Super Smash Bros. series

Gravity: Difference between revisions

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(I thought it’s better to say “initial jump velocity” over “jump force” based on a physics standpoint that force requires mass, which is not how Smash operates when dealing with jump. Vi^2 = 2gd)
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==''[[Super Smash Bros. Ultimate]]'' gravity values==
==''[[Super Smash Bros. Ultimate]]'' gravity values==
{{incomplete|need more data for sora}}
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.  


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|'''85'''||{{CharHead|Olimar|SSBU}}||0.068||0.0685
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|'''86'''||{{CharHead|Kirby|SSBU}}||{{rollover|0.064|If Shulk's Monado Arts are copied, it becomes 0.0896 during Jump, 0.0768 during Speed|y}}||0.0685
|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}}||0.0685
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|'''87'''||{{CharHead|Rosalina & Luma|SSBU}}||0.062||0.0696
|{{CharHead|Sora|SSBU}}||0.064||?
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|'''88'''||{{CharHead|Jigglypuff|SSBU}}||0.053||0.0648
|'''88'''||{{CharHead|Rosalina & Luma|SSBU}}||0.062||0.0696
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|'''89'''||{{CharHead|Jigglypuff|SSBU}}||0.053||0.0648
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Revision as of 21:46, October 18, 2021

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 Zelda and 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 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. This also makes characters with higher gravity considerably more vulnerable to chain grabs in Brawl, and in Brawl and Smash 4, it makes moves with low knockback chain into them-self and other moves more reliably on characters with higher gravity when combined with Brawl removing DI against moves which do not put opponents into tumble (an example of this being Sheik's 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 released. 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 will end (although this puts them in a bad position if they end up off stage). 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).

In Super Smash Bros. 4, a character's gravity can be altered by using the equipment bonus effects, Thistle Jump or Anchor Jump, with Thistle Jump decreasing it, while Anchor Jump increases it. However, both bonus effects also alter a character's falling speed.

In Super Smash Bros. Ultimate, while gravity still plays a factor on determining knockback, for launch angles between 70˚ and 110˚ characters now use a different gravity value that is linearly correlated to their weight, with lighter characters using a lower gravity value, and heavier characters using a higher one; though a few exceptions to this exist. As a result of this change, moves that deal vertical knockback are generally easier to survive compared to Brawl and SSB4, thus making vertical survivability among the cast much more consistent than in both previous games. Conversely, Ultimate has the largest range of gravity stats in the entire series, including Melee, and as a consequence, the effect on horizontal launch distance is still significant. This can even lead to counter-intuitive results, such as Fox dying earlier horizontally from near the ledge than Jigglypuff, despite the former's weight being 9 points higher than the latter.

Super Smash Bros. gravity values

An icon for denoting incomplete things.

Compared to the later Smash games, Smash 64 has very low gravity values for all characters and as with most attributes, Smash 64 uses a different scale to measure gravity.

Source: [1]

JPN
Rank Character Gravity
1 Fox (SSB) Fox 4
2 Captain Falcon (SSB) Captain Falcon 3.4
3 Link (SSB) Link 3.2
4-5 Donkey Kong (SSB) Donkey Kong 3
Pikachu (SSB) Pikachu
6-7 Yoshi (SSB) Yoshi 2.7
Ness (SSB) Ness
8-9 Mario (SSB) Mario 2.4
Kirby (SSB) Kirby
10 Luigi (SSB) Luigi 2.1
11 Jigglypuff (SSB) Jigglypuff 2
12 Samus (SSB) Samus 1.9
NA/PAL
Rank Character Gravity
1 Fox (SSB) Fox 4
2-3 Link (SSB) Link 3.4
Captain Falcon (SSB) Captain Falcon
4-5 Donkey Kong (SSB) Donkey Kong 3
Pikachu (SSB) Pikachu
6 Yoshi (SSB) Yoshi 2.8
7 Ness (SSB) Ness 2.7
8-9 Mario (SSB) Mario 2.4
Kirby (SSB) Kirby
10 Luigi (SSB) Luigi 2.1
11 Jigglypuff (SSB) Jigglypuff 2
12 Samus (SSB) Samus 1.9

Super Smash Bros. Melee gravity values

Melee significantly increased the gravity for all characters and it is largely the main factor as to why Melee is a less floaty game than its predecessor. Melee also uses an alternate scale to measure gravity which would be reused in later games.

