Super Smash Bros. series

Gravity: Difference between revisions

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(Some corrections. Horizontal endurance differences are caused by the game's method of decaying launch speed)
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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]]''; instead, it acts as a force against vertical [[knockback]] giving characters with higher gravity greater vertical endurance but increasing their susceptibility to combos. 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 knockback is unaffected. 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. Despite horizontal knockback being unaffected, fighters with higher gravity also tend to have poorer horizontal endurance, due to most moves with horizontal knockback having some degree of vertical knockback. Since a character's air friction only takes effect after the hitstun ends, this results in it taking slightly longer for fighters with higher gravity to be slowed down by their air friction, thus getting KOed earlier. 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 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]

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 (SSBM) Fox 0.23
2 Falco (SSBM) Falco 0.17
3-5 Bowser (SSBM) Bowser 0.13
3-5 Ganondorf (SSBM) Ganondorf 0.13
3-5 Captain Falcon (SSBM) Captain Falcon 0.13
6 Sheik (SSBM) Sheik 0.12
7 Roy (SSBM) Roy 0.114
8-11 Link (SSBM) Link 0.11
8-11 Young Link (SSBM) Young Link 0.11
8-11 Pikachu (SSBM) Pikachu 0.11
8-11 Pichu (SSBM) Pichu 0.11
12-13 Donkey Kong (SSBM) Donkey Kong 0.1
12-13 Ice Climbers (SSBM) Ice Climbers 0.1
14-16 Mario (SSBM) Mario 0.095
14-16 Dr. Mario (SSBM) Dr. Mario 0.095
14-16 Mr. Game & Watch (SSBM) Mr. Game & Watch 0.095
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 Peach (SSBM) Peach 0.08
21-22 Kirby (SSBM) Kirby 0.08
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 (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 (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 Bowser (SSBB) Bowser 0.1027
6-8 Ganondorf (SSBB) Ganondorf 0.1027
6-8 Captain Falcon (SSBB) Captain Falcon 0.1027
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
15-16 Sonic (SSBB) Sonic 0.085
17 Wario (SSBB) Wario 0.0842
18-19 King Dedede (SSBB) King Dedede 0.0837
18-19 Ike (SSBB) Ike 0.0837
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
24-25 Pit (SSBB) Pit 0.075
26 Yoshi (SSBB) Yoshi 0.07347
27 Ness (SSBB) Ness 0.0711
28-29 Toon Link (SSBB) Toon Link 0.07
28-29 Ivysaur (SSBB) Ivysaur 0.07
30 Marth (SSBB) Marth 0.06715
31 Zelda (SSBB) Zelda 0.067
32-33 Luigi (SSBB) Luigi 0.065
32-33 R.O.B. (SSBB) R.O.B. 0.065
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 Zero Suit Samus (SSB4) Zero Suit Samus 0.12
5-8 Captain Falcon (SSB4) Captain Falcon 0.12
5-8 Ryu (SSB4) Ryu 0.12
5-8 Bayonetta (SSB4) Bayonetta 0.12
n/a Giga Mac 0.12
9 Roy (SSB4) Roy 0.114
10-12 Bowser (SSB4) Bowser 0.11
10-12 Meta Knight (SSB4) Meta Knight 0.11
10-12 Charizard (SSB4) Charizard 0.11
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
15-16 Palutena (SSB4) Palutena 0.105
17 Mii Brawler (SSB4) Mii Brawler 0.1
18 Cloud (SSB4) Cloud 0.098
19-20 Link (SSB4) Link 0.096
19-20 Mii Swordfighter (SSB4) Mii Swordfighter 0.096
n/a Mii Swordfighter (SSB4) Mii Swordfighter (Fighting Mii Team) 0.096
21 Pikachu (SSB4) Pikachu 0.095
22-25 Bowser Jr. (SSB4) Bowser Jr. 0.092
22-25 Wario (SSB4) Wario 0.092
22-25 Ike (SSB4) Ike 0.092
22-25 Corrin (SSB4) Corrin 0.092
26-29 Lucas (SSB4) Lucas 0.09
26-29 R.O.B. (SSB4) R.O.B. 0.09
26-29 Wii Fit Trainer (SSB4) Wii Fit Trainer 0.09
26-29 Sonic (SSB4) Sonic 0.09
n/a Mii Brawler (SSB4) 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
32-34 Dr. Mario (SSB4) Dr. Mario 0.08715
32-34 Mii Gunner (SSB4) Mii Gunner 0.08715
n/a Mii Gunner (SSB4) 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
39-40 Dark Pit (SSB4) Dark Pit 0.081
41-43 Yoshi (SSB4) Yoshi 0.08
41-43 Mr. Game & Watch (SSB4) Mr. Game & Watch 0.08
41-43 Little Mac (SSB4) Little Mac 0.08
44 Toon Link (SSB4) Toon Link 0.079
45 Villager (SSB4) Villager 0.078
46-47 Samus (SSB4) Samus 0.077
46-47 Ness (SSB4) Ness 0.077
48 Duck Hunt (SSB4) Duck Hunt 0.076
49-51 Luigi (SSB4) Luigi 0.075
49-51 Marth (SSB4) Marth 0.075
49-51 Lucina (SSB4) Lucina 0.075
52 Pac-Man (SSB4) Pac-Man 0.072
53 Zelda (SSB4) Zelda 0.071
54-55 Peach (SSB4) Peach 0.068
54-55 Olimar (SSB4) Olimar 0.068
56 Kirby (SSB4) Kirby 0.06405
57 Rosalina (SSB4) Rosalina 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

