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Location: Cinnaminson (southwest NJ 5 min drive from Philly)
Posts: 6,136
Weight Lists
Average Weight - average between Marth's Fair and Marth's Uair. A star * means it's a tie, but in that situation I rank them in order of vertical living ability because most KOs in brawl at high level play is upwards. This should at least give a rough estimate in how long characters can live I guess.
Horizontal Weight - how heavy characters are horizontally. This list is the most accurate for practical use, as I mash double jump as much as possible while holding toward the stage, which, in ACTUAL fights, this is what any smart person would do to live as long as possible. Double jumping causes characters to kill some of their momentum, allowing them to live longer, although some double jumps kill momentum better than others. Sadly for me (as a DDD main), DDD doesn't kill his momentum with his double jumping very much so he doesn't really live as long as characters lighter than him, such as Samus, Charizard and Yoshi. Same thing with Metaknight, and the list is different slightly to what it should be because of this, but this list is USEFUL because it's HOW LONG YOU ACTUALLY LIVE LEFT/RIGHT in REAL MATCHES! Although Zelda and Sheik may technically be the same weight, Zelda's double jump kills her momentum better so in actual matches, she will live longer (sideways) than Sheik will.
*this is all based as Marth attacking all characters from the center of FD on "Control" setting then me mashing double jump while holding left toward the stage and retesting everything many times so it's 100% accurate.
*originally I tested it vs computers on "Stop" so that they would automatically double jump as soon as possible, but when I was like 80% done testing all the characters that way I realized this was wrong and inaccurate to what would truely be useful, so i redid the entire thing over again the way I just stated above.
*note at lower %s Marth's F smash becomes stronger than his up B, but until then Up B is stronger, but that doesn't apply to this list really.
*if there is a > that means that the character to the left of the > has the greater actual weight (without double jumping) if they happen to tie in the 3 moves that I tested.
*when recovering with Peach remember to hold toward the stage and not upwards as you mash double jump, because if you don't hold toward then you'll accidentally float and that won't kill momentum.
*Lucario's Dair does not make him live longer.
*Marth is the lightest character DDD can CG (although I usually prefer not to as it's annoying to not mess up, I prefer hoping the other Marth dodges or up Bs so I can get a Dash attack or F smash in), but he can't CG because Zelda's true weight is less than Marth's, also I think Zelda is a good choice to counter DDD with overall, just throwing that out there.
*practical weight is very similar, the difference between Jiggs and Bowser is only like 1.31x times
Weight Rankings - ranks characters in order by weight. This was tested with Falco's forward tilt vs a metal coat opponent in training mode, seeing what % it takes to knock them down. The amount these vary by is stressed about double of what it actually is (Jiggs vs Bowser in my other horizontal Weight list has a 1.31x times difference while this one is 1.60 X difference from Jiggs to Bowser) but it is a good way to show the difference between 2 characters (even if nearly doubled by the actual %age difference it should be) and ranks them in order perfectly of how they were programmed for those who were curious. A > means the character to the left of the > lives longer horizontally based off my other horizontal weight test (which involves double jumping ASAP while holding toward the stage), but if they are next to each other that obviously means their programmed weight is the exact same.
*basically, use this list just for the rankings, the Jigglypuff to Bowser difference is nearly twice as great as it should be on this list, this is just because I also wanted an accurate "true" weight list.
.....374 Bowser
+11
.....363 DK
+8
.....355 Snake
+3
.....352 DDD
+5
.....347 Charizard
+3
.....344 Ganon
+2
.....342 Samus
+3
.....339 Wario > Yoshi
+3
.....336 ROB
+2
.....334 Ike
+3
.....331 C.Falcon > Link
+6
.....325 Wolf
+5
.....320 Lucario > Ivysaur
+5
.....315 Mario
+3
.....312 Luigi
+5
.....307 Sonic
+3
.....304 Pit > Ness > Lucas
+3
.....301 Diddy
+2
.....299 Toon Link > Ice Climbers
+6
.....293 Peach
+8
.....285 Marth
+5
.....280 Zelda > Sheik
+8
.....272 Falco > Olimar
+3
.....269 ZSS
+3
.....266 Fox
+2
.....264 Pikachu > Metaknight
+3
.....261 Kirby
+8
.....253 GW > Squirtle
+19
.....234 Jigglypuff
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Vertical Weight List - tested Marth's Uair then DDDs up tilt
also this list is weird and doesn't follow the pattern right all the time with snake's up throw, but here it is:
*Bowser's sum is the same as C.Falcon's, and they both die at 148 from marth's up tilt and 126 from his reverse up tilt, so I'm just putting Bowser above him anyway
*Snake doesn't throw wolf that hard with up throw, so I'm not counting it in the rankings cuz it's weird. Same thing with Pit/Mario, Marth/Lucas, etc. I'm only putting the Snake stuff in because Magus asked for it to see differences, and I don't really get it either nor do I get why his up tilt is randomly so weird, so whatever.
*i don't know why snakes moves hit bowser slightly harder than they should based off that, it really doesn't make sense to me
*Snake's up tilt hits harder than DDDs every time cept vs another DDD, and for some reason hit Bowser extra hard, also does more damage, has much more range and priority, and less total time >_>
Marths Uair / Snakes Up Throw / Snakes Up tilt (close range) / DDD Up tilt
There's also the fact that certain characters can move sooner than others because of their inherent stuntine being less. I'm fairly sure it's still like this in Brawl where some characters suffer less hitstun than others.
You should test vertical throw KO percents and see if they follow the vertical attack KO rankings or not. Throws in Melee completely ignored weight, so if they still do you could measure fall speed 'weight' with them like you could before (like how in Melee Falco lived the longest off the top from throws but CF did for attacks since attacks also factored in weight with fall speed).
also, "Location: Cinnaminson, NJ", dude i am there all the time haha, my grandparents and like 80% of my extended family live there, what a small world.
Location: Cinnaminson (southwest NJ 5 min drive from Philly)
Posts: 6,136
this list is weird and doesn't follow the pattern right all the time with snake's up throw, but here it is:
*bowsers sum is the same as falcons, and they both die at 148 from marth's up tilt and 126 from his reverse up tilt, so I'm just putting Bowser above him anyway
*Snake doesn't throw wolf that hard with up throw, so I'm not counting it in the rankings cuz it's weird. Same thing with Pit/Mario, Marth/Lucas, etc. I'm only putting the Snake stuff in because Magus asked for it to see differences, and I don't really get it either nor do I get why his up tilt is randomly so weird, so whatever.
*i don't know why snakes moves hit bowser slightly harder than they should based off that, it really doesn't make sense to me
*Snake's up tilt hits harder than DDDs every time cept vs another DDD, and for some reason hit Bowser extra hard, also does more damage, has much more range and priority, and less total time >_>
Marths Uair / Snakes Up Throw / Snakes Up tilt (close range) / DDD Up tilt
there magus, i have no idea why it's so weird (not just the up throw, but snake's up tilt too) but there's all the data for you, you can recheck it if you want although i'm pretty sure it's 100% right, it just doesn't make much sense at times and it's stupid.
i spent the last 2 days straight doing stat tests omfg i'm so tired but i have college tonight so i have to stay awake :[