Category: Data

Character Weights

Character Weights

The following data was obtained from Kurogane Hammer. Weight is not to be confused with Floaty-ness!

RANK

CHARACTER

WEIGHT

SUPER HEAVYWEIGHT

1

Bowser

130

2

Donkey Kong

122

3

King Dedede

119

4

Charizard

116

5

Ganondorf

113

HEAVYWEIGHT

6-7

Bowser Jr.

108

6-7

Samus

108

8-9

Ike

107

8-9

Wario

107

10

R.O.B.

106

11-13

Captain Falcon

104

11-13

Link

104

11-13

Yoshi

104

14

Ryu

103

15-16

Shulk

102

15-16

Megaman

102

17-20

Mii Swordfighter

100

17-20

Mii Brawler

100

17-20

Mii Gunner

100

17-20

Cloud

100

21

Lucario

99

MIDDLEWEIGHT

22-24

Corrin

98

22-24

Mario

98

22-24

Dr. Mario

98

25-26

Villager

97

25-26

Luigi

97

27-29

Wii Fit Trainer

96

27-29

Pit

96

27-29

Dark Pit

96

30-32

Robin

95

30-32

Roy

95

30-32

Pac-Man

95

33-36

Greninja

94

33-36

Sonic

94

33-36

Ness

94

33-36

Lucas

94

37-38

Toon Link

93

37-38

Diddy Kong

93

39-40

Palutena

91

39-40

Duck Hunt

91

41-42

Marth

90

41-42

Lucina

90

43

Peach

89

FEATHERWEIGHT

44

Zelda

85

45

Bayonetta

84

46-47

Falco

82

46-47

Little Mac

82

48

Sheik

81

49-50

Zero Suit Samus

80

49-50

Meta Knight

80

51-54

Fox

79

51-54

Pikachu

79

51-54

Olimar

79

51-54

Kirby

79

55

Rosalina & Luma

77

56

Mr. Game & Watch

75

BALLOONWEIGHT

57

Mewtwo

74

58

Jigglypuff

68

Hope this helped!
– parson

[1.1.6] BayoNERFa.

[1.1.6] BayoNERFa.

The new 1.1.6 patch is now live! The only thing that was touched in this patch, apart from some small stage changes, was Bayonetta. The following information is extracted directly from the Smashboards 1.1.6 Official Patch Discussion Thread, so some of the abbreviations and acronyms may not make sense, but I’ll do my best to explain them.

  • Dtilt
    • Hitbox sizes 3.5 -> 2.8
  • Fair
    • Hit 1 damage 3.8% -> 3%
    • Hit 2 damage 2.8% -> 2.2%
    • Hit 3 KBG (Knockback Growth) 82 -> 68, x1.2 frame speed multiplier added to frame 29 (presumably means 1frame later autocancel/2frame later FAF, but these don’t always translate to ingame as expected)
  • Dair landing
    • KBG 140 -> 135
  • Afterburner Kick (Side-B)
    • All hitboxes: SDI multiplier 1 -> 2 (Much easier to SDI out!)
    • Early hit KBG: 40 -> 50
    • Middle hit KBG: 30 -> 38
    • Late hit KBG 100 -> 112
  • Afterburner Divekick (Downwards-Side-B)
    • Damage 8 -> 6.5
    • Angle 80° -> 60°
    • Hitbox size 6.5 -> 4.5
    • SDI multiplier 1 -> 2 (Much easier to SDI out!)
  • Afterburner Divekick landing
    • SDI multiplier 1 -> 2
  • Witch Twist:
    • All Hitboxes SDI Multiplier: 1 -> 2 (Much easier to SDI out!)
    • Early Middle Hit:
      • Upper Hitbox:
        • KBG: 100 -> 97
        • WKB: 160 -> 140
        • Hitbox Y Position: 24 -> 21 (Moves the hitbox upwards a little)
      • Both Hitbox Sizes: 8 -> 7
    • Middle Middle Hit:
      • Upper Hitbox Y Position: 24 -> 21
      • Both Hitbox Sizes: 8 -> 7
    • Late Middle Hit:
      • Upper Hitbox Y Position: 24 -> 21
      • Lower Hitbox WKB: 160 -> 135
      • Both Hitbox Sizes: 8 -> 7
    • Last Hit (First Use):
      • KBG: 105 -> 80
      • BKB: 50 -> 55
      • Hitbox Size: 9 -> 8.5
      • Hitbox Y Position: 20 -> 19
    • Last Hit (Second Use):
      • KBG: 30 -> 50
      • Hitbox Size: 9 -> 8.5
      • Hitbox Y Position: 20 -> 19