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
5-6 Piranha Plant (SSBU) Piranha Plant 0.14 0.0796
7-8 Falco (SSBU) Falco 0.13 0.0696
7-8 Wolf (SSBU) Wolf 0.13 0.0729
9 Squirtle (SSBU) Squirtle 0.128 0.0672
10 Joker (SSBU) Joker 0.127 0.073248
11 Incineroar (SSBU) Incineroar 0.126 0.081
12-13 Bowser (SSBU) Bowser 0.125 0.0874
12-13 Diddy Kong (SSBU) Diddy Kong 0.125 0.0722
14-19 Bayonetta (SSBU) Bayonetta 0.12 0.0692
14-19 Captain Falcon (SSBU) Captain Falcon 0.12 0.0769
14-19 Ken (SSBU) Ken 0.12 0.0766
14-19 Palutena (SSBU) Palutena 0.12 0.0726
14-19 Ryu (SSBU) Ryu 0.12 0.0766
14-19 Zero Suit Samus (SSBU) Zero Suit Samus 0.12 0.0689
20-21 Chrom (SSBU) Chrom 0.114 0.0739
20-21 Roy (SSBU) Roy 0.114 0.0739
22-24 Charizard (SSBU) Charizard 0.11 0.081
22-24 Meta Knight (SSBU) Meta Knight 0.11 0.0689
22-24 Banjo & Kazooie (SSBU) Banjo & Kazooie 0.11 0.0776
25 Ganondorf (SSBU) Ganondorf 0.108 0.0816
26-27 Mega Man (SSBU) Mega Man 0.107 0.0763
26-27 Wario (SSBU) Wario 0.107 0.078
28 Mii Swordfighter (SSBU) Mii Swordfighter 0.106 0.0756
29 King K. Rool (SSBU) King K. Rool 0.105 0.0867
30-32 Cloud (SSBU) Cloud 0.098 0.0756
30-32 Mii Gunner (SSBU) Mii Gunner 0.098 0.0769
30-32 Shulk (SSBU) Shulk 0.098 0.0746
33 King Dedede (SSBU) King Dedede 0.097 0.0847
34-35 Link (SSBU) Link 0.096 0.0769
34-35 Young Link (SSBU) Young Link 0.096 0.0716
36 Pikachu (SSBU) Pikachu 0.095 0.0685
37 Hero (SSBU) Hero 0.094 0.075936
38-40 Bowser Jr. (SSBU) Bowser Jr. 0.092 0.0783
38-40 Corrin (SSBU) Corrin 0.092 0.0749
38-40 Ike (SSBU) Ike 0.092 0.078
41-47 Little Mac (SSBU) Little Mac 0.09 0.0712
41-47 Lucas (SSBU) Lucas 0.09 0.0736
41-47 R.O.B. (SSBU) R.O.B. 0.09 0.0776
41-47 Ridley (SSBU) Ridley 0.09 0.078
41-47 Sonic (SSBU) Sonic 0.09 0.0709
41-47 Wii Fit Trainer (SSBU) Wii Fit Trainer 0.09 0.0743
41-47 Terry (SSBU) Terry 0.09 0.078288
48-49 Robin (SSBU) Robin 0.089 0.0739
48-49 Byleth (SSBU) Byleth 0.089 0.074592
50-52 Dr. Mario (SSBU) Dr. Mario 0.087 0.0749
50-52 Inkling (SSBU) Inkling 0.087 0.0736
50-52 Mario (SSBU) Mario 0.087 0.0749
53-55 Donkey Kong (SSBU) Donkey Kong 0.085 0.0847
53-55 Richter (SSBU) Richter 0.085 0.078
53-55 Simon (SSBU) Simon 0.085 0.078
56 Lucario (SSBU) Lucario 0.084 0.0729
57 Luigi (SSBU) Luigi 0.083 0.0746
58-60 Ice Climbers (SSBU) Ice Climbers 0.082 0.0729
58-60 Ivysaur (SSBU) Ivysaur 0.082 0.0743
58-60 Mewtwo (SSBU) Mewtwo 0.082 0.0685
61-63 Dark Pit (SSBU) Dark Pit 0.081 0.0743
61-63 Pit (SSBU) Pit 0.081 0.0743
61-63 Toon Link (SSBU) Toon Link 0.081 0.0726
64-66 Mr. Game & Watch (SSBU) Mr. Game & Watch 0.08 0.0672
64-66 Snake (SSBU) Snake 0.08 0.0776
64-66 Yoshi (SSBU) Yoshi 0.08 0.0769
67 Villager (SSBU) Villager 0.078 0.0729
68 Ness (SSBU) Ness 0.077 0.0736
69 Duck Hunt (SSBU) Duck Hunt 0.076 0.0709
70-73 Dark Samus (SSBU) Dark Samus 0.075 0.0783
70-73 Lucina (SSBU) Lucina 0.075 0.0722
70-73 Marth (SSBU) Marth 0.075 0.0722
70-73 Samus (SSBU) Samus 0.075 0.0783
74 Pac-Man (SSBU) Pac-Man 0.072 0.0739
75 Zelda (SSBU) Zelda 0.071 0.0706
76-78 Daisy (SSBU) Daisy 0.07 0.0719
76-78 Isabelle (SSBU) Isabelle 0.07 0.0716
76-78 Peach (SSBU) Peach 0.07 0.0719
79 Olimar (SSBU) Olimar 0.068 0.0685
80 Kirby (SSBU) Kirby 0.064 0.0685
81 Rosalina (SSBU) Rosalina 0.062 0.0696
82 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