Mew2King
King of the Mews
!@!@!@!@!@!@!@!@!@!@!!!!!@!@!@@@!@@@!@!
http://clashtournaments.com/?p=637#60
!@!@!@!@!@!@!@!@!@!@!!!!!@!@!@@@!@@@!@!
^ Go here for the Database!!!
http://members.aol.com/oovideogamegodoo/myhomepage/profile.html go there for the FULL list
Note: a FRAME is 1/60 of a second (in this game at least, as are most video games)
---All fully charged smashes lasts for 60 frames, or EXACTLY one second longer than it would normally
---Invincibility (when you come off the 'respawn cloud' after each death) lasts for exactly 120 frames (EXACTLY 2 seconds)
---Your Shield (when L/R is held down completely) lasts 215 frames before breaking [on frame 216] which means it breaks in 3.6 seconds (Yoshi's Egg Shield lasts 1 frame longer than usual)
---Your Shield (when L/R is held lightly or Z is held down) lasts 1,819 frames before breaking [on frame 1820] which means it breaks in 30.333 seconds (Yoshi's Egg Shield lasts 1 frame longer than usual) so it lasts approximately 8.46 times longer than your normal shield.
---Nana's reaction time to Popo's (the two Ice Climbers) movements and actions are EXACTLY 6 frames after Popo (Popo = blue, boy, human, leader Ice Climber), or 0.1 or 1/10 of a second.
---There is a 11 frame (or more depending on your pause-unpause hand speed and timing) lag between the time that you can pause, unpause and then pause the game again.
---There is a 37 frame difference (0.61666 sec) between dying at the front of the stage and in the background (when you get KO'd at the top of the stage)
Here's some common frames to seconds conversions:
60 frames = 1 second
30 frames = 1/2 second
20 frames = 1/3 second
15 frames = 1/4 second
12 frames = 1/5 second
10 frames = 1/6 second
etc. etc. etc.
Table of Contents (very much needed here; 60+ lists)
---Rules of Priority
---Attack Power Deterioration
---Dodge Ratings
---Air Dodge Ratings
---Roll Ratings
---Rolling Distance
---Characters that can Wall Jump
---Clobbering Item Attack Starting Speed
---Items that can/can't be throw fast
---Items that can/can't be throw far
---Item throwing Power (and Distance, sort of)
---Item throwing Speed
---Fire Flower/Ray Gun [Starting] Speed
---Home Run Contest Data (how far sandbag gets knocked, in feet, by the Home Run Bat, at each damage % around up to 200%, at each part of the bat measured from the center of the platform where sandbag starts at)
---HR Bat Smash [Starting] Speed
---Stopping Speed (While Running)
---Turning Speed (While Running)
---Jigglypuff Sing (and other "put-to-sleep" moves) Escape Speed Formula
---Mewtwo Disable Escape Speed Formula
---DK Forward B Escape Speed Formula
---DK Carry Move Escape Speed Formula
---Grab Escape Speed Formula
---All the Fire Attacks in the game
---Glitch: Ice Climbers On Fire
---Weight Ratings (exact amounts)
---Item Pick-Up speeds
---Barrel/Crate Pick-Up Speeds
---Barrel/Crate Carrying (Walking) Speed
---Walking Speed
---Running Speed
---Average Falling Speed
---Falling Speed
---Fast-Fall Falling Speed Ratings (accurate to within 0.5%)
---Kirby's B Move (Vacuum) Spit Out Power with each character
---Yoshi's Egg Size List (size of eggs which characters are in when Yoshi swallows them with his B attack)
---Shield Size List
---Shield Release Recovery Time
---Ducking Ability
---Wavedash List (Traction)
---Jumping Speed (starting time from ground)
---Recovery time from Landing from a Jump
---1st Jump Jumping Height
---2nd Jump Jumping Height
---Total Jumping Height
---Short Jump Jumping Height
---Special Trick: How to Fly
---Ledge Rolling Distance (0-99%)
---Ledge Rolling Distance (100-999%)
---Ledge Attack Horizontal Range (0-99%)
---Ledge Attack Horizontal Range (100-999%)
---Ledge Attack Power (0-99%)
---Ledge Attack Power (100-999%)
---Horizontal Aerial Moving Speed
---Horizontal Aerial Falling Distance
---Super Scope Shooting Rapidness Speed (the amount of shots per second that are fired with each character)
---Rapid Attack Speed
---Super High [Training Mode] Combos
---Grabbing Range (made by MaskedMarth and me)
---Grabbing Power
---Grabbing Speed
---Grab + Attack Starting Speed
---Taunt [Total] Time (how long each taunt lasts)
---Projectile Moving Speed
---Projectile Lasting Time (and starting time)
more on my site
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Rules of Priority
1st off, there's more information here (posts 10 and 13 from me): http://smashboards.com/showthread.php?s=&postid=543627#post543627
The rules of priority, which is when 2 attacks hit each other at the same time (same frame) and the one with more priority overwrites the other attack, are the following things. Also, priority can mean when 2 or more characters do some certain task, like picking up an item or hitting a character, which one overwrites the other and gets the task done. It always follows the pattern of:
Player 1 > Player 2 > Player 3 > Player 4
So basically it's like this...
Player 1 has a very slight advantage over Players 2, 3, and 4.
Player 2 has an advantage over Player 3 and Player 4.
Player 3 has an advantage over Player 4.
Player 4 doesn't have an advantage over anyone.
---Yes it's an automatic unfair advantage, so don't complain to me about it; it's not like I can really do anything about it.
Priority Rules 2-6 follow this order.
1) Attacks like Mewtwo's Confusion (forward or back B) and EVERY type of grab & throw move (and Jigglypuff's Down B move, since it's very strong and makes you invincible for the 1st 26 frames out of the 249 frames or 4.15 seconds the move [animation] lasts) has more priority than any other attack, and will ALWAYS overwrite the other attack (for the exception of Priority Rule #2). If 2 attacks, say a regular grab and Bowser's fully charged forward A smash, hit at the same frame, then the grab will over-prioritize the smash, because grabs have more priority than regular smashes. But, if a weak attack, like the 1st hit in Sheik's forward smash, and a more powerful hit, like Falco's forward A smash (even Fox's forward A smash would work in this case), hit at the same time, Falco/Fox's smash would over-prioritize Sheik's smash, because it's more powerful. If it was a very close match, like Mario and Luigi's down smash at the same time, they'd simply cancel each other out. That's because as long as the 2 attacks are RELATIVELY the same strength (to a certain level of closeness in power, at which the exact level of which that is unknown), then the 2 attacks will cancel each other out. If they cancel each other out, then the weaker of the 2 attacks (in terms of DAMAGE power, NOT knocking power) will have less lag, or less recovery time than the stronger move that it canceled out with. However, if at least one of the attacks is an AERIAL attack, then it will either over-prioritize the other attack, or it will (99% of the time) hit the other attack and both characters will receive damage.
2) This is the order in which attacks like Mewtwo's Confusion and Grabs will over-prioritize each other (since 2 character's can't grab each at the same time, and two characters can't be hit in Confusion at the same time).
Player 1 > Player 2 > Player 3 > Player 4
So as you see, regardless who the character is, and regardless if it's a human player or a computer controlled player, if two characters hit each other with Confusion or any type of grab at the SAME EXACT FRAME, then the Player that's player 1, or the player that's closer to being player 1, will over-prioritize the player(s) who has a lower number than him/her. For example, if Player 1 and 3 grab each other, and player 2 and 4 grab each other, Player 1 will over-prioritize and grab player 3, and player 2 will over-prioritize and grab player 4, because player 1 is closer to being player 1 than player 3 is (in this case, player 1 IS player 1) and player 2 is closer to being player 1 than player 4 is, so they're over-prioritize the other character for this reason. Therefore, we can conclude that player 1, and in melees, characters that are closer to being player 1, have a VERY VERY SLIGHT advantage over the other characters.
3) A lot like the 2nd rule of priority, this simply shows that in this order
Player 1 > Player 2 > Player 3 > Player 4
If two characters hit a 3rd character at the same time WITH THE SAME STRENGTH OF AN ATTACK(stronger ALWAYS goes over weaker), then player 1, or the attacking character that's closer to being player 1, will knock the character the way that it would normally hit it. For example, Player 1 is on the left side of the victim character. Player 2 is on the right of the victim character. Both characters do a move, say a forward smash, which would normally knock the character forward (really up-forward). They do the move at the same time. Well, since player 1 has more priority than player 2, and since player 2 is standing on the left side of the character, and the attack they did would knock the victim character forward (to the right), player 1 would get the hit and would knock the character to the right. So player 1, and characters closer to being player 1 (in this case it IS player 1), have a better chance of getting credit for kills(slightly).
4) During a sudden death match, In this same order as rule #2 and #3
Player 1 > Player 2 > Player 3 > Player 4
If on a sudden death match, 2 or more characters die at the same EXACT frame, then the Player 1, or players closer to being player 1, will win the match, because there are no sudden death matches for draws if you die DURING a sudden death match. There has to be a winner in a Sudden Death Match, so it goes in numerical order.
5) If 2 or more characters try to pick up any item(including barrels, crates and party balls) on the ground at the same time (speed [NOT priority]) varies with each character, as shown on some of my other lists on my homepage here) then:
Player 1 > Player 2 > Player 3 > Player 4
Giving Player 1 a slight edge over the competition when picking up items, Player 2 a slight edge over Player 3 and 4, and Player 3 a slight advantage over Player 4.
6) If 2 or more characters land in the same EXACT spot (on the ground of course), then Player 1, or the player closer to being Player 1, will always go to the LEFT side (since the players can't stay INSIDE of each other, at least not on the ground) (please no jokes about characters being "inside" Yoshi or Kirby, haha..no).
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Attack Power Deterioration - shows how much weaker consecutive hits are, and how much Giant Melee, Tiny Melee, Super Mushrooms and Poison Mushrooms affect attack power. Notice the pattern I found: 100 - 9 = 91; 91 - 8 = 83; 83 - 7 = 76, etc. etc. etc.
