"Heavy" redirects here. For the Special Smash gravity condition, see Special gravity.
For the Californian smasher, see Heavy.
Weight Comparison 1 Brawl.gifWeight Comparison 2 Brawl.gif
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From Melee to Smash 4, some throws had different speeds 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. Because of this, it is generally considered an advantage for a character to be heavy, as less knockback makes it harder to KO a character. Additionally, in Melee, Brawl, and Smash 4, 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 ending lag of the throw is increased and thus the viability of throw combos may be affected; for example, in Melee, Captain Falcon is not vulnerable to many of the up throw chain grabs (such as from Marth) that the space animals are vulnerable to despite his equivalently fast falling speed; in Brawl, the Ice Climbers' infinite chain grabs are more difficult to perform on heavyweights as the increased ending lag gives the player a smaller window in which to execute regrabs; and in Smash 4, Robin's down throw to up aerial "Checkmate" KO setup doesn't true combo for a KO on Bowser and Charizard at any percent, due to the combination of their weight extending the throw's ending lag enough and their slow falling speed allowing them to stay out of the up aerial's range at KO percents. In Ultimate, weight is 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.

Super Smash Bros. characters are often divided into separate "weight classes", with the most common method being a separation of the roster into three roughly equal groups: lightweight, middleweight, and heavyweight. Weight class divisions are often arbitrary and not universally agreed upon. "Middleweights" are usually described as characters with a close to average weight, or a similar weight to Mario, who is often seen as the "default" character in Super Smash Bros. In Melee, "lightweight" usually encompasses characters who are knocked down by Fox's shine (with a weight of 85 or below); thus Marth is often considered a middleweight in NTSC but a lightweight in PAL, due to his decreased weight in that version of the game. In Brawl "lightweight" often encompasses characters who are knocked down by King Dedede's down throw, with a weight of 85 or below (Zelda, Sheik, and all lighter characters).

Another commonly used weight class is the "super heavyweights", which describes the heaviest characters in the series, who also usually have the largest sizes and hurtboxes and often shake the screen upon landing on the ground. These characters commonly include Donkey Kong, Bowser, King Dedede, Charizard, King K. Rool, Incineroar, Snake (Brawl only), and Ganondorf (Ultimate only).

Lighter characters do have their own advantages. Because of the higher knockback they receive, they can usually escape combos earlier. However, since weight affects high knockback values more than low ones, this advantage is less significant compared to the disadvantage of being easier to KO; the size of a character's hurtboxes, as well as their falling speed and gravity prior to Ultimate (and especially in Melee), have a larger impact than weight on how vulnerable a character is to combos. As previously mentioned, a few specific combos are less effective on lightweights to a much greater degree, such as Fox's waveshine combos in Melee and King Dedede's down throw chain grab in Brawl; in both cases, characters with a weight value below 86 receive enough knockback to the point where they are put into tumble, allowing them to tech or execute a floor recovery and escape subsequent uses of such moves, whereas heavier characters are stuck in their non tumble animation, making them very vulenrable. Other advantages to light weight include weight-sensitive platforms, such as those in Mushroom Kingdom and Rainbow Cruise, which fall slower while holding less weight, making them safer to use for lighter characters. 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 (and Mr. Game & Watch in Bowser's case). Because of this, most throws with hitboxes from Brawl onwards are not weight dependent, although there are a few exceptions, such as Link's aforementioned down throw.

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 loose trend that many characters defy in multiple ways — Captain Falcon is heavy but dashes incredibly quickly, Yoshi is heavy but has a high jump and weaker attacks, Wario is heavy but short and highly maneuverable especially in the air, Zelda is light but loaded with powerful attacks, Falco is light but has a very high falling speed, and Little Mac is light and speedy with excellent frame data but has among the worst recoveries in the games he appears in, which is the exact opposite of King K. Rool, who is heavy and slow with poor frame data but has a great recovery.

