Gravity: Difference between revisions
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'''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 jump force 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 jump force). | '''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 jump force 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 jump force). | ||
Gravity does not take a direct effect on vertical knockback in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'' | 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 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 grab]]s 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). | 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 grab]]s 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). |
Revision as of 07:40, March 24, 2020
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 jump force 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 jump force).
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, characters now use a different gravity value that is linearly correlated to their weight, with floatier 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.
Super Smash Bros. gravity values
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]
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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 | 0.25 |
1 | Fox | 0.23 |
2 | Falco | 0.17 |
3-5 | Bowser | 0.13 |
3-5 | Ganondorf | 0.13 |
3-5 | Captain Falcon | 0.13 |
6 | Sheik | 0.12 |
7 | Roy | 0.114 |
8-11 | Link | 0.11 |
8-11 | Young Link | 0.11 |
8-11 | Pikachu | 0.11 |
8-11 | Pichu | 0.11 |
12-13 | Donkey Kong | 0.1 |
12-13 | Ice Climbers | 0.1 |
14-16 | Mario | 0.095 |
14-16 | Dr. Mario | 0.095 |
14-16 | Mr. Game & Watch | 0.095 |
17 | Yoshi | 0.093 |
18 | Ness | 0.09 |
19 | Marth | 0.085 |
20 | Mewtwo | 0.082 |
21-22 | Peach | 0.08 |
21-22 | Kirby | 0.08 |
23 | Zelda | 0.073 |
24 | Luigi | 0.069 |
25 | Samus | 0.066 |
26 | 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 (except for 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 | 0.175 |
2 | Sheik | 0.1409 |
3 | Wolf | 0.13 |
4 | Falco | 0.112 |
5 | Squirtle | 0.1067 |
6-8 | Bowser | 0.1027 |
6-8 | Ganondorf | 0.1027 |
6-8 | Captain Falcon | 0.1027 |
9 | Meta Knight | 0.0956 |
10 | Diddy Kong | 0.092 |
11 | Lucas | 0.09 |
n/a | Wario Man | 0.09 |
12 | Link | 0.089 |
13 | Zero Suit Samus | 0.0884 |
14 | Pikachu | 0.087 |
15-16 | Charizard | 0.085 |
15-16 | Sonic | 0.085 |
17 | Wario | 0.0842 |
18-19 | King Dedede | 0.0837 |
18-19 | Ike | 0.0837 |
20 | Donkey Kong | 0.081 |
21 | Snake | 0.08 |
22 | Ice Climbers | 0.077 |
23 | Mr. Game & Watch | 0.07505 |
24-25 | Mario | 0.075 |
24-25 | Pit | 0.075 |
26 | Yoshi | 0.07347 |
27 | Ness | 0.0711 |
28-29 | Toon Link | 0.07 |
28-29 | Ivysaur | 0.07 |
30 | Marth | 0.06715 |
31 | Zelda | 0.067 |
32-33 | Luigi | 0.065 |
32-33 | R.O.B. | 0.065 |
34 | Peach | 0.0632 |
35 | Lucario | 0.0625 |
36 | Kirby | 0.061 |
37 | Olimar | 0.06 |
38 | Samus | 0.058 |
39 | 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 | 0.19 |
2 | Greninja | 0.18 |
3 | Sheik | 0.15 |
4 | Falco | 0.13 |
5-8 | Zero Suit Samus | 0.12 |
5-8 | Captain Falcon | 0.12 |
5-8 | Ryu | 0.12 |
5-8 | Bayonetta | 0.12 |
n/a | Giga Mac | 0.12 |
9 | Roy | 0.114 |
10-12 | Bowser | 0.11 |
10-12 | Meta Knight | 0.11 |
10-12 | Charizard | 0.11 |
13 | Ganondorf | 0.107835 |
14 | Mega Man | 0.1071 |
n/a | Wario-Man | 0.1071 |
15-16 | Diddy Kong | 0.105 |
15-16 | Palutena | 0.105 |
17 | Mii Brawler | 0.1 |
18 | Cloud | 0.098 |
19-20 | Link | 0.096 |
19-20 | Mii Swordfighter | 0.096 |
n/a | Mii Swordfighter (Fighting Mii Team) | 0.096 |
21 | Pikachu | 0.095 |
22-25 | Bowser Jr. | 0.092 |
22-25 | Wario | 0.092 |
22-25 | Ike | 0.092 |
22-25 | Corrin | 0.092 |
26-29 | Lucas | 0.09 |
26-29 | R.O.B. | 0.09 |
26-29 | Wii Fit Trainer | 0.09 |
