Super Smash Bros. series

Weight

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"Heavy" redirects here. For the Special Smash gravity condition, see Special gravity.
Weight Comparison 1 Brawl.gifWeight Comparison 2 Brawl.gif
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Mario's back throw speed differs depending on the weight of the character being thrown.

Weight is a measurement of how much a character can resist knockback. Weight is one of several factors used in calculating the amount of knockback a character experiences. Characters with a higher weight (heavy) tend to suffer less knockback, and characters with a lower weight (light) tend to suffer more knockback, all other factors controlled.

Overview

File:SSB4 Weight and Knockback graph.png
A graph demonstrating how the rate of knockback increase is affected by weight, labeled with Bowser's and Jigglypuff's weights in SSB4

Weight is in practice understood as how difficult it is to send a character flying away. In this sense, it is usually considered an advantage for a character to be heavy, as less knockback makes it more difficult to KO a character. Additionally, many throws take longer to execute on heavier characters, giving the opponent more time to properly react to throws and DI effectively. Because throwing heavier characters causes the throwing animation to continue longer once the target is let go, the viability of throw combos may be affected; for example, Mr. Game & Watch's down throw-to-down smash combo isn't guaranteed on heavier characters who don't tech the throw; the Ice Climbers' infinite chain grabs in Brawl are more difficult to perform on heavyweights; and in Melee, Captain Falcon is not vulnerable to many of the up throw chain throws (such as from Marth) that the space animals are vulnerable to despite having equivalent falling speed.

Lighter characters have a few advantages. Weight-sensitive platforms such as those in Mushroom Kingdom and Rainbow Cruise fall slower while holding less weight, making them safer to use for lighter characters. Many combos are less effective on lighter characters because their higher received knockback makes it easier to escape — these combos include some of Fox's waveshine combos in Melee and King Dedede's chaingrab in Brawl, where characters below a certain weight usually receive enough knockback to escape. 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 Bowser's down throw in NTSC Melee and Link's down throw in Brawl, both of which miss their pre-throw hit on Jigglypuff.

Heavier characters tend to have stronger attacks, longer range, worse recovery, bigger hurtboxes, and slower movement, while lighter characters tend to have weaker attacks, shorter range, better recovery, smaller hurtboxes, and faster movement. However, this is a very loose correlation that many characters defy in some way — Captain Falcon is heavy but dashes incredibly fast, Yoshi is heavy but rather weak for his weight, Wario is heavy but short and highly maneuverable, Zelda is light-medium with slow and strong attacks, Falco is light with a very high falling speed and lackluster vertical recovery, and Little Mac is light but is considered among the worst at recovering in SSB4.

In single player modes, sometimes unnaturally high weight is introduced to challenge the player, such as when fighting Metal Mario; this is often paired with additional knockback resistance, since even characters with infinite weight will still take knockback from any attack with a base knockback greater than 0.

On an additional note, some attacks are weight independent, and will always act as if the target fighter's weight is set to 100; the amount of knockback dealt would remain consistent, no matter how light or heavy the target is. This is especially notable for attacks that have the bury, paralyze, or stun effects. However, other factors, such as knockback taken multipliers, and knockback resistance, would still affect the amount of knockback dealt.

Super Smash Bros. weight values

These values use a different scale than the later games - heavier characters have lower numbers, representing a direct multiplier in the knockback formula. For comparison purposes, the equivalent value in the newer system is also listed.[1]

Super Smash Bros. Melee weight values

Following are the characters in Super Smash Bros. Melee, ranked in order of heaviest to lightest. The Metal Box multiplies a character's base weight by 3, the Super Mushroom by 1.6, and the Poison Mushroom by 0.625.

Super Smash Bros. Brawl weight values

This is a list of characters' weights in Super Smash Bros. Brawl.