TL;DR:

  • Dtilt’s hitbox is a little smaller.
  • Fair does less damage, and the last hit has a little less knockback.
  • Dair’s landing had its knockback reduced by a little.
  • Afterburner Kick is easier to SDI out of, also has increased knockback, making it harder to follow-up after hitting with it.
  • Downwards Afterburner Kick is easier to SDI out of, does less damage, the angle was changed slightly, and the hitbox size was decreased a bit.
  • Witch Twist overall is much easier to SDI out of, with the hitbox sizes reduced, position moved, and the knockback growth is reduced on the Last hit for the first use, but it is increased for the second use.

So what does this mean for Bayonetta? It’s hard to say. Bayonetta main Pink Fresh posted the following on Twitter:

This will change some combos (probably Witch Twist to Uair), and therefore negate some of the off-the-top finishes she could pull off before, but I have no doubt that dedicated Bayonetta mains will be able to make her almost as fearsome as before.

That’s all for now!

– parson

KO Throws

KO Throws

Characters are listed in alphabetical order! If there is a specific character you are looking for, use CTRL (Command on mac) + F and type their name. Each character’s weight is listed as well.

Throw percents were tested on Mario on Final Destination, so some heavier characters will survive later, as well as Uthrows may kill slightly later on maps with higher ceilings, such as Battlefield.

As always, will update with more information as I gather it!

stock_90_bayonetta_08

Bayonetta: (84)

  • Fthrow
    • 120% from the edge of the stage.
    • 200% from the middle.

stock_90_koopa_01

Bowser: (130)

  • Bthrow
    • 110% from the edge.
    • 170% from the middle.
  • Fthrow
    • 110% from the edge.
    • 170% from the middle.

stock_90_koopajr_01

Bowser Jr: (115)

  • Bthrow
    • 130% from the edge.
    • 195% from the middle.

stock_90_captain_01

Captain Falcon: (104)

  • Bthrow
    • 115% from the edge.
    • 190% from the middle.
  • Fthrow
    • 140% from the edge.
    •  225% from the middle.
  • Uthrow – 190%

stock_90_lizardon_01

Charizard: (116)

  • Uthrow
    • This throw kills earlier if you use it below or on a platform.
    • 100% on the middle platform on Battlefield.
    • 120% for either of the side platforms.
    • 125% without any platforms on FD and 130% on BF.
  • Fthrow
    • 120% from the edge.
  • Bthrow
    • 130% from the edge.

stock_90_cloud_07

Cloud: (100)

  • Uthrow – 200%  (If you get a throw kill with Cloud you aren’t trying hard enough.)

stock_90_kamui_01

Corrin: (98)

  • Uthrow – 150%
  • Dthrow – around the same as Uthrow, but few %’s later.

stock_90_pitb_01

Dark Pit: (96)

  • Fthrow
    • 115% from the edge.
    •  180% from the middle.

stock_90_diddy_01

Diddy Kong: (93)

  • Bthrow
    • 130% from the edge.
    • 200% from the middle.
  • Fthrow
    • 145% from the edge.
    • 215% from the middle.

stock_90_donkey_01

Donkey Kong: (122)

  • Fthrow
    • If DK does a forward throw, jumps offstage, followed by a down throw, this can kill you in the early 100s depending on weight and how far they go out so try to mash out as fast as you can and DI towards the stage if you don’t get out in time. Not to mention the Ding Dong combo, which can KO you at various late to high percents.
  • Bthrow
    • 115% from the edge.
    • 175% from the middle.

stock_90_drmario_01

Dr. Mario: (98)

  • Bthrow
    • 120% from the edge.
    • 180% from the middle.

stock_90_duckhunt_01

Duck Hunt: (91)

  • Fthrow – 185% from the edge
  • Uthrow – 205%

stock_90_falco_01

Falco: (82)

  • Bthrow
    • 125% from the edge (if laser hits).
    • Doesn’t kill from the middle of the stage until around 270% since Falco throws them too far for the laser to hit at which point up throw kills even without the laser hitting.
  • Uthrow –  175% (if laser hits).

stock_90_fox_01

Fox: (79)

  • Fthrow
    • 185% from the edge.
    • 265% from the middle.

stock_90_ganon_01

Ganondorf: (113)