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, 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. The conversion rate from the old system to the newer system is (200/weight) - 100. [1]

JPN
Rank Character Weight (coded) Weight (comparison)
1   Donkey Kong 0.84 138.095
2   Samus 0.92 117.391
3   Yoshi 0.93 115.054
4-5   Captain Falcon 0.96 108.333
  Link
6-8   Fox 1 100.000
  Luigi
  Mario
9   Ness 1.1 81.818
10   Pikachu 1.16 72.414
11   Kirby 1.19 68.067
12   Jigglypuff 1.3 53.846
NA/AUS
Rank Character Weight (coded) Weight (comparison)
1   Donkey Kong 0.83 140.964
2   Samus 0.92 117.391
3   Yoshi 0.93 115.054
4-5   Captain Falcon 0.96 108.333
  Link
6-8   Fox 1 100.000
  Luigi
  Mario
9   Ness 1.1 81.818
10   Pikachu 1.16 72.414
11   Kirby 1.19 68.067
12   Jigglypuff 1.3 53.846
EUR
Rank Character Weight (coded) Weight (comparison)
1   Donkey Kong 0.83 140.964
2   Link 0.9 122.222
3   Samus 0.92 117.391
4   Yoshi 0.93 115.054
5   Captain Falcon 0.96 108.333
6-8   Fox 1 100.000
  Luigi
  Mario
9   Ness 1.1 81.818
10   Pikachu 1.16 72.414
11   Kirby 1.19 68.067
12   Jigglypuff 1.3 53.846

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.

The average weight value in NTSC version for all fighters is 90, meaning that Peach, Sheik, and Zelda are the characters whose weights are the average.

NTSC
Rank Character Weight
n/a   Giga Bowser 140
1   Bowser 117
2   Donkey Kong 114
3   Samus 110
4   Ganondorf 109
5   Yoshi 108
6-7   Captain Falcon 104
  Link
8-10   Dr. Mario 100
  Luigi
  Mario
11   Ness 94
12-14   Peach 90
  Sheik
  Zelda
15   Ice Climbers 88
16   Marth 87
17-19   Mewtwo 85
  Roy
  Young Link
20-21   Falco 80
  Pikachu
22   Fox 75
23   Kirby 70
24-25   Jigglypuff 60
  Mr. Game & Watch
26   Pichu 55
PAL
Rank Character Weight
n/a   Giga Bowser 140
1   Bowser 118
2   Donkey Kong 114
3   Yoshi 111
4   Samus 110
5   Ganondorf 109
6-7   Captain Falcon 104
  Link
8-9   Dr. Mario 100
  Luigi
10   Mario 98
11   Ness 94
12-14   Peach 90
  Sheik
  Zelda
15   Ice Climbers 88
16-19   Marth 85
  Mewtwo
  Roy
  Young Link
20-21   Falco 80
  Pikachu
22   Kirby 74
23   Fox 73
24-25   Jigglypuff 60
  Mr. Game & Watch
26   Pichu 55

Super Smash Bros. Brawl weight values

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

The average weight value for all fighters is rounded down to 94.79, meaning that Sonic's weight is closest to the average.

Rank Character Weight
n/a Giga Bowser 400
n/a Wario-Man 130
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
  Yoshi
10   R.O.B. 106
11   Ike 105
12-13   Captain Falcon 104
  Link
14   Wolf 102
15-16   Ivysaur 100
  Lucario
17   Mario 98
18   Luigi 97
19   Sonic 95
20-22   Lucas 94
  Ness
  Pit
23   Diddy Kong 93
24-25   Ice Climbers 92
  Toon Link
26   Peach 89
27   Marth 87
28-29   Sheik 85
  Zelda
30-31   Falco 82
  Olimar
32   Zero Suit Samus 81
33   Fox 80
34-35   Meta Knight 79
  Pikachu
36   Kirby 78
37-38   Mr. Game & Watch 75
  Squirtle
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.

The average weight value for all fighters (except Miis) is rounded down to 94.76, meaning that Robin, Pac-Man, and Roy are the characters whose weights are closest to the average.