Rank Character Gravity
n/a Giga Bowser (SSBM) Giga Bowser 0.25
1 Fox (SSBM) Fox 0.23
2 Falco (SSBM) Falco 0.17
3-5 Captain Falcon (SSBM) Captain Falcon 0.13
Bowser (SSBM) Bowser
Ganondorf (SSBM) Ganondorf
6 Sheik (SSBM) Sheik 0.12
7 Roy (SSBM) Roy 0.114
8-11 Link (SSBM) Link 0.11
Pikachu (SSBM) Pikachu
Pichu (SSBM) Pichu
Young Link (SSBM) Young Link
12-13 Donkey Kong (SSBM) Donkey Kong 0.1
Ice Climbers (SSBM) Ice Climbers
14-16 Mario (SSBM) Mario 0.095
Dr. Mario (SSBM) Dr. Mario
Mr. Game & Watch (SSBM) Mr. Game & Watch
17 Yoshi (SSBM) Yoshi 0.093
18 Ness (SSBM) Ness 0.09
19 Marth (SSBM) Marth 0.085
20 Mewtwo (SSBM) Mewtwo 0.082
21-22 Kirby (SSBM) Kirby 0.08
Peach (SSBM) Peach
23 Zelda (SSBM) Zelda 0.073
24 Luigi (SSBM) Luigi 0.069
25 Samus (SSBM) Samus 0.066
26 Jigglypuff (SSBM) Jigglypuff 0.064

Notes

  • Wireframes have gravities of 0.09 (Male) and 0.073 (Female).
  • Sandbag has a gravity of 0.05.

Super Smash Bros. Brawl gravity values

Much like with falling speeds, every character's gravity (aside from 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.

Rank Character Gravity
n/a Giga Bowser 0.1975
1 Fox (SSBB) Fox 0.175
2 Sheik (SSBB) Sheik 0.1409
3 Wolf (SSBB) Wolf 0.13
4 Falco (SSBB) Falco 0.112
5 Squirtle (SSBB) Squirtle 0.1067
6-8 Captain Falcon (SSBB) Captain Falcon 0.1027
Bowser (SSBB) Bowser
Ganondorf (SSBB) Ganondorf
9 Meta Knight (SSBB) Meta Knight 0.0956
10 Diddy Kong (SSBB) Diddy Kong 0.092
11 Lucas (SSBB) Lucas 0.09
n/a Wario Man 0.09
12 Link (SSBB) Link 0.089
13 Zero Suit Samus (SSBB) Zero Suit Samus 0.0884
14 Pikachu (SSBB) Pikachu 0.087
15-16 Charizard (SSBB) Charizard 0.085
Sonic (SSBB) Sonic
17 Wario (SSBB) Wario 0.0842
18-19 Ike (SSBB) Ike 0.0837
King Dedede (SSBB) King Dedede
20 Donkey Kong (SSBB) Donkey Kong 0.081
21 Snake (SSBB) Snake 0.08
22 Ice Climbers (SSBB) Ice Climbers 0.077
23 Mr. Game & Watch (SSBB) Mr. Game & Watch 0.07505
24-25 Mario (SSBB) Mario 0.075
Pit (SSBB) Pit
26 Yoshi (SSBB) Yoshi 0.07347
27 Ness (SSBB) Ness 0.0711
28-29 Ivysaur (SSBB) Ivysaur 0.07
Toon Link (SSBB) Toon Link
30 Marth (SSBB) Marth 0.06715
31 Zelda (SSBB) Zelda 0.067
32-33 Luigi (SSBB) Luigi 0.065
R.O.B. (SSBB) R.O.B.
34 Peach (SSBB) Peach 0.0632
35 Lucario (SSBB) Lucario 0.0625
36 Kirby (SSBB) Kirby 0.061
37 Olimar (SSBB) Olimar 0.06
38 Samus (SSBB) Samus 0.058
39 Jigglypuff (SSBB) Jigglypuff 0.05056

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.
  • Sheik is the only veteran to have her gravity increased from Melee to Brawl.

Super Smash Bros. 4 gravity values

Much like with falling speeds, gravity was increased across the board with most characters having higher gravity.