Hits in a row - % of max power
1 - 100%
2 - 91%
3 - 83%
4 - 76%
5 - 70%
6 - 65%
7 - 61%
8 - 58%
9 - 56%
10 or more - 55%
--Giant Melee = 120%
--Super Mushroom = 120%
--Poison Mushroom = 87.5%
--Tiny Melee = 83.75%
--Giant Melee + Super Mushroom = 142.5% (Super Mushroom X 1.875)
--Giant Melee + Poison Mushroom = 97.5% (Poison Mushroom X 0.8125)
--Tiny Melee + Super Mushroom = 90.75% (Super Mushroom X 1.08358)
--Tiny Melee + Poison Mushroom = 79.375% (Poison Mushroom X 0.94776)
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Dodge Ratings - Here's a list I made of everyone's dodge ratings, statistically proven with frames counts on the frames of the dodge that you're ALWAYS invincible to ALL attacks. The number on the left half of the fraction is the amount of frames you're actually dodging (in other words, how many frames you're invincible and can't be harmed) while the number on the right half of the fraction is the total time that the dodge lasts. The percent of the dodge that you're ALWAYS invincible is written in a percent, and a ..... means it's a repeating decimal. Note: almost all of the dodges start on frame 2, so in other words, for most of the dodges when you start them, you can only be hit the FIRST frame of the dodge. Some characters, like Captain Falcon and Zelda, start their invincible part of the dodge on the 3rd frame, and Bowser starts his on the 4th frame. Note that for 99% of attacks, Zelda is invincible for the 2nd frame + (but certain explosion moves can hit her on the 3rd frame of the move so it still counts as starting it on the 3rd frame)
---Go here for more information about dodging: http://smashboards.com/showthread.php?s=&postid=493089#post493089
63.6363.....% or 14/22 - Dr. Mario / Falco / Fox / Kirby / Link / Luigi / Mario / Pichu / Pikachu / Samus / Sheik / Yoshi / Young Link
62.962962.....% or 17/27 - Ice Climbers / Marth / Ness / Peach / Roy
59.459459.....% or 22/37 - DK
59.375% or 19/32 - Ganondorf
56.25% or 18/32 - Captain Falcon / Zelda
54.054054.....% or 20/37 - Mewtwo
51.88888.....% or 14/27 - Jigglypuff
50% or 21/42 - Bowser
34.375% or 11/32 - Mr. Game and Watch
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Air Dodge Ratings - measures the amount of frames you're ALWAYS invincible to ALL attacks when you dodge in air.
---Especially for projectile attacks, Peach/Zelda dodge them longer than anyone (and 1 frame earlier than normal too), then the next best is Marth/Roy, then Falco/Fox, and then a tie for worst/normal is for the rest of the characters, who don't dodge extra long for projectiles as for normal attacks(too bad for them).
Also note that there are other factors as well, which include the fact that certain characters, like Mewtwo for example, "recover" from his dodge extremely fast. What I mean by this is that after he finished his air dodge, he can grab the ledge(if he's next to one) almost right away, while other characters, like Zelda/Peach/Fox/Falco/etc.etc.etc. don't grab the ledge right away, so they can't use it for recovering off the stage as easily as Mewtwo can. There's also how long the air dodge keeps them in air, like how Zelda/Peach's is MUCH quicker than the other characters, as when those 2 princesses air dodge they fall back down to the ground almost right away (I bet you didn't know that Zelda's Air Dodge goes FARTHER/HIGHER than Zelda's aerial jump, which is really weird)
Group A
Starting time - 3 frames (vulnerable frames 1 and 2)
Total time invincible - 17 frames (frames 3-19)
2 characters: Peach/Zelda
Group B
Starting time - 3 frames
Total time invincible - 27 frames (frames 3-29)
1 character: Bowser
Group C
Starting time - 4 frames
Total Time invincible - 26 frames (frames 4-29)
23 characters: the rest of the characters
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Roll Ratings - measures how long a character is invincible during his/her roll, kind of like it is on the dodge ratings list, ranking a roll's rating by the percentage of the roll that you're invincible to ALL attack. (BTW, every decimal in the percentages are ALL repeating decimals, so I didn't bother to put a line over it or ..... to signify that it's a repeating decimal, because by coincidence ALL of the decimals are repeating decimals).
---Note, Samus's roll in SSBM Version 1.2 lasts 27 frames (4-30) instaed of 20 frames, so she's had quite an upgrade in her rolls since the game's release (according to SuperDoodleMan's Gameshark research with his copy of SSBM)
*Almost every roll has a starting time of 4 frames (so you can only be hit on frames 1, 2, and 3 but you're invincible to all attacks on frames 4, 5, 6 etc.)
***Jigglypuff's FORWARD roll has a quick starting time of 3 frames, but it has the same TOTAL TIME as her BACK roll because the FORWARD roll ends "invincible time" (near the end of the roll) 1 frame before her BACK roll does. Coincidentially the total time is the same though.
*****Bowser's roll has a slow starting time of 5 frames (can only be hit frames 1-4 but not 5, 6, 7, etc.)
Group A
20/35 or 57.142857%
---Marth's "BACK" Roll
---Roy's "BACK" Roll
Group B
16/31 or 51.612903225806451%
---Captain Falcon (Both Rolls)
---DK (Both Rolls)
---Dr. Mario (Both Rolls)
---Falco (Both Rolls)
---Fox (Both Rolls)
---Ganondorf (Both Rolls)
---Ice Climbers (Both Rolls)
---Kirby (Both Rolls)
---Luigi (Both Rolls)
---Mario (Both Rolls)
---Ness (Both Rolls)
---Peach (Both Rolls)
---Pichu (Both Rolls)
---Pikachu (Both Rolls)
---Sheik (Both Rolls)
---Zelda (Both Rolls)
Group C
18/37 or 48.648%
---Mewtwo's "FORWARD" Roll
Group D
16/33 or 48.48%
---Yoshi (Both Rolls)
Group E
16/34 or 47.0588235294117647%
---Jigglypuff (Both Rolls)***
Group F
16/35 or 45.714285%
---Marth's "FORWARD" Roll
---Mr. Game & Watch (Both Rolls)
---Roy's "FORWARD" Roll
Group G
20/44 or 45.45%
---Samus (Both Rolls)
Group H
16/37 or 43.243%
---Link (Both Rolls)
---Mewtwo's "BACK" Roll
---Young Link (Both Rolls)
Group I
16/39 or 41.025641%
---Bowser (Both Rolls)*****
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Rolling Distance - shows overall rankings for how far each character rolls (average between Forward and Back rolls)
1) Mewtwo (by a long run)
2) Marth
3) Samus
4) Pichu
5) Sheik
6) Falco
7) Roy
8) Ganondorf
9) Luigi
10) DK
11) Link
12) Pikachu
13) Ice Climbers
14) Captain Falcon
15) Fox
16) Zelda
17-18) Dr. Mario / Mario
19) Jigglypuff
20) Ness
21) Kirby
22) Yoshi
23) Peach
24) Young Link
25) Mr. Game & Watch
26) Bowser
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Forward Rolling Distance
1) Mewtwo
2) Marth
3) Sheik
4) Pichu
5) Samus
6) Falco
7) DK
8) Ganondorf
9) Roy
10) Luigi
11) Pikachu
12) Link
13) Ice Climbers
14) Captain Falcon
15) Fox
16) Zelda
17-18) Dr. Mario / Mario
19) Jigglypuff
20) Kirby
21) Yoshi
22) Peach
23) Ness
24) Bowser
25) Young Link
26) Mr. Game & Watch
--------------------------------------------------
Backwards Rolling Distance
1) Mewtwo
2) Marth
3) Samus
4) Falco
5) Pichu
6) Roy
7) Sheik
8) Ganondorf
9) Luigi
10) Link
11) Ness
12) DK
13) Ice Climbers
14) Captain Falcon
15) Fox
16) Pikachu
17-18) Dr. Mario / Mario
19) Jigglypuff
20) Zelda
21) Kirby
22) Yoshi
23) Peach
24) Young Link
25) Mr. Game & Watch
26) Bowser
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Characters that can Wall Jump (listed in alphabetical order to make it easier to find which characters can wall jump; NOT ranking them by numbers)
1) Captain Falcon
2) Falco
3) Fox
4) Mario
---Peach****
5) Pichu
6) Samus
7) Sheik
8) Young Link
***Note 1 - as you wall jump continuously (without landing of course), you lose altitude/height with each jump after jump. After about 30 or so jumps(on average about), you start to LOSE altitude and instead of going up you begin to slowly go down.
****Note 2 - Peach with her Forward B move (Peach Bomber) can "wall jump" over and over again without ever falling or losing altitude, as long as you press forward B over and over again FAST and CONSTANTLY. You can actually move UPWARDS with this trick, but it's a very slow and long process, though it's a great trick to stall matches on courses like Fourside, as many characters can't get to you and you can use this to cheaply win timed matches that you're winning. Your opponent probably won't like it much though. Thanks to MBR (Melee Back Room in smashboards.com) for acquiring this information
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Clobbering Item Attack Starting Speed
This shows how fast each character's A, tilt forward A, and dash A attacks are with the Beam Sword, Home Run Bat, Lip's Stick and Star Rod is (in starting speed and counting by frames)
***Note - The Parasol can be up to a maximum 3 frames faster than those 4 clobbering items listed, which the Fan can be up to 1-3 times normal speed (Pikachu with A with the Fan is only 1 frame, but PICHU WITH THE FAN is 2 frames, strangely enough. Also, Mewtwo's dash A with ANY clobbering item is ALWAYS 3 frames starting time)
Bowser
A - 9
tilt forward A - 19
dash A - 4
Captain Falcon
A - 6
tilt forward A - 6
dash A - 4
DK
A - 5
tilt forward A - 9
dash A - 4
Dr. Mario
A - 6
tilt forward A - 9
dash A - 4
Falco
A - 5
tilt forward A - 12
dash A - 6
Fox
A - 5
tilt forward A - 12
dash A - 6
Ganondorf
A - 6
tilt forward A - 6
dash A - 4
Ice Climbers
A - 7
tilt forward A - 10
dash A - 4
Jigglypuff
A - 6
tilt forward A - 9
dash A - 4
Kirby
A - 6
tilt forward A - 9
dash A - 4
Link
A - 8
tilt forward A - 14
dash A - 11
Luigi
A - 6
tilt forward A - 9
dash A - 4
Mario
A - 6
tilt forward A - 9
dash A - 4
Marth
A - 6
tilt forward A - 10
dash A - 8
Mewtwo
A - 8
tilt forward A - 13
dash A - 3
Mr. Game & Watch
A - 9
tilt forward A - 12
dash A - 15
Ness
A - 8
tilt forward A - 9
dash A - 4
Peach
A - 9
tilt forward A - 14
dash A - 2, then 14
Pichu
A - 3
tilt forward A - 8
dash A - 6
Pikachu
A - 3
tilt forward A - 8
dash A - 6
Roy
A - 6
tilt forward A - 10
dash A - 8
Samus
A - 6
tilt forward A - 10
dash A - 4
Sheik
A - 6
tilt forward A - 10
dash A - 12
Yoshi
A - 7
tilt forward A - 11
dash A - 11
Young Link
A - 8
tilt forward A - 14
dash A - 11
Zelda
A - 11
tilt forward A - 5
dash A - 2, then 14
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Items that throw fast/slow - This will show which items can be thrown fast and which are thrown slowly(Group B is average, which by far the vast majority of items are).
