Super Smash Bros. series

Gravity

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Revision as of 10:24, January 27, 2022 by NinJaguar360 (talk | contribs) (Undid edit by CanvasK: Mii Brawler's gravity was reverted back to their original value of 1.92 in patch 4.0.0, as stated on SmashWiki's own Mii Brawler page. 3.1.0 was the only patch where it was 1.69. Ultimateframedata.com and the table here (https://docs.google.com/spreadsheets/d/1UdH2L0xi8dO6jyPCcO5e5-8j7SGzezxkeZuF1uP8uOw/edit#gid=963542361) also verify this.)
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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 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. Particularly with non tumble knockback, characters with low gravity will be sent higher, while characters with high gravity will be sent lower. After getting hit by an attack, a character (on the ground) with low gravity may end up in the air after an attack, while a character with high gravity will land while they are in hitstun. The overall impact this has depends on the game. In Smash 64, Smash 4 and Ultimate, characters suffer a similar (or identical) amount of lag if they land during hitstun, with this affect usually altering possible followups, depending on where the opponent ends up after hitstun. A character with low gravity may only be vulnerable to certain upwards hitting attacks, while a character with high gravity could be vulnerable to numerous ground attacks. In Melee', the character will go into their normal landing animation if they land during hitstun, which can result in a character suffering from much less lag after an attack than they would have if they do not land. In Brawl, a character will go into their hard landing animation once hitstun ends, regardless of when they land during hitstun. This means that higher gravity characters will suffer from more lag from various attacks than characters with low gravity, putting them at a disadvantage.

A notable affect this different in knockback has is that higher gravity characters 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). Gravity no longer affects how high an opponent is air released as of Smash 4 however, gravity still determines when an air released opponent will land.

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 Smash 4, thus making vertical survivability among the cast much more consistent than in both previous games. Additionally with non tumble knockback, this also makes it harder to combo characters who usually have high gravity, as they are sent much higher. Particularly, certain moves cannot chain into themselves nearly as many times against characters with high gravity. 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

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
N/A Metal Mario (SSB) Metal Mario 4.8
N/A Giant Donkey Kong 4
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
N/A Metal Mario (SSB) Metal Mario 4.8
N/A Giant Donkey Kong 4
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
  • All Fighting Polygons share their gravity values with their original Japanese counterparts (in all versions)