Rank Character Gravity
n/a Giga Bowser 0.198
1 Fox (SSB4) Fox 0.19
2 Greninja (SSB4) Greninja 0.18
3 Sheik (SSB4) Sheik 0.15
4 Falco (SSB4) Falco 0.13
5-8 Captain Falcon (SSB4) Captain Falcon 0.12
Zero Suit Samus (SSB4) Zero Suit Samus
Ryu (SSB4) Ryu
Bayonetta (SSB4) Bayonetta
n/a Giga Mac 0.12
9 Roy (SSB4) Roy 0.114
10-12 Bowser (SSB4) Bowser 0.11
Meta Knight (SSB4) Meta Knight
Charizard (SSB4) Charizard
13 Ganondorf (SSB4) Ganondorf 0.107835
14 Mega Man (SSB4) Mega Man 0.1071
n/a Wario-Man 0.1071
15-16 Diddy Kong (SSB4) Diddy Kong 0.105
Palutena (SSB4) Palutena
17 Mii Brawler (SSB4) Mii Brawler 0.1
18 Cloud (SSB4) Cloud 0.098
19-20 Link (SSB4) Link 0.096
Mii Swordfighter (SSB4) Mii Swordfighter 0.096
n/a MiiSwordfighterHeadTeamSSB4-U.png Mii Swordfighter (Fighting Mii Team) 0.096
21 Pikachu (SSB4) Pikachu 0.095
22-25 Wario (SSB4) Wario 0.092
Ike (SSB4) Ike
Bowser Jr. (SSB4) Bowser Jr.
Corrin (SSB4) Corrin
26-29 Lucas (SSB4) Lucas 0.09
Sonic (SSB4) Sonic
R.O.B. (SSB4) R.O.B.
Wii Fit Trainer (SSB4) Wii Fit Trainer
n/a MiiBrawlerHeadTeamSSB4-U.png Mii Brawler (Fighting Mii Team) 0.09
30 Robin (SSB4) Robin 0.089
31 King Dedede (SSB4) King Dedede 0.087885
32-34 Mario (SSB4) Mario 0.08715
Dr. Mario (SSB4) Dr. Mario
Mii Gunner (SSB4) Mii Gunner 0.08715
n/a MiiGunnerHeadTeamSSB4-U.png Mii Gunner (Fighting Mii Team) 0.087
35 Donkey Kong (SSB4) Donkey Kong 0.08505
36 Shulk (SSB4) Shulk 0.085
37 Lucario (SSB4) Lucario 0.084
n/a Mega Lucario 0.084
38 Mewtwo (SSB4) Mewtwo 0.082
39-40 Pit (SSB4) Pit 0.081
Dark Pit (SSB4) Dark Pit
41-43 Yoshi (SSB4) Yoshi 0.08
Mr. Game & Watch (SSB4) Mr. Game & Watch
Little Mac (SSB4) Little Mac
44 Toon Link (SSB4) Toon Link 0.079
45 Villager (SSB4) Villager 0.078
46-47 Samus (SSB4) Samus 0.077
Ness (SSB4) Ness
48 Duck Hunt (SSB4) Duck Hunt 0.076
49-51 Luigi (SSB4) Luigi 0.075
Marth (SSB4) Marth
Lucina (SSB4) Lucina
52 Pac-Man (SSB4) Pac-Man 0.072
53 Zelda (SSB4) Zelda 0.071
54-55 Peach (SSB4) Peach 0.068
Olimar (SSB4) Olimar
56 Kirby (SSB4) Kirby 0.06405
57 Rosalina & Luma (SSB4) Rosalina & Luma 0.062
58 Jigglypuff (SSB4) Jigglypuff 0.053088

Update history

1.1.5

  • Change Samus's gravity: 0.075 → 0.077

Super Smash Bros. Ultimate gravity values

An icon for denoting incomplete things.

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.