Group A
Fan
Group B
every single item not mentioned
Group C
Ray Gun / Super Scope
Group D
Lip's Stick / Star Rod
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Items that can/can't be thrown far - This will rank the items of SSBM according to how far they can be thrown UPWARDS.
1) Parasol
2) Screw Attack
3-6) Bob-omb / Capsules(containers) / Freezie / Green Shell
7-11) Beam Sword / HR Bat / Lip's Stick / Star Rod / Super Scope
12) Fan
13) Hammer Head
14) Ray Gun
15) Pokeball
16) Mr. Saturn
17) Red Shell
18) Fire Flower
---Peach's Turnips
19) Motion Sensor Bombs
---Link/Young Link's Bombs
20) Flipper
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Item Throwing Power - measures how much power (damage done to victim) in which characters can throw items. Since every character but 5 of them have weaker than average power, and the rest have average/max. power, I'll just list the characters who throw weaker than average, from weakest to strongest. Oh, and when I say 3%, 2%, and 1%, that doesn't mean that percent less than normal power, that means all the attacks do 3, 2 or 1 DAMAGE less than normal damage done for each throw.
---IMPORTANT: This was tested with the Home Run Bat, and with some weaker items (in damage power, when thrown) don't make any damage power difference, because the damage amount isn't enough to make a difference, but overall, this list is highly accurate. ALSO, this list is APPROXIMATELY in a relatively same order as the item throwing power list(Pichu is worst), so I've decided to not do an item throwing distance list.
3% less than normal power - Pichu
2% less than normal power - Jigglypuff / Mr. Game & Watch / Zelda
1% less than average power - Ganondorf (he's SUPPOSED to be strong, yet he's got one of the weakest item throws in the game, lol, why would the programmers do something like that)
normal/average/maximum power - every other character
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Item Throwing Speed - this shows how fast (in frames) characters throw items in each direction, the 4 cardinal directions in air and on the ground, and the throwing speed while running (Dash A). For the sake of arguing I used a Green Shell for this test, since it's easy to use for the test and has average throwing speed for an item, and for other items sometimes the "A" button can be replaced with the "Z" button. Also, this measures speed from the 1st frame in which characters throw the item, and NOT recovery time and NOT total time (total time is how long the attack lasts) of the throw. Here's the list, in alphabetical order (BTW, the fastest/best overall is Sheik, Falco, and Fox, and the slowest/worst is definitely Bowser in every way, no contest there).
Also, before this, here is a list of the AVERAGE item throwing speed for all characters in ranking order and with rating to go by (measured by taking the starting times of all 9 different throw moves and dividing the SUM of those numbers by 9, in frames of course)
***Unlike all the others, Ice Climbers doesn't have the same speed for each of the 9 individual moves as Link and Young Link do, but they average the same speed.
5.777 --- (1) Sheik
6.000 --- (2-3) Falco / Fox
6.555 --- (4-8) DK / Dr. Mario / Luigi / Mario / Ness
6.666 --- (9) Samus
6.888 --- (10-12) Ice Climbers*** / Link / Young Link
7.111 --- (13) Yoshi
7.222 --- (14-15) Captain Falcon / Ganondorf
8.666 --- (16-17) Jigglypuff / Kirby
10.00 --- (18-19) Peach / Zelda
10.44 --- (20-21) Pichu / Pikachu
10.88 --- (22-23) Marth / Roy
11.11 --- (24) Mr. Game & Watch
11.66 --- (25) Mewtwo
17.66 --- (26) Bowser (imagine that)
----------
Bowser
A / Forward A - 17
Back A - 19
Up A - 19
Down A - 17
Aerial A / Aerial Forward A - 15
Aerial Back A - 19
Aerial Up A - 16
Aerial Down A - 17
Dash A - 20
Captain Falcon
A / Forward A - 9
Back A - 8
Up A - 8
Down A - 8
Aerial A / Aerial Forward A - 6
Aerial Back A - 8
Aerial Up A - 6
Aerial Down A - 6
Dash A - 6
DK
A / Forward A - 10
Back A - 9
Up A - 10
Down A - 6
Aerial A / Aerial Forward A - 7
Aerial Back A - 9
Aerial Up A - 7
Aerial Down A - 7
Dash A - 9
Dr. Mario
A / Forward A - 7
Back A - 7
Up A - 9
Down A - 5
Aerial A / Aerial Forward A - 7
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 7
Dash A - 4
Falco
A / Forward A - 7
Back A - 7
Up A - 6
Down A - 5
Aerial A / Aerial Forward A - 6
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 6
Dash A - 4
Fox
A / Forward A - 7
Back A - 7
Up A - 6
Down A - 5
Aerial A / Aerial Forward A - 6
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 6
Dash A - 4
Ganondorf
A / Forward A - 9
Back A - 8
Up A - 8
Down A - 8
Aerial A / Aerial Forward A - 6
Aerial Back A - 8
Aerial Up A - 6
Aerial Down A - 6
Dash A - 6
Ice Climbers
A / Forward A - 7
Back A - 7
Up A - 8
Down A - 10
Aerial A / Aerial Forward A - 7
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 6
Dash A - 4
Jigglypuff
A / Forward A - 12
Back A - 12
Up A - 13
Down A - 7
Aerial A / Aerial Forward A - 9
Aerial Back A - 7
Aerial Up A - 7
Aerial Down A - 7
Dash A - 4
Kirby
A / Forward A - 10
Back A - 10
Up A - 10
Down A - 7
Aerial A / Aerial Forward A - 6
Aerial Back A - 6
Aerial Up A - 6
Aerial Down A - 6
Dash A - 6
Link
A / Forward A - 7
Back A - 7
Up A - 10
Down A - 6
Aerial A / Aerial Forward A - 6
Aerial Back A - 6
Aerial Up A - 6
Aerial Down A - 6
Dash A - 8
Luigi
A / Forward A - 7
Back A - 7
Up A - 9
Down A - 5
Aerial A / Aerial Forward A - 7
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 7
Dash A - 4
Mario
A / Forward A - 7
Back A - 7
Up A - 9
Down A - 5
Aerial A / Aerial Forward A - 7
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 7
Dash A - 4
Marth
A / Forward A - 11
Back A - 12
Up A - 12
Down A - 11
Aerial A / Aerial Forward A - 11
Aerial Back A - 12
Aerial Up A - 12
Aerial Down A - 11
Dash A - 6
Mewtwo
A / Forward A - 13
Back A - 12
Up A - 13
Down A - 13
Aerial A / Aerial Forward A - 12
Aerial Back A - 11
Aerial Up A - 12
Aerial Down A - 10
Dash A - 9
Mr. Game & Watch
A / Forward A - 11
Back A - 11
Up A - 11
Down A - 11
Aerial A / Aerial Forward A - 11
Aerial Back A - 11
Aerial Up A - 11
Aerial Down A - 11
Dash A - 12
Ness
A / Forward A - 7
Back A - 7
Up A - 9
Down A - 5
Aerial A / Aerial Forward A - 7
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 7
Dash A - 4
Peach
A / Forward A - 10
Back A - 10
Up A - 11
Down A - 9
Aerial A / Aerial Forward A - 9
Aerial Back A - 9
Aerial Up A - 10
Aerial Down A - 10
Dash A - 12
Pichu
A / Forward A - 12
Back A - 9
Up A - 12
Down A - 14
Aerial A / Aerial Forward A - 12
Aerial Back A - 12
Aerial Up A - 12
Aerial Down A - 8
Dash A - 3
Pikachu
A / Forward A - 12
Back A - 9
Up A - 12
Down A - 14
Aerial A / Aerial Forward A - 12
Aerial Back A - 12
Aerial Up A - 12
Aerial Down A - 8
Dash A - 3
Roy
A / Forward A - 11
Back A - 12
Up A - 12
Down A - 11
Aerial A / Aerial Forward A - 11
Aerial Back A - 12
Aerial Up A - 12
Aerial Down A - 11
Dash A - 6
Samus
A / Forward A - 8
Back A - 7
Up A - 8
Down A - 5
Aerial A / Aerial Forward A - 6
Aerial Back A - 8
Aerial Up A - 6
Aerial Down A - 6
Dash A - 6
Sheik
A / Forward A - 7
Back A - 7
Up A - 6
Down A - 4
Aerial A / Aerial Forward A - 6
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 5
Dash A - 4
Yoshi
A / Forward A - 8
Back A - 7
Up A - 7
Down A - 7
Aerial A / Aerial Forward A - 7
Aerial Back A - 7
Aerial Up A - 7
Aerial Down A - 7
Dash A - 7
Young Link
A / Forward A - 7
Back A - 7
Up A - 10
Down A - 6
Aerial A / Aerial Forward A - 6
Aerial Back A - 6
Aerial Up A - 6
Aerial Down A - 6
Dash A - 8
Zelda
A / Forward A - 10
Back A - 10
Up A - 11
Down A - 9
Aerial A / Aerial Forward A - 9
Aerial Back A - 9
Aerial Up A - 10
Aerial Down A - 10
Dash A - 12
________________________________________
Fire Flower/Ray Gun shooting speed STARTING TIME (Ray Gun shooting speed TOTAL TIME for every character is 29 frames, and Fire Flower shooting speed TOTAL TIME averages about 40 frames)
Group A
8 frames
Bowser / Dr. Mario / Ice Climbers / Luigi / Mario / Ness / Yoshi
Group B
9 frames
Captain Falcon / Ganondorf / Marth / Peach / Roy / Samus / Sheik / Zelda
Group C
10 frames
DK / Falco / Fox / Jigglypuff / Kirby / Pichu / Pikachu
-
Group D
12 frames
Mewtwo / Mr. Game & Watch
-
Group E
14 frames
Link / Young Link
________________________________________
Home Run Contest Home Run (abbreviation for "Home Run" is HR) Bat distance it knocks sandbag at various damages - rates how far sandbag gets knocked from the HR Bat from his normal position in the HRC (in center of the platform). At various damages, this rates how far it knocks sandbag. The damage will be displayed on the far left, and there will be 3 sets of numbers after it.
distance knocked when you hit sandbag with... TIP of HR bat (a.k.a. a "tipper" hit) / with center of HR bat / when close to sandbag.