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
  Samus
8-9   Ike 107 26
  Wario 27
n/a Wario-Man
10   R.O.B. 106 26
11-13   Link 104
  Yoshi
  Captain Falcon 25
14   Ryu 103
15-17   Mega Man 102
  Shulk
      Mii Fighter (heaviest)
18-19   Cloud 100
      Mii Fighter (default)
20   Lucario 99
n/a Mega Lucario
21-23   Corrin 98 25
  Dr. Mario
  Mario
24-26       Mii Fighter (lightest) 97
  Luigi 24
  Villager
27-29   Dark Pit 96
  Pit
  Wii Fit Trainer
30-32   Robin 95
  Roy 25
  Pac-Man
33-36   Ness 94
  Lucas
  Sonic 23
  Greninja 24
37-38   Diddy Kong 93
  Toon Link
39-40   Duck Hunt 91 23
  Palutena
41-42   Lucina 90
  Marth
43   Peach 89
44   Zelda 85 22
45   Bayonetta 84 25
46-47   Falco 82 22
  Little Mac 23
48   Sheik 81 24
49-50   Zero Suit Samus 80 23
  Meta Knight 22
51-54   Fox 79 24
  Olimar 23
  Pikachu
  Kirby 21
55   Rosalina 77 22
56   Mr. Game & Watch 75 23
57   Mewtwo 74 25
58   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 of all fighters is rounded down to 95.85, 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
  King Dedede
5   Ganondorf 118
6-7   Charizard 116
  Incineroar
8   Piranha Plant 112
9-12   Samus 108
  Dark Samus
  Bowser Jr.
  Terry
13-17   Wario 107
  Ike
  Ridley
  Simon
  Richter
18-20   Snake 106
  R.O.B.
  Banjo & Kazooie
21-25   Link 104
  Yoshi
  Captain Falcon
  Mii Gunner
  Min Min
26-27   Ryu 103
  Ken
28   Mega Man 102
29   Hero 101
30-31   Mii Swordfighter 100
  Cloud
32-35   Mario 98
  Dr. Mario
  Corrin
  Pyra
36-38   Luigi 97
  Shulk
  Byleth
39-42   Pit 96
  Dark Pit
  Ivysaur
  Wii Fit Trainer
43-46   Roy 95
  Chrom
  Pac-Man
  Robin
47-50   Ness 94
  Lucas
  Mii Brawler
  Inkling
51   Joker 93
52-57   Ice Climbers 92
  Lucario
  Wolf
  Villager
  Steve
  Mythra
58-59   Toon Link 91
  Palutena
60-62   Marth 90
  Lucina
  Diddy Kong
63-64   Peach 89
  Daisy
65-67   Young Link 88
  Greninja
  Isabelle
68   Little Mac 87
69-70   Sonic 86
  Duck Hunt
71   Zelda 85
72-73   Falco 82
  Rosalina
74   Bayonetta 81
75-76   Meta Knight 80
  Zero Suit Samus
77-81   Kirby 79
  Pikachu
  Mewtwo
  Olimar
  Sephiroth
82   Sheik 78
83   Fox 77
84-85   Mr. Game & Watch 75
  Squirtle
86   Jigglypuff 68
87   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 fighters are measured. While this is technically true, as he is coded with a "default" weight of 100, he has slightly above-average weight in every game since Melee; the average tends to be around 90 to 95. Furthermore, starting in the PAL version of Melee and continuing through Ultimate, Mario is coded with a weight of 98, slightly less than the "default" of 100.
  • In each game, the enemy team (not counting the Fighting Mii 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 seesaw 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.
  • Pichu is the lightest character in every Smash game it appears in, those being Melee and Ultimate. In the remaining three games, Jigglypuff is the lightest character, and it remains the second-lightest character in all games where Pichu is playable.
    • 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 takes the runner-up spot instead.
  • 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 (he is now the fifth-lightest, tied with Fox, Olimar, and Pikachu, while Mr. Game & Watch is now the third-lightest).
  • 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 European 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/122 kilograms 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. Sephiroth is, similarly, one of the lightest humanoid characters, despite having a canon given weight of 191 pounds; whether this is due to using telekinetic movement or simply to suit his Ultimate playstyle is not currently explained.
  • Losing 27 units from his debut in the original game to Melee, Donkey Kong has the largest weight reduction of any character in the series from one game to the next.
    • Likewise, Mr. Game & Watch has had the greatest increase in weight, with 15 units being added in the transition to Brawl from Melee.

References