26-29 | Sonic | 0.09 |
n/a | Mii Brawler (Fighting Mii Team) | 0.09 |
30 | Robin | 0.089 |
31 | King Dedede | 0.087885 |
32-34 | Mario | 0.08715 |
32-34 | Dr. Mario | 0.08715 |
32-34 | Mii Gunner | 0.08715 |
n/a | Mii Gunner (Fighting Mii Team) | 0.087 |
35 | Donkey Kong | 0.08505 |
36 | Shulk | 0.085 |
37 | Lucario | 0.084 |
n/a | Mega Lucario | 0.084 |
38 | Mewtwo | 0.082 |
39-40 | Pit | 0.081 |
39-40 | Dark Pit | 0.081 |
41-43 | Yoshi | 0.08 |
41-43 | Mr. Game & Watch | 0.08 |
41-43 | Little Mac | 0.08 |
44 | Toon Link | 0.079 |
45 | Villager | 0.078 |
46-47 | Samus | 0.077 |
46-47 | Ness | 0.077 |
48 | Duck Hunt | 0.076 |
49-51 | Luigi | 0.075 |
49-51 | Marth | 0.075 |
49-51 | Lucina | 0.075 |
52 | Pac-Man | 0.072 |
53 | Zelda | 0.071 |
54-55 | Peach | 0.068 |
54-55 | Olimar | 0.068 |
56 | Kirby | 0.06405 |
57 | Rosalina | 0.062 |
58 | Jigglypuff | 0.053088 |
Update history
1.1.5
- Samus's gravity: 0.075 → 0.077
Super Smash Bros. Ultimate gravity values
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 | 0.23 | 0.0679 |
2 | Greninja | 0.18 | 0.0716 |
3 | Mii Brawler | 0.169 | 0.0736 |
4 | Sheik | 0.15 | 0.0682 |
5-6 | Pichu | 0.14 | 0.0628 |
5-6 | Piranha Plant | 0.14 | 0.0796 |
7-8 | Falco | 0.13 | 0.0696 |
7-8 | Wolf | 0.13 | 0.0729 |
9 | Squirtle | 0.128 | 0.0672 |
10 | Joker | 0.127 | 0.073248 |
11 | Incineroar | 0.126 | 0.081 |
12-13 | Bowser | 0.125 | 0.0874 |
12-13 | Diddy Kong | 0.125 | 0.0722 |
14-19 | Bayonetta | 0.12 | 0.0692 |
14-19 | Captain Falcon | 0.12 | 0.0769 |
14-19 | Ken | 0.12 | 0.0766 |
14-19 | Palutena | 0.12 | 0.0726 |
14-19 | Ryu | 0.12 | 0.0766 |
14-19 | Zero Suit Samus | 0.12 | 0.0689 |
20-21 | Chrom | 0.114 | 0.0739 |
20-21 | Roy | 0.114 | 0.0739 |
22-24 | Charizard | 0.11 | 0.081 |
22-24 | Meta Knight | 0.11 | 0.0689 |
22-24 | Banjo & Kazooie | 0.11 | 0.0776 |
25 | Ganondorf | 0.108 | 0.0816 |
26-27 | Mega Man | 0.107 | 0.0763 |
26-27 | Wario | 0.107 | 0.078 |
28 | Mii Swordfighter | 0.106 | 0.0756 |
29 | King K. Rool | 0.105 | 0.0867 |
30-32 | Cloud | 0.098 | 0.0756 |
30-32 | Mii Gunner | 0.098 | 0.0769 |
30-32 | Shulk | 0.098 | 0.0746 |
33 | King Dedede | 0.097 | 0.0847 |
34-35 | Link | 0.096 | 0.0769 |
34-35 | Young Link | 0.096 | 0.0716 |
36 | Pikachu | 0.095 | 0.0685 |
37 | Hero | 0.094 | 0.075936 |
38-40 | Bowser Jr. | 0.092 | 0.0783 |
38-40 | Corrin | 0.092 | 0.0749 |
38-40 | Ike | 0.092 | 0.078 |
41-47 | Little Mac | 0.09 | 0.0712 |
41-47 | Lucas | 0.09 | 0.0736 |
41-47 | R.O.B. | 0.09 | 0.0776 |
41-47 | Ridley | 0.09 | 0.078 |
41-47 | Sonic | 0.09 | 0.0709 |
41-47 | Wii Fit Trainer | 0.09 | 0.0743 |
41-47 | Terry | 0.09 | 0.078288 |
48-49 | Robin | 0.089 | 0.0739 |
48-49 | Byleth | 0.089 | 0.074592 |
50-52 | Dr. Mario | 0.087 | 0.0749 |
50-52 | Inkling | 0.087 | 0.0736 |
50-52 | Mario | 0.087 | 0.0749 |
53-55 | Donkey Kong | 0.085 | 0.0847 |
53-55 | Richter | 0.085 | 0.078 |
53-55 | Simon | 0.085 | 0.078 |
56 | Lucario | 0.084 | 0.0729 |
57 | Luigi | 0.083 | 0.0746 |
58-60 | Ice Climbers | 0.082 | 0.0729 |
58-60 | Ivysaur | 0.082 | 0.0743 |
58-60 | Mewtwo | 0.082 | 0.0685 |
61-63 | Dark Pit | 0.081 | 0.0743 |
61-63 | Pit | 0.081 | 0.0743 |
61-63 | Toon Link | 0.081 | 0.0726 |
64-66 | Mr. Game & Watch | 0.08 | 0.0672 |
64-66 | Snake | 0.08 | 0.0776 |
64-66 | Yoshi | 0.08 | 0.0769 |
67 | Villager | 0.078 | 0.0729 |
68 | Ness | 0.077 | 0.0736 |
69 | Duck Hunt | 0.076 | 0.0709 |
70-73 | Dark Samus | 0.075 | 0.0783 |
70-73 | Lucina | 0.075 | 0.0722 |
70-73 | Marth | 0.075 | 0.0722 |
70-73 | Samus | 0.075 | 0.0783 |
74 | Pac-Man | 0.072 | 0.0739 |
75 | Zelda | 0.071 | 0.0706 |
76-78 | Daisy | 0.07 | 0.0719 |
76-78 | Isabelle | 0.07 | 0.0716 |
76-78 | Peach | 0.07 | 0.0719 |
79 | Olimar | 0.068 | 0.0685 |
80 | Kirby | 0.064 | 0.0685 |
81 | Rosalina | 0.062 | 0.0696 |
82 | 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.