Version differences

NTSC-U

  • Change Link's gravity: 3.2 → 3.4
  • Change Yoshi's gravity: 2.7 → 2.8

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

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 0.067872
2 Mii Brawler (SSBU) Mii Brawler 0.192 0.073584
3 Greninja (SSBU) Greninja 0.18 0.071568
n/a Giga Bowser 0.175 0.0924
4 Sheik (SSBU) Sheik 0.15 0.068208
5-6 Pichu (SSBU) Pichu 0.14 0.062832
Piranha Plant (SSBU) Piranha Plant 0.079632
7 Mythra (SSBU) Mythra 0.137 0.072912
8-9 Falco (SSBU) Falco 0.13 0.069552
Wolf (SSBU) Wolf 0.072912
10 Squirtle (SSBU) Squirtle 0.128 0.0672
11 Joker (SSBU) Joker 0.127 0.073248
12 Incineroar (SSBU) Incineroar 0.126 0.080976
13-14 Bowser (SSBU) Bowser 0.125 0.08736
Diddy Kong (SSBU) Diddy Kong 0.07224
15-20 Captain Falcon (SSBU) Captain Falcon 0.12 0.076944
Zero Suit Samus (SSBU) Zero Suit Samus 0.06888
Palutena (SSBU) Palutena 0.072576
Ryu (SSBU) Ryu 0.076608
Ken (SSBU) Ken
Bayonetta (SSBU) Bayonetta 0.069216
21-22 Roy (SSBU) Roy 0.114 0.07392
Chrom (SSBU) Chrom
23-26 Meta Knight (SSBU) Meta Knight 0.11 0.06888
Charizard (SSBU) Charizard 0.080976
Banjo & Kazooie (SSBU) Banjo & Kazooie 0.077616
Min Min (SSBU) Min Min 0.076944
27-29 Ganondorf (SSBU) Ganondorf 0.108 0.081648
Sephiroth (SSBU) Sephiroth 0.108 0.068544
Kazuya (SSBU) Kazuya 0.108 0.079968
30-31 Wario (SSBU) Wario 0.107 0.077952
Mega Man (SSBU) Mega Man 0.076272
32 Mii Swordfighter (SSBU) Mii Swordfighter 0.106 0.0756
33 King K. Rool (SSBU) King K. Rool 0.105 0.086688
34-36 Mii Gunner (SSBU) Mii Gunner 0.098 0.076944
Shulk (SSBU) Shulk 0.098 0.0746
Cloud (SSBU) Cloud 0.098 0.0756
37 King Dedede (SSBU) King Dedede 0.097 0.084672
38-39 Link (SSBU) Link 0.096 0.076944
Young Link (SSBU) Young Link 0.071568
40 Pikachu (SSBU) Pikachu 0.095 0.068544
41 Hero (SSBU) Hero 0.094 0.075936
42-44 Ike (SSBU) Ike 0.092 0.077952
Bowser Jr. (SSBU) Bowser Jr. 0.078288
Corrin (SSBU) Corrin 0.074928
45-51 Lucas (SSBU) Lucas 0.09 0.073584
Sonic (SSBU) Sonic 0.070896
R.O.B. (SSBU) R.O.B. 0.077616
Wii Fit Trainer (SSBU) Wii Fit Trainer 0.09 0.074256
Little Mac (SSBU) Little Mac 0.09 0.071232
Ridley (SSBU) Ridley 0.077952
Terry (SSBU) Terry 0.078288
52-53 Robin (SSBU) Robin 0.089 0.07392
Byleth (SSBU) Byleth 0.074592
54-56 Mario (SSBU) Mario 0.087 0.074928
Dr. Mario (SSBU) Dr. Mario
Inkling (SSBU) Inkling 0.073584
57-59 Donkey Kong (SSBU) Donkey Kong 0.085 0.084672
Simon (SSBU) Simon 0.077952
Richter (SSBU) Richter
60 Lucario (SSBU) Lucario 0.084 0.072912
61 Luigi (SSBU) Luigi 0.083 0.074592
62-64 Ice Climbers (SSBU) Ice Climbers 0.082 0.072912
Mewtwo (SSBU) Mewtwo 0.068544
Ivysaur (SSBU) Ivysaur 0.074256
65-67 Pit (SSBU) Pit 0.081 0.074256
Dark Pit (SSBU) Dark Pit
Toon Link (SSBU) Toon Link 0.072576
68-70 Yoshi (SSBU) Yoshi 0.08 0.076944
Mr. Game & Watch (SSBU) Mr. Game & Watch 0.0672
Snake (SSBU) Snake 0.077616
71-72 Villager (SSBU) Villager 0.078 0.072912
Pyra (SSBU) Pyra 0.074928
73 Ness (SSBU) Ness 0.077 0.073584
74 Duck Hunt (SSBU) Duck Hunt 0.076 0.070896
75-78 Samus (SSBU) Samus 0.075 0.078288
Dark Samus (SSBU) Dark Samus
Marth (SSBU) Marth 0.07224
Lucina (SSBU) Lucina
79 Pac-Man (SSBU) Pac-Man 0.072 0.07392
80 Zelda (SSBU) Zelda 0.071 0.07056
81-84 Peach (SSBU) Peach 0.07 0.071904
Daisy (SSBU) Daisy
Isabelle (SSBU) Isabelle 0.071568
Steve (SSBU) Steve 0.072912
85 Olimar (SSBU) Olimar 0.068 0.068544
86-87 Kirby (SSBU) Kirby 0.064 0.068544
Sora (SSBU) Sora 0.064 0.07056
88 Rosalina & Luma (SSBU) Rosalina & Luma 0.062 0.069552
89 Jigglypuff (SSBU) Jigglypuff 0.053 0.064848

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