In that same order, so it's
Damage of sandbag - when hit... from bat's tip / from bat's center / at close-range
Also, the 20% damage done to sandbag "AFTER" a hit DOES NOT COUNT, only the damage of sandbag BEFORE you hit it with the HR Bat counts. This goes for every move(even when not in HRC), that ONLY THE DAMAGE OF A CHARACTER ---BEFORE--- A HIT COUNTS FOR THE DISTANCE IT SENDS A CHARACTER. This can be proven with a cloaking device, which characters with it on can be knocked a distance but won't take any damage.
This is measured in FEET, NOT METERS even though the game was originally designed to go by meters, because if you noticed the game skips from 0.3's and 0.4's, because a meter is approximately 3.280839895 feet (however secretagenthomas informed me that SSBM goes by 3.2809688582 feet pet meter) so that's why every exact decimal in the distance number in the FEET section is not possible to get.
NOTE: A TINY little bit if these might be off a bit(a fraction of a foot at most, some by typo's and some by a mistake in testing), but overall these are more accurate then you'll ever find ANYWHERE(except maybe in sdskeeto's HRC guide at gamefaqs.com which I helped him with).
---Here's a little bit of useful information to help make decisions when playing the HRC: The difference between a close range hit, a middle hit, and a tipper hit, is each a teeny tad more than 3% worth of damage on the sandbag. In other words, hitting the sandbag at 6% with a close range hit is VERY SLIGHTLY LESS than hitting it at 0% with a tipper, ALWAYS.
Damage of sandbag - when hit from... bat's tip / bat's center / close-range or near handle(not a no-ping hit, just a close range hit)
0% - 404.5 feet at tip of bat / 387.1 feet at center of bat / 368.7 feet at close-range
1% - 410.1 / 392.4 / 375
2% - 415.6 / 397.9 / 380.2
3% - 422.2 / 404.2 / 385.8
4% - 428.8 / 409.7 / 392
5% - 435.7 / 415.3 / 397.6
6% - 442.6 / 421.9 / 402.9
7% - 450.4 / 428.4 / 409.4
8% - 460.6 / 435.3 / 415
9% - 467.5 / 442.2 / 421.6
10% - 473.4 / 452.1 / 428.1
11% - 479.3 / 459 / 435
12% - 486.5 / 466.2 / 441.9
13% - 492.4 / 471.8 / 450.8
14% - 499.6 / 479 / 458.6
15% - 506.9 / 485.9 / 465.8
16% - 514.1 / 492.1 / 471.4
17% - 521.3 / 499.3 / 478.6
18% - 529.8 / 506.5 / 485.5
19% - 538.4 / 513.7 / 491.8
20% - 547.2 / 521 / 499
21% - 555.7 / 528.2 / 506.2
22% - 564.6 / 538 / 512.1
23% - 572.2 / 546.9 / 520.6
24% - 580 / 554.1 / 527.9
25% - 587.6 / 563 / 536.7
26% - 595.4 / 570.5 / 545.2
27% - 604.6 / 578.4 / 555.1
28% - 612.5 / 585.9 / 562.6
29% - 621.7 / 595.1 / 570.2
30% - 628.3 / 603 / 578.1
31% - 636.5 / 611.9 / 585.6
32% - 643.3 / 620.1 / 593.5
33% - 651.2 / 626.6 / 602.7
34% - 659.4 / 634.8 / 610.5
35% - 667.6 / 642.7 / 619.4
36% - 677.1 / 650.9 / 626.3
37% - 687 / 659.1 / 634.2
38% - 696.5 / 667.3 / 642.4
39% - 709 / 675.5 / 649.3
40% - 717.5 / 685 / 657.5
41% - 726 / 696.2 / 667
42% - 733.2 / 708.3 / 675.2
43% - 743.1 / 716.8 / 684.7
44% - 751.9 / 724.1 / 698.1
45% - 760.5 / 732.9 / 706.7
46% - 770.6 / 741.4 / 715.2
47% - 783.8 / 750 / 723.7
48% - 793.9 / 760.2 / 732.3
49% - 802.5 / 770.3 / 741.1
50% - 811 / 781.8 / 749.7
51% - 819.5 / 792.3 / 759.8
52% - 826.8 / 802.1 / 768.7
53% - 835.6 / 810.7 / 780.2
54% - 844.1 / 817.9 / 791.6
55% - 853 / 826.4 / 800.5
56% - 860.5 / 835.3 / 810.3
57% - 868.1 / 844.1 / 817.6
58% - 875.6 / 852.7 / 826.1
59% - 883.2 / 858.9 / 833.6
60% - 892.4 / 867.8 / 842.2
61% - 901.2 / 874 / 851
62% - 912.1 / 882.9 / 858.6
63% - 924.2 / 890.4 / 866.1
64% - 932.1 / 899.6 / 873.7
65% - 941.3 / 910.1 / 881.2
66% - 949.1 / 923.9 / 890.1
67% - 957.3 / 931.7 / 899.3
68% - 966.5 / 939.6 / 910.1
69% - 976.4 / 948.8 / 922.2
70% - 988.8 / 957 / 931.4
71% - 1000 / 966.2 / 939.3
72% - 1011.1 / 976 / 948
73% - 1021 / 986.9 / 956.7
74% - 1030.8 / 998 / 964.6
75% - 1040.7 / 1009.5 / 974.1
76% - 1050.5 / 1019 / 986.5
77% - 1062.3 / 1028.9 / 997.7
78% - 1069.2 / 1038.7 / 1009.2
79% - 1079.1 / 1050.2 / 1018.7
80% - 1087.9 / 1060.4 / 1028.5
81% - 1098.1 / 1068.9 / 1038.4
82% - 1108.3 / 1078.7 / 1048.5
83% - 1120.1 / 1087.6 / 1060
84% - 1136.8 / 1096.1 / 1068.6
85% - 1145.7 / 1107.9 / 1077.1
86% - 1156.2 / 1119.7 / 1086.9
87% - 1165 / 1134.8 / 1095.8
88% - 1175.5 / 1145.3 / 1106
89% - 1186.3 / 1155.8 / 1117.8
90% - 1200.1 / 1164.7 / 1134.5
91% - 1214.2 / 1175.2 / 1145
92% - 1226.7 / 1186 / 1153.9
93% - 1237.5 / 1199.8 / 1162.7
94% - 1250.3 / 1212.3 / 1173.2
95% - 1261.2 / 1226.4 / 1185.4
96% - 1274 / 1237.2 / 1197.8
97% - 1285.1 / 1248 / 1211.9
98% - 1294.3 / 1260.8 / 1226
99% - 1305.8 / 1273.6 / 1236.9
100% - 1316.9 / 1284.4 / 1247.7
101% - 1329.7 / 1294 / 1258.5
102% - 1346.5 / 1305.1 / 1271.3
103% - 1361.2 / 1316.6 / 1284.1
104% - 1371.1 / 1327.8 / 1292
105% - 1382.6 / 1344.2 / 1303.2
106% - 1394 / 1359.3 / 1314.3
107% - 1405.8 / 1368.8 / 1327.4
108% - 1420.9 / 1380.6 / 1342.2
109% - 1438 / 1392.1 / 1357
110% - 1451.8 / 1405.5 / 1368.4
111% - 1465.6 / 1419 / 1379.9
112% - 1477.4 / 1436 / 1391.7
113% - 1491.2 / 1451.1 / 1403.2
114% - 1504.9 / 1463.3 / 1418.3
115% - 1515.4 / 1477 / 1435.4
116% - 1527.6 / 1490.8 / 1449.2
117% - 1541.7 / 1504.6 / 1462.6
118% - 1555.8 / 1514.8 / 1474.7
119% - 1573.5 / 1527.2 / 1488.5
120% - 1589.6 / 1539.4 / 1504.3
121% - 1600.4 / 1553.5 / 1514.4
122% - 1614.5 / 1571.2 / 1526.6
123% - 1627.3 / 1589.3 / 1538.7
124% - 1643.7 / 1559.8 / 1551.2
125% - 1660.1 / 1612.2 / 1568.9
126% - 1678.5 / 1625 / 1587
127% - 1691.3 / 1641.4 / 1599.4
128% - 1706.1 / 1659.8 / 1611.9
129% - 1722.8 / 1676.2 / 1624.4
130% - 1737.9 / 1691 / 1639.1
131% - 1751 / 1705.7 / 1657.2
132% - 1762.2 / 1720.5 / 1675.5
133% - 1777.3 / 1735.6 / 1690.3
134% - 1792.3 / 1748.4 / 1703.4
135% - 1815.3 / 1761.5 / 1720.2
136% - 1828.8 / 1775 / 1734.9
137% - 1844.8 / 1792 / 1748.1
138% - 1857.6 / 1815 / 1759.2
139% - 1873.4 / 1828.4 / 1774.3
140% - 1892.1 / 1841.9 / 1789.4
141% - 1912.4 / 1855.3 / 1812.4
142% - 1928.8 / 1872.7 / 1827.8
143% - 1945.2 / 1892.1 / 1841.2
144% - 1961.6 / 1910.5 / 1854.7
145% - 1978.4 / 1926.9 / 1870.1
146% - 1991.2 / 1943.3 / 1891.8
147% - 2006.6 / 1960 / 1908.8
148% - 2022 / 1976.4 / 1926.2
149% - 2044.3 / 1990.5 / 1941.6
150% - 2064 / 2004.6 / 1958
151% - 2079.8 / 2021.4 / 1976.1
152% - 2093.9 / 2042.4 / 1988.5
153% - 2111.3 / 2063.4 / 2004
154% - 2129.6 / 2077.8 / 2019.4
155% - 2153.9 / 2091.9 / 2039.1
156% - 2171.3 / 2109.3 / 2061.4
157% - 2189 / 2127.7 / 2077.1
158% - 2207.7 / 2151.9 / 2091.6
159% - 2225.4 / 2170.6 / 2107.3
160% - 2240.2 / 2186.7 / 2128.6
161% - 2256.6 / 2205.7 / 2148.7
162% - 2274.3 / 2224.8 / 2168.7
163% - 2300.9 / 2238.2 / 2184.7
164% - 2318.9 / 2254.6 / 2203.8
165% - 2335.3 / 2272.3 / 2222.8
166% - 2352.1 / 2298.9 / 2237.6
167% - 2371.8 / 2317 / 2252.7
168% - 2394.4 / 2333.4 / 2270.4
169% - 2417 / 2350.1 / 2294
170% - 2435.7 / 2368.2 / 2316.3
171% - 2455.4 / 2392.1 / 2332.7
172% - 2475.4 / 2415.1 / 2348.1
173% - 2492.5 / 2433.4 / 2367.5
174% - 2509.9 / 2453.5 / 2388.8
175% - 2527.3 / 2473.5 / 2412.8
176% - 2553.5 / 2490.5 / 2432.8