  • Bthrow
    • 135% from the edge.
    • 195% from the middle.

stock_90_gekkouga_01

Greninja: (94)

  • Uthrow – 165%

stock_90_ike_01

Ike: (107)

  • Dthrow – 180%

stock_90_purin_01

Jigglypuff: (68)

  • Jigglypuff’s throws are the terrible for killing. They won’t kill even when the opponent is at 300%, best is up throw but it is still very bad.

stock_90_dedede_01

King Dedede: (119)

  • Fthrow
    • 150% from the edge.
    • 230% from the middle.
  • Bthrow
    • 150% from the edge.
    • 190% from the middle.

stock_90_kirby_01

Kirby: (79)

  • Bthrow
    • 125% from the edge.
    • 175% from the middle.
  • Uthrow
    • Like Charizard, Kirby kills earlier if this throw is used under or on a platform.
    • 125% on the middle platform on Battlefield
    • 140% for either of the side platforms.
    • 145% without any platforms on FD and 160% on BF.

stock_90_link_01

Link: (104)

  • Uthrow – 165%

stock_90_littlemac_01

Little Mac: (82)

  • Bthrow
    • 135% from the edge.
    • 190% from the middle.

stock_90_lucario_01

Lucario: (99)

  • At 0% Lucario has practically nothing since this pokémon relies on aura so much, so no kill throws really work that well. Forward and back throws might kill, but while I was testing even at 220% throws didn’t kill so it might be a while before Lucario is killing anyone with a throw when he is at 0% damage. With 100% damage on Lucario, a back throw killed Mario at 175ish% from the edge of the stage which still isn’t anything to be proud of. Also Lucario’s pummel is so fast that when he is at 0% some of the hits do no damage.

stock_90_lucas_01

Lucas: (94)

  • Bthrow
    • 100% from the edge.
    • 165% from the middle.
  • Uthrow – 145%
  • Fthrow – 115% from the edge.

stock_90_lucina_01

Lucina: (90)

  • Uthrow – 170%

stock_90_luigi_01

Luigi: (97)

  • Bthrow
    • 115% from the edge.
    • 175% from the middle.

stock_90_mario_01

Mario: (98)

  • Bthrow
    • 115% from the edge.
    • 175% from the middle.

stock_90_marth_01

Marth: (90)

  • Uthrow – 170%

stock_90_rockman_01

Mega Man: (102)

  • Bthrow
    • 125% from the edge.
    • 190% from the middle.
  • Uthrow – 205%

stock_90_metaknight_01

Meta Knight: (80)

  • Bthrow
    • 140% from the edge.
    • 210% from the middle.
  • Uthrow
    • Like Charizard and Kirby, it kills earlier if you use it below or on a platform
    • 150% on the middle platform on Battlefield
    • 170% for either of the side platforms.
    • 170% without any platforms on FD and 185% on BF.

stock_90_mewtwo_01

Mewtwo: (74)

  • Bthrow – 105% from the edge.
  • Uthrow – 135%

All following data on Miis was taken with mid weight and mid height Miis.

  • Mii Brawler (100)
    • Fthrow
      • 155% from the edge of the stage.
  • Mii Gunner (100)
    • Uthrow
      • If the laser hits it kills at about 190%
    • Bthrow
      • 170% from the edge.
  • Mii Swordfighter (100)
    • Bthrow
      • 160% from the edge.
      • 245% from the middle.

stock_90_gamewatch_01

Mr. Game & Watch: (75)

  • Dthrow – 266%
  • Uthrow – 260%

stock_90_ness_01

Ness: (94)

  • Bthrow a.k.a. the holy grail of all kill throws
    • 85% from the edge.
    • 120% from the middle.
    • 150% from opposite side of stage.

stock_90_pikmin_01

Olimar: (79)

  • Blue Pikmin kill earliest, while other Pikmin kill around 230%.
  • Bthrow – 140% from the edge (Blue Pikmin).
  • Uthrow – 150% (Blue Pikmin).
  • Fthrow – 155% from the edge (Blue Pikmin).

stock_90_pacman_01

Pac-Man: (95)

  • Bthrow
    • 125% from the edge.
    • 195% from the middle.
  • Uthrow – 200%

stock_90_palutena_01

Palutena: (91)

  • Bthrow
    • 130% from the edge.
    • 200% from the middle.
  • Uthrow  – 180%

stock_90_peach_01

Peach: (89)