Rank Character Gravity During vertical knockback
1 Fox (SSBU) Fox 0.23 0.0679
2 Greninja (SSBU) Greninja 0.18 0.0716
3 Mii Brawler (SSBU) Mii Brawler 0.169 0.0736
4 Sheik (SSBU) Sheik 0.15 0.0682
5-6 Pichu (SSBU) Pichu 0.14 0.0628
Piranha Plant (SSBU) Piranha Plant 0.0796
7 Mythra (SSBU) Mythra 0.137 0.072912
8-9 Falco (SSBU) Falco 0.13 0.0696
Wolf (SSBU) Wolf 0.0729
10 Squirtle (SSBU) Squirtle 0.128 0.0672
11 Joker (SSBU) Joker 0.127 0.073248
12 Incineroar (SSBU) Incineroar 0.126 0.081
13-14 Bowser (SSBU) Bowser 0.125 0.0874
Diddy Kong (SSBU) Diddy Kong 0.0722
15-20 Captain Falcon (SSBU) Captain Falcon 0.12 0.0769
Zero Suit Samus (SSBU) Zero Suit Samus 0.0689
Palutena (SSBU) Palutena 0.0726
Ryu (SSBU) Ryu 0.0766
Ken (SSBU) Ken
Bayonetta (SSBU) Bayonetta 0.0692
21-22 Roy (SSBU) Roy 0.114 0.0739
Chrom (SSBU) Chrom
23-26 Meta Knight (SSBU) Meta Knight 0.11 0.0689
Charizard (SSBU) Charizard 0.081
Banjo & Kazooie (SSBU) Banjo & Kazooie 0.0776
Min Min (SSBU) Min Min 0.0769
27-29 Ganondorf (SSBU) Ganondorf 0.108 0.0816
Sephiroth (SSBU) Sephiroth 0.108 0.068544
Kazuya (SSBU) Kazuya 0.108 0.079933
30-31 Wario (SSBU) Wario 0.107 0.078
Mega Man (SSBU) Mega Man 0.0763
32 Mii Swordfighter (SSBU) Mii Swordfighter 0.106 0.0756
33 King K. Rool (SSBU) King K. Rool 0.105 0.0867
34-36 Mii Gunner (SSBU) Mii Gunner 0.098 0.0769
Shulk (SSBU) Shulk 0.098 0.0746
Cloud (SSBU) Cloud 0.098 0.0756
37 King Dedede (SSBU) King Dedede 0.097 0.0847
38-39 Link (SSBU) Link 0.096 0.0769
Young Link (SSBU) Young Link 0.0716
40 Pikachu (SSBU) Pikachu 0.095 0.0685
41 Hero (SSBU) Hero 0.094 0.075936
42-44 Ike (SSBU) Ike 0.092 0.078
Bowser Jr. (SSBU) Bowser Jr. 0.0783
Corrin (SSBU) Corrin 0.0749
45-51 Lucas (SSBU) Lucas 0.09 0.0736
Sonic (SSBU) Sonic 0.0709
R.O.B. (SSBU) R.O.B. 0.0776
Wii Fit Trainer (SSBU) Wii Fit Trainer 0.09 0.0743
Little Mac (SSBU) Little Mac 0.09 0.0712
Ridley (SSBU) Ridley 0.078
Terry (SSBU) Terry 0.078288
52-53 Robin (SSBU) Robin 0.089 0.0739
Byleth (SSBU) Byleth 0.074592
54-56 Mario (SSBU) Mario 0.087 0.0749
Dr. Mario (SSBU) Dr. Mario
Inkling (SSBU) Inkling 0.0736
57-59 Donkey Kong (SSBU) Donkey Kong 0.085 0.0847
Simon (SSBU) Simon 0.078
Richter (SSBU) Richter
60 Lucario (SSBU) Lucario 0.084 0.0729
61 Luigi (SSBU) Luigi 0.083 0.0746
62-64 Ice Climbers (SSBU) Ice Climbers 0.082 0.0729
Mewtwo (SSBU) Mewtwo 0.0685
Ivysaur (SSBU) Ivysaur 0.0743
65-67 Pit (SSBU) Pit 0.081 0.0743
Dark Pit (SSBU) Dark Pit
Toon Link (SSBU) Toon Link 0.0726
68-70 Yoshi (SSBU) Yoshi 0.08 0.0769
Mr. Game & Watch (SSBU) Mr. Game & Watch 0.0672
Snake (SSBU) Snake 0.0776
71-72 Villager (SSBU) Villager 0.078 0.0729
Pyra (SSBU) Pyra 0.074928
73 Ness (SSBU) Ness 0.077 0.0736
74 Duck Hunt (SSBU) Duck Hunt 0.076 0.0709
75-78 Samus (SSBU) Samus 0.075 0.0783
Dark Samus (SSBU) Dark Samus
Marth (SSBU) Marth 0.0722
Lucina (SSBU) Lucina
79 Pac-Man (SSBU) Pac-Man 0.072 0.0739
80 Zelda (SSBU) Zelda 0.071 0.0706
81-84 Peach (SSBU) Peach 0.07 0.0719
Daisy (SSBU) Daisy
Isabelle (SSBU) Isabelle 0.0716
Steve (SSBU) Steve 0.0729
85 Olimar (SSBU) Olimar 0.068 0.0685
86-87 Kirby (SSBU) Kirby 0.064 0.0685
Sora (SSBU) Sora 0.064 ?
88 Rosalina & Luma (SSBU) Rosalina & Luma 0.062 0.0696
89 Jigglypuff (SSBU) Jigglypuff 0.053 0.0648

Trivia

  • Not counting Giga Bowser, Fox holds the distinction of being the character with the highest gravity value in all games.
  • Lucas is the only character from the transition from Brawl to Smash 4 to have his gravity value kept the same. Similarly, fellow DLC veterans Roy and Mewtwo's gravity values are the same as in their last appearance in Melee.
  • Sheik is the only character to debut in Melee whose gravity has been increased in Brawl and Smash 4.

See also