177% - 2575.5 / 2506.3 / 2451.2
178% - 2592.9 / 2526.6 / 2472.8
179% - 2611.9 / 2549.6 / 2488.6
180% - 2633.9 / 2573.2 / 2505.6
181% - 2655.9 / 2590.9 / 2524.7
182% - 2678.2 / 2610 / 2549.6
183% - 2701.2 / 2631.9 / 2572.6
184% - 2723.5 / 2653.9 / 2589.9
185% - 2743.2 / 2676.2 / 2607.7
186% - 2761.2 / 2700.2 / 2628.3
187% - 2781.9 / 2721.8 / 2652
188% - 2802.2 / 2742.2 / 2674.3
189% - 2824.2 / 2759.2 / 2698.2
190% - 2846.5 / 2779.9 / 2720.5
191% - 2868.8 / 2799.3 / 2740.2
192% - 2891.1 / 2822.2 / 2756.6
193% - 2912.8 / 2844.5 / 2776.6
194% - 2934.4 / 2866.9 / 2798.3
195% - 2956.4 / 2889.2 / 2820.3
196% - 2978.4 / 2910.8 / 2842.6
197% - 3000.1 / 2932.5 / 2864.9
198% - 3022 / 2954.5 / 2887.2
199% - 3043.7 / 2976.4 / 2908.9
200% - 3065.4 / 2998.1 / 2930.5
201% - 3087 / 3020.1 / 2952.5
202% - 3109.7 / 3041.7 / 2974.5
203% - 3132.9 / 3063.4 / 2996.1
204% - 3157.2 / 3085 / 3018.1
205% - 3179.9 / 3107.7 / 3039.8
206% - 3203.8 / 3131 / 3061.4
207% - 3228.1 / 3155.3 / 3083.1
208% - 3252.7 / 3177.9 / 3105.7
209% - 3278.3 / 3201.8 / 3129
210% - 3304.5 / 3226.1 / 3153.3
211% - 3331.1 / 3250.7 / 3175.9
212% - 3357.7 / 3276.3 / 3199.9
213% - 3384.9 / 3302.6 / 3224.2
214% - 3412.5 / 3329.1 / 3248.8
215% - 3440.4 / 3355.7 / 3274.4
216% - 3474.5 / 3383 / 3301.6
217% - 3500.1 / 3410.5 / 3327.2
218% - 3526.7 / 3438.4 / 3353.8
219% - 3553.2 / 3472.5 / 3381
220% - 3579.8 / 3498.1 / 3408.5
221% - 3607.4 / 3524.7 / 3436.4
222% - 3634.3 / 3551.6 / 3470.6
223% - 3661.5 / 3578.5 / 3496.1
224% - 3688.7 / 3605.7 / 3522.7
225% - 3716.3 / 3633 / 3549.6
226% - 3744.2 / 3660.2 / 3576.5
227% - 3771.4 / 3687.8 / 3603.8
228% - 3798 / 3715.6 / 3631
229% - 3825.2 / 3743.9 / 3658.2
230% - 3852.5 / 3769.5 / 3685.8
231% - 3877.7 / 3796 / 3713.7
232% - 3905.3 / 3823.3 / 3741.9
233% - 3932.8 / 3850.5 / 3767.5
234% - 3960.7 / 3875.8 / 3794.1
235% - 3988.6 / 3903.3 / 3821.3
236% - 4016.5 / 3930.9 / 3848.5
237% - 4044.7 / 3958.8 / 3873.8
238% - 4072.9 / 3986.7 / 3901.3
239% - 4101.5 / 4014.5 / 3928.9
240% - 4130 / 4042.8 / 3956.8
241% - 4158.6 / 4071 / 3984.7
242% - 4187.4 / 4099.5 / 4012.6
243% - 4216.6 / 4128.1 / 4040.8
244% - 4245.8 / 4156.6 / 4069
245% - 4275.4 / 4185.5 / 4097.5
246% - 4304.9 / 4214.7 / 4126.1
247% - 4334.8 / 4243.9 / 4154.6
248% - 4364.6 / 4273.4 / 4183.5
249% - 4394.5 / 4302.9 / 4212.7
250% - 4424.7 / 4332.8 / 4241.9
251% - 4455.2 / 4362.7 / 4271.4
252% - 4485.7 / 4392.5 / 4301
253% - 4516.5 / 4422.7 / 4330.8
254% - 4547.4 / 4453.2 / 4360.7
255% - 4578.5 / 4483.7 / 4390.5
256% - 4609.4 / 4514.6 / 4420.7
257% - 4640.9 / 4545.4 / 4451.2
258% - 4672.4 / 4576.6 / 4481.8
259% - 4704.2 / 4607.4 / 4512.6
260% - 4736 / 4638.9 / 4543.4
261% - 4767.9 / 4670.4 / 4574.6
262% - 4800 / 4702.2 / 4605.4
263% - 4832.8 / 4734.1 / 4636.9
264% - 4865 / 4765.9 | 4668.4
265% - 4895.5 / 4798 / 4700.3
266% - 4927.6 / 4830.8 / 4732.1
267% - 4960.4 / 4863 / 4763.9
268% - 4993.6 / 4893.5 / 4796.1
269% - 5026.7 / 4925.7 / 4828.9
Note: data 0-180 ft. was made ALL by me, data 181-269 was made mostly by sdskeeto (or at least from his FAQ).
---------------------------
This is for the lowest possible damage a "super move" needs to be at to hit FARTHER than a tipper hit (in the center of the platform of course)
Flare Blade (50% w/ explosion) - 20%+
Flare Blade (41%) - 28%+ (has the potential to hit farther that any other move except Roy's Counter and Mr. Game & Watch's Oil Panic moves, even more than a 50% F.B., but that's when the sandbag is at (approx.) 120%+)
Jigglypuff's Rest - 69%+
Pichu fully charged Skull Bash - 95%+
Bowser fully charged Forward Smash - 120%+
Mr. Game & Watch #9 Judgement - 138%+
Warlock Punch (30%) - 156%+
DK's fully charged Giant Punch - somewhere around 200%+
---Falcon Punch (27%, more KO power in air) - use only this to hit sandbag, as C. Falcon's bat smash hits mainly up and not very far horizontally.
---Peach's Bob-omb is very very rare (1/300 supposively) so it's really hard to measure the value at which it's stronger/weaker than a HR Bat tipper hit, but at really high damages it's stronger than a tipper hit.
--a no-ping hit is stronger than a tipper until around 120%+ where a tipper hit is stronger.
Note: most (about 2/3 of it) of this "special moves that hit farther than a HR bat tipper hit" was made my sdskeeto, and some of the HRC damages I took from his FAQ(though I did by far most of it)
________________________________________
HomeRun Bat Smash Attack Speed - shows how fast characters do their smash attack with the HomeRun Bat.
---Note: Total Time for most character's HRB smash attack is 79 frames, but Captain Falcon's HRB smash (when you hold A) is 76 frames, Yoshi's is 78 frames, Ganondorf's HRB smash is 82 frames (as well as Captain Falcon's HRB smash when you just tap A) and Bowser's HRB smash is 85 frames total time.
-
18 Frames - Samus
-
-
-
-
23 Frames - Link / Mr. Game & Watch / Peach / Young Link
24 Frames - Zelda
-
26 Frames - Dr. Mario / Jigglypuff / Kirby / Luigi / Mario / Ness / Sheik(1st hit) / Yoshi
27 Frames - Captain Falcon(1st hit, while holding A, setup hit for 2nd KO hit) / DK / Pichu / Pikachu
28 Frames - Captain Falcon (1st and only hit, by just TAPPING A, does 30% but no KO power) / Ganondorf / Ice Climbers
-
30 Frames - Falco / Fox / Mewtwo
31 Frames - Marth / Roy
-
-
-
-
-
-
38 Frames - Bowser
-
-
-
42 Frames - Sheik (2nd hit / KO hit that hits your foe upward hard)
-
-
-
-
-
-
-
50 frames - Captain Falcon (2nd hit / KO hit, that puts your foe on fire and hits them upward VERY hard)
________________________________________
Stopping Speed - shows how long it takes for characters slow down and stop when running, measured in frames.
-
18 frames - Falco / Fox
-
20 frames - Jigglypuff
-
-
23 frames - Kirby / Ness
24 frames - Zelda
25 frames - Link / Peach / Young Link
26 frames - Marth / Pichu / Roy
-
28 frames - Captain Falcon / Ganondorf
-
30 frames - Bowser / DK / Dr. Mario / Ice Climbers / Luigi / Mario / Mewtwo / Mr. Game & Watch / Pikachu / Samus / Sheik / Yoshi
________________________________________
Turning Speed - shows how fast characters can turn while running, measured it frames.
---When turning around to run in the opposite direction that you're facing, you lose 1 frame.
---When turning around to walk in the opposite direction that you're facing, you lose 11 frames.
-
21 frames - Pichu / Pikachu / Sheik
-
23 frames - Dr. Mario / Luigi / Mario / Zelda
24 frames - Falco / Peach
25 frames - Ice Climbers
26 frames - Jigglypuff
-
28 frames - Captain Falcon / Ganondorf / Mr. Game & Watch
29 frames - Samus
30 frames - Fox
31 frames - Kirby / Ness
32 frames - Link
-
-
35 frames - Young Link
36 frames - Yoshi
37 frames - Mewtwo
-
-
-
-
-
-
44 frames - Roy
45 frames - Bowser
-
-
48 frames - DK
-
-
51 frames - Marth
________________________________________
Jigglypuff Sing (and other put to sleep moves) Escape Speed Formula - this formula will measure how long Jigglypuff's Sing move will put a foe to sleep.
