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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.}} | ||
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 | 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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