Rank Character Weight
1 Bowser 120
2 Donkey Kong 116
3 Snake 113
4 King Dedede 112
5 Charizard 110
6 Ganondorf 109
7 Samus 108
8-9 Wario 107
8-9 Yoshi 107
10 R.O.B. 106
11 Ike 105
12-13 Captain Falcon 104
12-13 Link 104
14 Wolf 102
15-16 Ivysaur 100
15-16 Lucario 100
17 Mario 98
18 Luigi 97
19 Sonic 95
20-22 Lucas 94
20-22 Ness 94
20-22 Pit 94
23 Diddy Kong 93
24-25 Ice Climbers 92
24-25 Toon Link 92
26 Peach 90
27 Marth 87
28-29 Sheik 85
28-29 Zelda 85
30-31 Falco 82
30-31 Olimar 82
32 Zero Suit Samus 81
33 Fox 80
34-35 Meta Knight 79
34-35 Pikachu 79
36 Kirby 78
37-38 Mr. Game & Watch 75
37-38 Squirtle 75
39 Jigglypuff 68

Super Smash Bros. 4 weight values

This is a list of characters' weights in Super Smash Bros. 4.

According to the game, weight is the base factor in determining how many powers can be equipped in Smash Run. There are other factors — namely a character's speed — so it is not a direct linear correlation, but as a general rule weight definitely carries a positive correlation: the higher the weight, the greater the number of powers, with the only exceptions being Miis and the DLC fighters having a power limit of 25.

Certain updates have made slight alterations to the weights of characters, affecting both survivability and resistance to combos. These changes have not had a major effect on most characters in the metagame, with the exceptions of Sheik and Bowser, who are considered to be worse and better after their weight alterations, respectively.

Rank Character Weight Power Limit
+2 Giga Bowser 400
+1 Giga Mac 140
1 Bowser 130 29
2 Donkey Kong 122 27
3 King Dedede 119 28
4 Charizard 116 27
5 Ganondorf 113 29
6-7 Bowser Jr. 108 27
6-7 Samus 108 27
8-9 Ike 107 26
8-9 Wario 107 27
n/a Wario-Man 107
10 R.O.B. 106 26
11-13 Captain Falcon 104 25
11-13 Link 104 26
11-13 Yoshi 104 26
14 Ryu 103 25
15-16 Mega Man 102 25
15-16 Shulk 102 25
n/a Mii Fighter (heaviest) 102 25
n/a Mii Fighter (default) 100 25
17 Cloud 100 25
18 Lucario 99 25
n/a Mega Lucario 99
19-21 Corrin 98 25
19-21 Dr. Mario 98 25
19-21 Mario 98 25
22-23 Luigi 97 24
22-23 Villager 97 24
n/a Mii Fighter (lightest) 97 25
24-26 Dark Pit 96 24
24-26 Pit 96 24
24-26 Wii Fit Trainer 96 24
27-29 Pac-Man 95 25
27-29 Robin 95 24
27-29 Roy 95 25
30-33 Greninja 94 24
30-33 Lucas 94 25
30-33 Ness 94 25
30-33 Sonic 94 23
34-35 Diddy Kong 93 24
34-35 Toon Link 93 24
36-37 Duck Hunt 91 23
36-37 Palutena 91 23
38-39 Lucina 90 23
38-39 Marth 90 23
40 Peach 89 23
41 Zelda 85 22
42 Bayonetta 84 25
43-44 Falco 82 22
43-44 Little Mac 82 23
45 Sheik 81 24
46 Zero Suit Samus 80 23
47 Meta Knight 80 22
48-51 Fox 79 24
48-51 Kirby 79 21
48-51 Olimar 79 23
48-51 Pikachu 79 23
52 Rosalina 77 22
53 Mr. Game & Watch 75 23
54 Mewtwo 74 25
55 Jigglypuff 68 21

Update history

1.1.3

  • Change Ganondorf's weight: 112 → 113
  • Change Kirby's weight: 77 → 79
  • Change Sonic's weight: 95 → 94

1.1.4

  • Change Rosalina's weight: 78 → 77
  • Change Sheik's weight: 85 → 84
  • Change Zero Suit Samus's weight: 81 → 80

1.1.5

  • Change Bowser's weight: 128 → 130
  • Change Charizard's weight: 115 → 116
  • Change Mewtwo's weight: 72 → 74
  • Change Sheik's weight: 84 → 81

Super Smash Bros. Ultimate weight values

This is a list of characters' weights in Super Smash Bros. Ultimate.