"t" is the time a character will be asleep(counting by frames, so to convert the frames into seconds simply divide your answer by 60)
"d" is the victims damage amount
"b" is how many times the victim presses the buttons to escape quicker
"w" is the variable on how long it takes certain characters to wake up (like when they open their eyes and shake their head and stuff).
---For Mewtwo, "w" = 50
---For Jigglypuff and Kirby "w" = 76
---For the other 23 characters, "w" = 60
Up B - Starting Time - 28 frames (0.4666 sec)
Up B - Total Time - 179 frames (2.98333 sec)
(Down B lasts 249 frames or 4.15 sec)
CHEAP TRICK: To stall a timed match that you are winning, use Sing over and over on a high damaged foe.
NOTE: You can increase the time a victim stays asleep by tacking on moves that damage a foe but don't stun them (Fox's Blaster, Mario's Cape, and Dr. Mario's Super Sheet). This makes a team of Fox and Jigglypuff really effective.
The formula is...
t = (2d + 95 - 7b) + w
***NOTE - "w" is put alone because it's not affected by the rest of the formula for escaping the sleep-mode. In other words, the "wake-up animation" looks the same all the time, and during the time that it's occurring, jamming on the control stick or buttons won't make it go by any faster. This means that no matter how fast your hands are, you won't be able to speed up the end of the wake-up-process completely until that part is finished. This is good news for Mewtwo, but bad news for the 2 puffballs.
Here is how long (in frames) a character will be asleep when the victim doesn't try to "escape" (so without counting the "7b" part of the formula) counting by every 5 damages. For every damage, you'll be asleep for 2 more frames, so every 5% you'll be asleep for 10 frames longer. This means that a mere 30% of damage adds another whole second to the time your victim will stay asleep.
---Note: since 23 of the 26 characters have the same "w" value, I used that one (w = 60) for the list below. Majority rule applies.
---------------0% - 155 (2.58333 sec)
---------------50% - 255 (4.25 sec)
---------------100% - 355 (5.91666 sec)
---------------150% - 455 (7.58333 sec)
---------------200% - 555 (9.25 sec)
---------------250% - 655 (10.91666 sec)
---------------300% - 755 (12.58333 sec)
---------------350% - 855 (14.25 sec)
---------------400% - 955 (15.91666 sec)
---------------999% - 2153 (35.88333 sec)
---adds 1 second every 30% (without trying to escape it)
---doubles original time stuck in move (155 frames) at 77.5% (on average at least, without trying to escape it)
---from 0% to 999%, there's approximately a 13.89 times increase in the amount of times longer Sing lasts (on average at least, without trying to escape it)
________________________________________
Mewtwo Disable Escape Speed Formula - the formula for how long it takes the victim to escape Disable can be found by this formula, and the variables are the following: "t" is the time(in frames) a foe will be disabled, "b" is the amount of times the victim presses the buttons on the control stick for escaping quicker(1 rotation of the control stick = 4 button presses, and every button press is 6 frames less you'll be trapped by the move), and "d" is the damage of the victim Disabled.
Down B - Starting Time - 15 frames (0.25 sec)
Down B - Total Time - 39 frames (0.65 sec)
The formula is...
t = 0.6d + 95 - 6b
NOTE: Due to the 1% damage that the move itself does, it starts out on frame 96 and goes on from there, so for my list I start it at frame 96 instead of frame 95.
Here is how long (in frames) a character will be stuck in Disable, counting by every 5 damages. For every damage, you'll be Disabled for 0.6 frames, so every 5% you'll be Disabled for 3 frames longer.
---------------0% - 96 (1.6 sec)
---------------50% - 126 (2.1 sec)
---------------100% - 156 (2.6 sec)
---------------150% - 186 (3.1 sec)
---------------200% - 216 (3.6 sec)
---------------250% - 246 (4.1 sec)
---------------300% - 276 (4.6 sec)
---------------350% - 306 (5.1 sec)
---------------400% - 336 (5.6 sec)
---------------999% - 696??? (11.6 sec)
---adds 1 second every 100% (without trying to escape it)
---doubles original time stuck in move (96 frames) at 160% (without trying to escape it)
---from 0% to 999%, there's approximately a 7.24 times increase in the amount of times longer Disable lasts (without trying to escape it)
________________________________________
DK Forward B Escape Speed Formula - the formula for how fast it takes the victim to escape being stuck in the ground can be found by this formula, and the variables are the following: "t" is the time(in frames) a foe will be stuck in the ground, "b" is the amount of times the victim presses the buttons on the control stick to escape quicker (1 rotation of the control stick = 4 button presses, and every button press is 6 frames less you'll be trapped by the move), and "d" is the damage of the victim that is in the ground.
Forward B - Starting Time - 20 frames (0.333 sec)
Forward B - Total Time - 59 frames (0.98333 sec)
The formula is...
t = 0.7d + 99 - 6b
NOTE: Due to the 5% damage that the move itself does (it does 10% in air but that doesn't matter), it starts out on frame 99 and goes on from there, so for my list I start it at frame 102 instead of frame 96.
Here is how long (in frames) a character will be stuck in the ground, counting by every 10 damages(5% wouldn't come out evenly, it would go by 3.5's). For every damage, you'll be stuck in the ground for 0.7 frames, so every 10% you'll be stuck in the ground for 7 frames longer.
---------------0% - 102 (1.7 sec)
---------------50% - 137 (2.28333 sec)
---------------100% - 172 (2.8666 sec)
---------------150% - 207 (3.45 sec)
---------------200% - 242 (4.0333 sec)
---------------250% - 277 (4.61666 sec)
---------------300% - 312 (5.2 sec)
---------------350% - 347 (5.78333 sec)
---------------400% - 382 (6.3666 sec)
---------------999% - 798 (13.3 sec)
---doubles original time stuck in move (102 frames???) at 145% ????????
---adds 1 second every around 85% or so (without trying to escape it) ????
---from 0% to 999%, there's approximately a 8 times increase in the amount of times longer the move lasts (without trying to escape it)
________________________________________
DK Carry Move Escaping Speed Formula - the formula for how long you'll be held in DK's carry move is determined by the following formula.
"b" = the amount of times you need to press the buttons on the control stick to escape.
"d" = damage of the character that DK is carrying.
The formula is...
b = 0.08d + 14
Why? Because you start at needing to press the buttons on the control stick 14 times to escape DK's hands from 0-13% (or more accurately 0 - 12.5%, but it rounds up) and every 12.5% more you need to do it press it an extra time. Also, once complete rotation of the control stick is the same as pressing the buttons on the controller 4 times, and 1/4 if a rotation is the same as pressing the buttons on the controller 1 time. Here's a short list of how many times you need to press the buttons on the controller to escape DK's carry move (not including the 10% you and DK receive from you escaping his carry move while he's carrying you). Also, this works out as you needing to press the buttons on the controller 8 times extra from 14 for every 100% you have, and I'm positively sure that this formula and list(I tested it many times myself) is correct. Here's how many times you need to press the buttons on the control stick to escape his carry move.
0-12% - 14 times
13-24% - 15 times
25-37% - 16 times
38-49% - 17 times
50-62% - 18 times
63-74% - 19 times
75-87% - 20 times
88-99% - 21 times
...then it's the same thing with the 100's, just 8 more button presses(or 2 complete rotations of the control stick) is needed than the last one before it.
100-112% - 22 times
200-212% - 30 times
300-312% - 38 times
400-412% - 46 times
500-512% - 54 times
600-612% - 62 times
700-712% - 70 times
800-812% - 78 times
900-912% - 86 times
988-999% - 93 times
---doubles time (really button presses or control stick rotations) stuck in Carry every 175%
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Grab Escape Speed Formula (and the factors that affect it)
The formula for escaping a grab (NOT special grabs, like Bowser's Koopa Klaw) is the following. The variables are, as you probably know, "t" = time(in frames) stuck in a grab, "b" = amount of times victim presses buttons to escape quicker, and "d" = damage of victim.
Most Grabs - Starting Time - 7 frames (0.11666 sec)
Most Grabs - Total Time - 30 frames (0.5 sec)
Most Dash Grabs - Starting Time - 11 frames (0.18333 sec)
Most Dash Grabs - Total Time - 40 frames (0.666 sec)
The formula is...
t = 1.6d + 76 - 6b
At 0%, without any usage of the analog stick or any buttons, it takes exactly 76 frames (1.26666...) to escape a grab. On average, every damage more an opponent receives, the time they're stuck in a grab is increased by 1.6 frames. Since the game doesn't have fractions of a frame, it goes like this for every 5% an opponent receieves(and then the process/pattern continues). +2 frames, +2 frames, +1 frame, + 2 frames, + 1 frame. That's how it works. I also found that every flash when Mew2 grabs you occurs exactly 24 frames apart (and the 1st one starts on the 3rd frame of the grab), which is the exact same speed as Falco's laser when it's shot on the ground rapidly (except for the 1st shot, which starts on frame 23). Also, here is a general list of what affects escaping a grab by how much.
-----Press A, B, L, R, X, Y, or Z - 6 frames is reduced from the time you'd be held in a grab.
-----Press The Analog stick in 1 of the 4 cardinal directions(angles don't count) - 6 frames is reduced from the time you're held in a grab (24 frames is reduced after 1 complete rotation of the analog stick, so 2 and 1/2 rotations reduces the time by 1 second).
The characters that shock you when they're holding you(except Ice Climbers with both of them) with they're grab+A move, which include(in no specific order)...
1) Mewtwo
2) Pichu
3) Pikachu
4) Zelda
5) Ice Climbers(with both of them, by pressing A really really fast)
...stun a grabbed foe for for 5 frames, and every single other character in the game stuns a foe for only 3 frames. Yes, you can actually increase the time a character is held by pressing A to attack them in a grab. The total time for ever A attack (in a grab) is EXACTLY 26 frames, so that means that you'll be able to shock a foe with Mew2, Pika/Pichu, Zelda and the 2 Ice Climbers about 1 more time in 12 or 13 times than you'd be able to do with another character, which gives those 5 characters an very very very slight advantage over other characters when you hold and attack them.