  • Bthrow
    • 120% from the edge.
    • 175% from the middle.
  • Fthrow
    • 150% from the edge.
    • 215% from the middle.
  • Uthrow – 200%

stock_90_pikachu_01

Pikachu: (79)

  • Uthrow – 195%
  • Bthrow – 170% from the edge.

stock_90_pit_01

Pit: (96)

  • Fthrow
    • 115% from the edge.
    • 180% from the middle.

stock_90_robot_01

R.O.B.: (106)

  • Uthrow
    • Like Charizard, Meta Knight, and Kirby, R.O.B. comes back down with this throw, causeing it to kill earlier on or under platforms.
    • 155% on FD.
    • Battlefield side platforms at 145%
    • Smashville’s platform at 135%
    • Town & City’s sideways moving platforms at 130%
    • Dreamland’s side platforms at 140%
    • Lylat’s side platforms at 140%, and Lylat’s middle platform at 135%.
  • Bthrow – 140% from the edge.

stock_90_reflet_01

Robin: (95)

  • Bthrow
    • 125% from the edge.
    • 185% from the middle.

stock_90_rosetta_01

Rosalina & Luma: (77)

  • Bthrow – 140% from the edge.
  • Fthrow  – 150% from the edge.
  • Uthrow – 200%

stock_90_roy_01

Roy: (95)

  • Uthrow – 175%

stock_90_ryu_01

Ryu: (103)

  • Dthrow – 190%
  • Uthrow – 195%
  • Bthrow  – 160% from the edge.

stock_90_samus_01

Samus: (108)

  • Fthrow – 180% from the edge.
  • Bthrow – 190% from the edge.
  • Uthrow – 250%

stock_90_sheik_01

Sheik: (81)

  • Dthrow
    • Since this move got nerfed, it is no longer a 50/50 read that allows this move to kill you at high percents. It can still be done, but is harder to preform.
  • KO Throws for Sheik are very bad, and don’t kill until extremely late. Kill them some other way instead.

stock_90_shulk_01

Shulk: (102)

  • When Shulk is in Buster Mode, his throws don’t send you as far so you can be the victim of a combo even in your late percents – although you won’t be killed as easily.
  • When he is in Speed Mode he can follow up better off of F/Dthrow
  • When in Jump Mode can follow up more easily off of Uthrow.
  • Dthrow
    • 95% from the edge of the stage with Smash Monado.
    • 150% from the edge of the stage without Smash Monado.
    • 165% from the middle of the stage with Smash Monado.
  • Fthrow
    • 115% from the edge of the stage with Smash Monado.
    • 155% from the edge of the stage without Smash Monado.
    • 185% from the middle of the stage with Smash Monado.
  • Bthrow
    • 105% from the edge of the stage with Smash Monado.
    • 150% from the edge of the stage without Smash Monado.
    • 170% from the middle of the stage with Smash Monado.
  • Uthrow
    • 225% with Smash Monado.

stock_90_sonic_01

Sonic: (94)

  • Bthrow
    • 135% from the edge of the stage.
    • 185% from the middle.
  • Fthrow – 175% form the edge.
  • Uthrow – 190%

stock_90_toonlink_01

Toon Link: (93)

  • Bthrow
    • 110% from the edge.
    • 170% from the middle.
  • Uthrow – 180%

stock_90_murabito_01

Villager: (97)

  • Bthrow
    • 110% from the edge.
    • 150% from the middle.

stock_90_wario_01

Wario: (107)

  • Fthrow
    • 115% from the edge.
    • 180% from the middle.
  • Uthrow – 210%

stock_90_wiifit_01

Wii Fit Trainer: (96)

  • Bthrow
    • 120% with deep breathing from the edge.
    • 140% without deep breathing from the edge.
  • Fthrow
    • 130% with deep breathing from the edge.
    • 150% without deep breathing from the edge.
  • Uthrow
    • 155% with deep breathing.
    • 185% without deep breathing.

stock_90_yoshi_01

Yoshi: (104)

  • Bthrow – 205% from the edge.
  • Fthrow – 210% from the edge.

stock_90_zelda_01

Zelda: (85)

  • Bthrow
    • 115% from the edge.
    • 185% from the middle.
  • Uthrow – 210%

stock_90_szerosuit_01

Zero Suit Samus: (80)

  • Dthrow – At specific percents (data coming later) ZSS can Dthrow into Uair, Uair, UpB to net the kill.
  • Fthrow – 200% from the edge.
  • Uthrow – 225%

 

That’s all for now!

– parson