''Melee'' is the second most prolific, as he was originally a middleweight with 100 units but lost 25 units in the transition, and has remained a lightweight in each installment ever since.
**[[Fox]]'s weight reduction from the first installment to ''Melee'' is the second most prolific, as he was originally a middleweight with 100 units but lost 25 units in the transition, and has remained a lightweight in each installment ever since.
**Likewise, Mr. Game & Watch has had the greatest increase in weight, with 15 units being added in the transition to ''Brawl'' from ''Melee''.
**Likewise, Mr. Game & Watch has had the greatest increase in weight, with 15 units being added in the transition to ''Brawl'' from ''Melee''.


==References==
==References==
* [http://www.smashboards.com/showthread.php?t=210557 Brawl weight and falling speed calculations and explanation]
*[http://www.smashboards.com/showthread.php?t=210557 Brawl weight and falling speed calculations and explanation]
* [http://www.smashboards.com/showthread.php?t=162546 Brawl weight list and falling speed calculations]
*[http://www.smashboards.com/showthread.php?t=162546 Brawl weight list and falling speed calculations]
* [http://www.smashboards.com/showthread.php?t=232957 Some character's weight with DI]
*[http://www.smashboards.com/showthread.php?t=232957 Some character's weight with DI]
* [http://kuroganehammer.com/Smash4/Weight Smash 4 character weight values]
*[http://kuroganehammer.com/Smash4/Weight Smash 4 character weight values]
* http://smashboards.com/threads/1-1-4-patch-notes.430023/
*http://smashboards.com/threads/1-1-4-patch-notes.430023/
* http://smashboards.com/threads/1-1-5-patch-notes.433162/
*http://smashboards.com/threads/1-1-5-patch-notes.433162/
* http://kuroganehammer.com/Ultimate/Weight
*http://kuroganehammer.com/Ultimate/Weight
{{reflist}}
{{reflist}}


[[Category:Game physics]]
[[Category:Game physics]]
[[Category:Character attributes]]
[[Category:Character attributes]]
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