Here's a little list on the amount of frames a character is held in a grab at each damage percentage(counting by 5's)
---------------0% - 76 (1.2666 sec)
---------------50% - 156 (2.6 sec)
---------------100% - 236 (3.9333 sec)
---------------150% - 316 (5.2666 sec)
---------------200% - 396 (6.6 sec)
---------------250% - 476 (7.9333 sec)
---------------300% - 556 (9.2666 sec)
---------------350% - 636 (10.6 sec)
---------------400% - 716 (11.9333 sec)
---------------999% - 1674 (27.9 sec)
---adds 1 second every 37.5% (without trying to escape it)
---doubles original time stuck in move (76 frames) at 47.5% (without trying to escape it)
---from 0% to 999%, there's approximately a 22.026316 times increase in the amount of times longer Disable lasts (without trying to escape it)
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Fire Attacks - this is a list of every fire attack in the game (and remember, fire melts ice, like Ice Climbers and especially Freezie's make, and that they can do to you, so if your foe is in ice DON'T use on of these attacks on him/her, but if your TEAMMATE is in ice, and "Friendly Fire" is on, then use one of these attacks to free him/her)
Bowser - 1) B - Fire Breath
Captain Falcon - 1) B - Falcon Punch
Captain Falcon - 2) Forward B - Raptor Boost
Captain Falcon - 3) Up B - Falcon Dive
Captain Falcon - 4) Down B - Falcon Kick
Captain Falcon - 5) Forward Smash - Overheat Elbow
Captain Falcon - 6) Forward + HOLD A with Home Run Bat (2nd hit of Bat kills)
Falco - 1) Up B - Fire Bird
Fox - 1) Up B - Fire Fox (including charge which burns nearby foes that touch it)
Ganondorf - 1) Tilt Up A - Volcano Kick
Jigglypuff - 1) Down B - Rest
Kirby - 1) Dash A - Fire Kirby
Link - 1) Down B - Bombs
Luigi - 1) B - Fireball
Luigi - 3) Forward B - Luigi Missile
Luigi - 2) Up B (close) - Super Jump Punch
Mario - 1) B - Fireball
Mario - 2) Forward Smash - Fire Glove
Mr. Game & Watch - 1) B - Sausage (only when you touch the Frying Pan the Sausages are released from)
Mr. Game & Watch - 2) Forward B - Judgment (on #6)
Mr. Game & Watch - 3) Forward Smash - Fire Attack
Ness - 1) Forward B - PK Fire
Ness - 2) Down Throw - PK Inferno
Peach - 1) Forward B - Peach Bomber
Roy - 1) B - Flare Blade
Roy - 2) Forward B - Double-Edge Dance (on the 3rd hit as a Downward hit, and all 3 combinations for the last/4th hit in the move)
Roy - 3) Up B - Blazer
Roy - 4) Down B - Counter
Roy - 5) Up Smash - Flame Sword
Samus - 1) Forward B - Missiles/Homing Missiles
Samus - 2) Down B - Bombs
Samus - 3) Up Smash - Cover Fire
Samus - 4) Tilt Down A - Earth Blaster
Samus - 5) Aerial Forward A - Aerial Fire
Sheik - 1) Up B - Vanish
Young Link - 1) B - Fire Bow
Young Link - 2) Down B - Bombs
Young Link - 3) Aerial Down A - Sword Plant (when opponent comes from above you towards the handle of your sword they get burned and knocked downwards HARD)
Zelda - 1) Forward B - Din's Fire
Zelda - 2) Aerial Up A - Condensed Blast
DK - N/A
Dr. Mario - N/A
Ice Climbers - N/A (duh)
Marth - N/A
Mewtwo - N/A ("purple flames" don't melt ice)
Pichu - N/A
Pikachu - N/A
Yoshi - N/A
Giga Bowser - 1) Fire Breath
Giga Bowser - 2) Forward Smash (makes an explosion)
Master/Crazy Hand - 1) Screw Drive - when he goes into background and rams into you (part that burns is part when it charges up)
Master/Crazy Hand - 2) Fist Attack (Downward Fist Punch)
Master/Crazy Hand - 3) Double Team Sideways Fist Punch (punches into each other and makes an explosion)
Master/Crazy Hand - 4) Double Team "Applause Attack" (last slap only) (when they clap their hands and hit you, the last clap burns you)
Crazy Hand - 1) Bomb [Drop]
---Fire Flower & its flames
---Motion Sensor Bomb explosions
---Bob-omb explosions
---Warp Star
---Entei's pillar of flames
---Cyndaquil's flames
---Moltres
---Ho-oh & his Sacred Fire
---Charizard & his Fire Breath
---Clefairy (on certain attacks, explosion and fire stuff that goes along ground)
---Electrode (when it explodes)
---Any "Surprise Bombs" in Crates/Barrels/Eggs and Containers
---Bullet Bill Explosions (Peach's Castle)
---Acid in Brinstar (NOT from Brinstar Depths)
---Lava in lower-left hand corner of Hyrule Dungeon (stage 3 in Adventure Mode)
---Fire walls in beginning of Jigglypuff's Target Test
---Bomb Blocks in Green Greens
---Fox's Ships' Laser Fire
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Glitch: Ice Climbers On Fire
---Grab a Fire Flower.
---Jump in the air.
---Press Z in air (to have Popo release the Fire Flower in air and then almost instantly have Nana grab it).
---Press and hold A for Nana to use the Fire Flower.
---While still holding A, press Down B.
Popo and Nana will then do their Blizzard attack and then Nana will be on Fire (holding the Fire Flower with fire coming out of it constantly) the whole time (unless you drop it or get KO'd then the trick will stop although you can still perform it again). The fire coming out sadly won't do anything but look cool, and thankfully won't actually be using the Fire <A TITLE="Click for more information about <A TITLE="Click for more information about flowers" STYLE="text-decoration: none; border-bottom: medium solid green;" HREF="http://search.targetwords.com/u.search?x=5977|1||||flowers|AA1VDw">flowers</A>" STYLE="text-decoration: none; border-bottom: medium solid green;" HREF="http://search.targetwords.com/u.search?x=5977|1||||flowers|AA1VDw">Flowers</A> energy up.
*Please note that I am the first known person to have discovered this and posted it online, due to my experimenting and geek crap and stuff.
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Weight - measures how far characters get knocked HORIZONTALLY, or left and right. This list I tested from the Mushroom Kingdom 2 weight scale. Also someone helped me with this by RATING the weights (Mario = 100, a.k.a. average), which is shown on the far left side. I rechecked his work and fixed the mistakes in it, and here is the list.
--- 117 --- (1) Bowser
--- 114 --- (2) DK
--- 110 --- (3) Samus
--- 109 --- (4) Ganondorf
--- 108 --- (5) Yoshi
--- 104 --- (6-7) Captain Falcon / Link
--- 100 --- (8-10) Dr. Mario / Luigi / Mario
--- 94 --- (11) Ness
--- 90 --- (12-14) Peach / Sheik / Zelda
--- 88 --- (15) Ice Climbers
--- 87 --- (16) Marth
--- 85 --- (17-19) Mewtwo / Roy / Young Link
--- 80 --- (20-21) Falco / Pikachu
--- 75 --- (22) Fox
--- 70 --- (23) Kirby
--- 60 --- (24-25) Jigglypuff / Mr. Game & Watch
--- 55 --- (26) Pichu
Credits: Blake Mutschler and Aaron Kurtz (and me of course for fixing the mistakes they made and adding Misc. related data about it)
--------------------------------------------------
now this is for PAL version which is slightly different from NTSC version which I have; Credits for this goes to Neophos (and me a bit)
--- 118 --- (1) Bowser
--- 114 --- (2) DK
--- 111 --- (3) Yoshi
--- 110 --- (4) Samus
--- 109 --- (5) Ganondorf
--- 104 --- (6-7) Captain Falcon / Link
--- 100 --- (8-9) Dr. Mario / Luigi
--- 98 --- (10) Mario
--- 94 --- (11) Ness
--- 90 --- (12-14) Peach / Sheik / Zelda
--- 88 --- (15) Ice Climbers
--- 85 --- (16-19) Marth / Roy / Young Link / Mewtwo
--- 80 --- (20-21) Falco / Pikachu
--- 74 --- (22) Kirby
--- 73 --- (23) Fox
--- 60 --- (24-25) Jigglypuff / Mr. Game & Watch
--- 55 --- (26) Pichu
Kirby + 4
Yoshi + 3
Bowser + 1
Marth - 1
Fox - 2
Mario - 2
-also
--ALL items (except Fans, which weight nothing at all) have a weight of EXACTLY 1 on this scale
--Transforming into Metal multiplies your weight by 3.
--Transforming into Giant multiplies your weight by 1.6
--Transforming into Tiny divides your weight by 1.6 (which is the same as multiplying by 0.625)
to find out how fast a character makes the weight platforms go down, just subtract their weight value by "about" 40. This means that Pichu (55) moves the weight platform 1/2 as fast as Kirby (70) does. Not like this is important or anything, just thought you might have wanted to know.
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Item Pick-up speeds - shows how fast characters pick up items lying on the ground when he/she presses A to pick them up.
Best/Average: the 21 characters not mentioned
Pickup Speed: 2 frames
Total Time: 7 frames
Below Average: Captain Falcon / Ganondorf / Marth / Roy
Pickup Speed: 3 frames
Total Time: 7 frames
Worst: Mr. Game and Watch
Pickup Speed: 4 frames
Total Time: 11 frames
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Barrel/Crate Pick-Up Time - shows how long (in frames) it takes characters to pick up Barrels/Crates/Party Balls (first number is the actual starting time when it's technically in your character's hands, and the second number is the total time to fully pick the barrel/crate before you can walk or throw it)
3 / 19 - Bowser
4 / 19 - DK
-
-
-
3 / 23 - Mewtwo / Yoshi
3 / 24 - Captain Falcon / Ganondorf / Samus
-
-
3 / 26 - Dr. Mario / Ice Climbers / Luigi / Mario / Ness
-
-
14 / 29 - Mr. Game & Watch
-
5 / 31 - Peach / Zelda
-
4 / 33 - Kirby
4 / 34 - Link / Young Link
-
-
5 / 37 - Falco / Fox / Sheik
-
4 / 39 - Pichu / Pikachu
-
-
-
4 / 43 - Roy
9 / 43 - Marth
-
-
-
-
-
4 / 49 - Jigglypuff
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Barrel/Crate Carrying Speed - shows how fast each character walks while carrying a Barrel or Crate.