Rank Character Weight
1 Bowser 135
2 King K. Rool 133
3-4 King Dedede 127
3-4 Donkey Kong 127
5 Ganondorf 118
6-7 Charizard 116
6-7 Incineroar 116
8-10 Samus 108
8-10 Dark Samus 108
8-10 Bowser Jr. 108
11-15 Richter 107
11-15 Simon 107
11-15 Ike 107
11-15 Ridley 107
11-15 Wario 107
16-17 Snake 106
16-17 R.O.B. 106
18-21 Link 104
18-21 Captain Falcon 104
18-21 Yoshi 104
18-21 Mii Gunner 104
22-23 Ryu 103
22-23 Ken 103
24 Mega Man 102
25-26 Cloud 100
25-26 Mii Swordfighter 100
27-29 Corrin 98
27-29 Mario 98
27-29 Dr. Mario 98
30-31 Luigi 97
30-31 Shulk 97
32-35 Pit 96
32-35 Dark Pit 96
32-35 Ivysaur 96
32-35 Wii Fit Trainer 96
36-39 Roy 95
36-39 Chrom 95
36-39 Robin 95
36-39 Pac-Man 95
40-44 Ness 94
40-44 Lucas 94
40-44 Inkling 94
40-44 Mii Brawler 94
40-44 Piranha Plant 94
45-48 Wolf 92
45-48 Ice Climbers 92
45-48 Villager 92
45-48 Lucario 92
49-50 Palutena 91
49-50 Toon Link 91
51-53 Marth 90
51-53 Lucina 90
51-53 Diddy Kong 90
54-55 Peach 89
54-55 Daisy 89
56-58 Young Link 88
56-58 Isabelle 88
56-58 Greninja 88
59 Little Mac 87
60-61 Sonic 86
60-61 Duck Hunt 86
62 Zelda 85
63-64 Rosalina 82
63-64 Falco 82
65 Bayonetta 81
66-67 Meta Knight 80
66-67 Zero Suit Samus 80
68-70 Kirby 79
68-70 Pikachu 79
68-70 Olimar 79
71 Sheik 78
72-73 Mewtwo 77
72-73 Fox 77
74-75 Mr. Game & Watch 75
74-75 Squirtle 75
76 Jigglypuff 68
77 Pichu 62

Notes/Trivia

  • According to Super Smash Bros. Melee's Blue Smash Trophy of Mario, his mass is the standard upon which other Smash fighters are measured. While this is true in NTSC Melee (having a weight of 100), the PAL version dropped Mario's weight to 98, which was slightly below-average. This was carried over for future installments.
  • In each game, the enemy team all have the same weight as Mario, despite each being based on characters of different weights.
    • However, one exception applies to the Female Wire Frame in Melee, who has a weight of 90. This is due to the development team copying Zelda's moveset over to the Female Wire Frame.
  • In Brawl, Giga Bowser and Wario-Man are programmed to have weights of 400 and 130, respectively; however, they cannot be knocked back, so their weight only has an effect on certain stage elements, such as Rainbow Cruise's see-saw platforms.
    • In Smash 4, Giga Bowser retains his weight of 400, and Giga Mac possesses a weight of 140, however Wario-Man no longer has a higher weight than Wario. Additionally, unlike Giga Bowser, Giga Mac can be affected by windboxes (but is still unaffected by regular knockback), making him the only transforming character who has a weight change that can affect gameplay outside of stage elements.
  • Jigglypuff is the lightest character in every Smash game except for Melee and Ultimate; in Melee it is tied with Mr. Game and Watch and weighs more than Pichu while in Ultimate it weighs more than Pichu.
    • Likewise, Bowser is the heaviest playable character in every game since his debut in Melee, with Donkey Kong being the heaviest in the original Super Smash Bros. and the second heaviest in every game afterwards until Ultimate where King K Rool replaces him.
  • A tip in Smash 4 states that Kirby is the third lightest character in the game, and Mr. Game and Watch is the second. While this was originally true, the addition of Mewtwo, as well as Kirby's weight being changed, made this tip incorrect.
  • Some moves treat character weights as a set value (such as 100), regardless of the recipient's actual weight. An example of this is Finishing Touch.
  • Weight changes from items such as the Metal Box do not affect the speed of throws affected by weight.

References