"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

 
A graph demonstrating how the rate of knockback increase is affected by weight, labeled with Bowser's and Pichu's weights in SSBU

Weight is, in practice, understood as how difficult it is to send a character flying away. In this sense, it is generally considered an advantage for a character to be heavy, as less knockback makes it harder to KO a character. Additionally, many throws take longer to execute on heavier characters, giving the opponent being thrown more time to properly react to throws and to DI effectively. Because throwing heavier characters causes the throwing animation to continue longer once the target is released, 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, since although equivalent falling speed to them, his heavier weight reduces knockback.

Lighter characters do 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. As of Ultimate, weight dependent throws are no longer present. In addition, weight is now a factor in determining how much a character can be pushed by an opponent running into them, and how far they will push other opponents.

Heavier characters tend to have stronger attacks, longer range, worse recovery (that is; recoveries that are slower or cover less distance), 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 a loose trend that many characters defy in some way — Captain Falcon is heavy but dashes incredibly fast, Yoshi is heavy but has a good jump and weaker attacks, 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 his games.

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 will 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 89
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

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

1.1.4

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

1.1.5

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

Super Smash Bros. Ultimate weight values

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

Mii Fighters now have their weight determined by their class rather than their size modifiers from their creation.

The average weight value for all fighters is 95.66, meaning that Pit, Dark Pit, Ivysaur, and Wii Fit Trainer are the characters whose weights are closest to the average.

Rank Character Weight
1   Bowser 135
2   King K. Rool 133
3-4   Donkey Kong 127
3-4   King Dedede 127
5   Ganondorf 118
6-7   Charizard 116
6-7   Incineroar 116
8   Piranha Plant 112
9-11   Samus 108
9-11   Dark Samus 108
9-11   Bowser Jr. 108
12-16   Wario 107
12-16   Ike 107
12-16   Ridley 107
12-16   Simon 107
12-16   Richter 107
17-19   Snake 106
17-19   R.O.B. 106
17-19   Banjo & Kazooie 106
20-23   Link 104
20-23   Yoshi 104
20-23   Captain Falcon 104
20-23   Mii Gunner 104
24-25   Ryu 103
24-25   Ken 103
26   Mega Man 102
27   Hero 101
28-29   Mii Swordfighter 100
28-29   Cloud 100
30-32   Mario 98
30-32   Dr. Mario 98
30-32   Corrin 98
33-34   Luigi 97
33-34   Shulk 97
35-38   Pit 96
35-38   Dark Pit 96
35-38   Ivysaur 96
35-38   Wii Fit Trainer 96
39-42   Roy 95
39-42   Chrom 95
39-42   Robin 95
39-42   Pac-Man 95
43-46   Ness 94
43-46   Lucas 94
43-46   Mii Brawler 94
43-46   Inkling 94
47   Joker 93
48-51   Ice Climbers 92
48-51   Lucario 92
48-51   Wolf 92
48-51   Villager 92
52-53   Toon Link 91
52-53   Palutena 91
54-56   Marth 90
54-56   Diddy Kong 90
54-56   Lucina 90
57-58   Peach 89
57-58   Daisy 89
59-61   Young Link 88
59-61   Greninja 88
59-61   Isabelle 88
62   Little Mac 87
63-64   Sonic 86
63-64   Duck Hunt 86
65   Zelda 85
66-67   Falco 82
66-67   Rosalina 82
68   Bayonetta 81
69-70   Meta Knight 80
69-70   Zero Suit Samus 80
71-74   Kirby 79
71-74   Pikachu 79
71-74   Olimar 79
71-74   Mewtwo 79
75   Sheik 78
76   Fox 77
77-78   Mr. Game & Watch 75
77-78   Squirtle 75
79   Jigglypuff 68
80   Pichu 62

Update history

3.0.0

  •   Mewtwo's weight: 77 → 79

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 in both games, 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.
  • The PAL version of the original Super Smash Bros. is the only version of any Smash game where Link and Captain Falcon do not weigh the same.
  • For some characters, weights in the Smash series are sometimes inconsistent with those for said characters in other games. Yoshi, for example, is a heavyweight in every Smash title, but is in the medium and light classes in the Mario Kart series. The inverse is true for Rosalina, although the weight class of karts seems to be based on a character's size instead of how much they actually weigh (Rosalina is very tall, which might dictate her kart's size and weight). Another character, Mewtwo, weighs 269 pounds according to the Pokédex, but is one of the lightest characters in every Smash game in which it is a playable character. However, it is explained in Melee that Mewtwo is easier to send flying around due to it using its psychic powers to constantly float.

References