1) DK***
2) Mewtwo
3) Ganondorf
4) Captain Falcon
5) Samus
6) Bowser
7) Zelda
8) Pikachu
9) Peach
10) Link
11) Sheik
12) Luigi
13) Young Link
14) Pichu
15-16) Dr. Mario / Mario
17) Yoshi
18-19) Kirby / Marth
20) Ness
21) Falco
22) Mr. Game & Watch
23) Roy
24) Jigglypuff
25) Ice Climbers
26) Fox
***For DK, on Giant/Tiny Melee and with Super/Poison Mushrooms, DK walks at the same speed as he does when he's normal size, so a [tiny] DK carrying a crate is FASTER than a tiny Captain Falcon running.
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Walking Speed
a ">" means that the character to the left of the ">" ACCELERATES to his/her top speed QUICKER than the character to the right of the ">"
a "=" means the two or three characters between the "=" have the same exact acceleration.
1-2) Fox > Marth
3) Falco
4-5) Pichu = Pikachu
6-10) Link = Sheik = Young Link > DK > Roy
11) Yoshi
12-15) Dr. Mario = Luigi = Mario > Mr. Game & Watch
16-17) Mewtwo = Samus
18) Ice Climbers
19-21) Peach > Captain Falcon > Kirby
22) Ness
23) Ganondorf
24-25) Zelda > Jigglypuff
26) Bowser
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Running Speed
a ">" means that the character to the left of the ">" ACCELERATES to his/her top speed QUICKER than the character to the right of the ">"
a "=" means the two or three characters between the "=" have the same exact acceleration.
Note: Acceleration was measured with the BUNNY HOOD on, no matter how small and impossible-to-tell the difference (as long as one of my 10000 tests showed a difference than I put the difference down in this list)
1) Captain Falcon
2) Fox
3-5) Sheik > Pikachu > Marth
6) Pichu
7-10) Young Link > Roy > Yoshi > DK
11-15) Falco > Dr. Mario = Mario > Mr. Game & Watch > Bowser
16-20) Samus > Kirby = Mewtwo > Ice Climbers > Ness
21) Ganondorf
22) Luigi
23-24) Link > Peach
25-26) Jigglypuff > Zelda
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Average Falling Speed
159% - Falco
152% - Fox
151% - Captain Falcon
128% - DK / Roy
118% - Ganondorf / Sheik
117% - Link / Marth / Young Link
116% - Bowser
108% - Pikachu
107% - Pichu / Yoshi
103% - Ness
101% - Dr. Mario / Mario / Mr. Game & Watch
98% - Ice Climbers
97% - Mewtwo
96% - Kirby / Peach
95% - Luigi / Samus
92% - Zelda
86% - Jigglypuff
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Falling Speed - shows how fast characters fall, in their TOP speed (not to be confused with "falling speed ACCELERATION", which Fox is by far the fastest in)
a ">" means that the character to the left of the ">" ACCELERATES to his/her top speed QUICKER than the character to the right of the ">"
a "=" means the two or three characters between the "=" have the same exact acceleration.
Example: Sheik > Link = Young Link
this means that Sheik starts her fall quicker than Link and Young Link, and that Link starts his fall at the same exact speed as Young Link, but all 3 of those characters have the same top speed in a normal fall.
1) Falco
2) Captain Falcon
3) Fox***
4-5) Roy > DK
6) Marth
7-9) Sheik > Link = Young Link
10) Ganondorf
11) Yoshi
12-14) Bowser > Pichu = Pikachu
15) Ness
16-18) Dr. Mario = Mario = Mr. Game and Watch
19-21) Ice Climbers > Kirby > Luigi
22-23) Mewtwo > Peach
24-25) Zelda > Samus
26) Jigglypuff
***Fox may have the fastest acceleration in falling speed (that means when he starts to fall, he starts falling the quickest for the 1st 1/2 a second or so) but Captain Falcon and Falco have a faster top speed in falling speed. Test it at Hyrule Temple if you don't believe me, and that's probably why there is so much arguments between who falls faster, Falco or Fox. Fox has quicker acceleration, but Falco (and also Captain Falcon) has a higher top speed when they fall.
________________________________________
Fast-Fall Falling Speed - this is when you tap down on the control stick to fall faster, values may not be exact, but I assure you they are accurate to at LEAST 0.5%, but I have tried yet failed to get them to 0.1% accuracy (it's a **** of a lot harder than you would think, trust me). Also, everything between Pikachu and Ness/Y.Link are actually all the same percentage amount apart, despite what the decimals may say (due to things being rounded, blada blada blada, etc.)
100% ---------- Captain Falcon / Falco
97.5% --------- Fox
86% ----------- Link / Sheik
85% ----------- DK
84% ----------- Yoshi
83% ----------- Roy
77.5% --------- Pikachu
74.5% --------- Ganondorf
72% ----------- Marth / Pichu
69% ----------- Bowser
66.5% --------- Dr. Mario / Mario / Mewtwo / Mr. G&W / Samus
63.5% --------- Ness / Young Link
57.5% --------- Ice Climbers / Kirby / Luigi / Peach
53.5% --------- Zelda
46% ----------- Jigglypuff
***Bowser Bomb ~ 213%
***Yoshi Bomb ~ 160%
***Kirby's Rock ~ 129% (same as Pikachu/Pichu's Thunder)
***Metal Coat ~ 1.99 (both falls)
***Giant Melee ~ 1.52 (normal fall ~ 1.49)
***Super Mushroom ~ 1.52 (normal fall ~ 1.49)
***Bunny Hood ~ 1.49 (both falls)
***Poison Mushroom ~ 0.67 (normal fall ~ 0.68)
***Tiny Melee ~ 0.57 (normal fall ~ 0.58)
***Giant Melee + Super Mushroom ~ 2.09 (Super Mushroom X 1.375)
***Giant Melee + Poison Mushroom ~ 0.91 (Poison Mushroom X 0.6)
***Tiny Melee + Super Mushroom ~ 0.78 (Super Mushroom X 1.375)
***Tiny Melee + Poison Mushroom ~ 0.46 (Poison Mushroom X 0.8)
***Young Link only increases his falling speed "about" 1.015 times when he fast-falls, and because the approximate (maybe exact) difference of falling speeds to fast-fall falling speeds is about 2%, then when he's on Tiny Melee, he can actually SLOW HIMSELF DOWN (very very slightly) when he fast-falls on Tiny Melee. So on Tiny Melee, Young Link's "fast-fall" is really more like a "slow-fall". This was obviously overlooked flaw in the game designers programmed formulas for each item in how it affects the characters' stats, like how it is with Snaking and Spaceflying in F-Zero GX.
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Damage Kirby's Vacuum attack does when Kirby spits his foe out with the "A" button
---Side note, characters on Giant Melee and/or with a Super Mushroom do more damage than normal-sized characters do, and characters on Tiny Melee and/or with a Poison Mushroom do less damage than normal-sized characters do. Size matters here.
19% - Bowser / DK
18% - Captain Falcon / Ganondorf / Link / Samus / Yoshi
17% - Dr. Mario / Luigi / Mario / Mewtwo
16% - Fox / Ice Climbers / Ness
15% - Falco / Marth / Peach / Roy / Sheik / Zelda
14% - Young Link
13% - Mr. Game & Watch / Pikachu
12% - Kirby
-
10% - Jigglypuff
9% - Pichu
________________________________________
Yoshi's Egg Size List - This [sadly] almost useless list is how big the APPEARANCE of various characters are in Yoshi's Egg (from Yoshi's B move). Sadly, near when I was finished, I found out that this doesn't matter even 1% since the appearance is different than the actual spot where the trapped-in-an-egg-character gets hit, like Link gets hit at a slightly higher point than Falco, and Link is slightly smaller in Yoshi's egg. Oh well, it's pretty accurate to the hit-able size in the egg, and at least 100% accurate on the appearance of the egg, while it might only be 90% accurate in terms of the actual "invisible" target size outside it. Here's the list from biggest to smallest (even though the smaller the egg, the better for the victim trapped inside the egg, since you're a smaller target)
1) Bowser
2) DK
3-4) Ganondorf / Mewtwo
5-9) Captain Falcon / Marth / Roy / Samus / Yoshi
10) Falco
11) Link
12-15) Ice Climbers / Mr. Game & Watch / Peach / Zelda
16-20) Dr. Mario / Luigi / Mario / Ness / Sheik
21-22) Fox / Young Link
23) Jigglypuff
24-25) Kirby / Pikachu
26) Pichu
________________________________________
Shield Size List - shows the order of the character's shields, from biggest to smallest (this does NOT compare Shield Size to Body Size RATIOS, just Shield Size, and some of the rankings near the middle and bottom are EXTREMELY close, and I rechecked my work A LOT, especially the big Z shield on Giant Melee and sometimes even with Super Mushrooms to check my work over and over and over again, so it's the best I could possibly do, which is obviously the best known list to go by)
1) Bowser (by far)
2) DK
3-5) Ganondorf / Mewtwo / Sheik
6) Zelda
7) Captain Falcon
8-9) Link / Samus
10-12) Falco / Fox / Ness
13-14) Kirby / Peach
15-16) Luigi / Marth
17) Roy
18-20) Ice Climbers / Jigglypuff / Pichu
21-22) Dr. Mario / Mario
23) Young Link
24) Mr. Game & Watch
25) Pikachu
*Yoshi's Egg Shield is an oval shape, doesn't shrink in size as time goes on, and can't become bigger by holding R/L lightly or by pressing Z (although you can increase the lasting time by holding Z, which will also reduce your traction by doing so) so that's why it can't be put into my list.
________________________________________
Shield Release Recovery Time - this rates how much of a lag there is after you release the shield button (R, L, and sometimes used is Z).
Group A
---14 frames recovery time
---3 characters: Jigglypuff / Peach / Zelda
Group B
---15 frames recovery time
---14 characters: DK / Dr. Mario / Falco / Fox / Ice Climbers / Kirby / Link / Luigi / Mario / Ness / Pichu / Pikachu / Sheik / Young Link
Group C
---16 frames recovery time
---8 characters: Bowser / Captain Falcon / Ganondorf / Marth / Mewtwo / Mr. Game & Watch / Roy / Samus
Group D
---17 frames recovery time
---1 character: Yoshi
________________________________________
Ducking ability list - How low a character can duck or crouch down by pressing down on the control stick.
1) Kirby
2) Jigglypuff
3) Mr. Game & Watch
4) Sheik
5) Pichu
6) Ness
7) Pikachu
8) Yoshi
9-10) Dr. Mario*** / Mario***
11) Luigi***
12-13) Marth*** / Roy***
14) Ice Climbers
15-16) Peach / Zelda
17) Fox
18) Young Link
19) Falco
20) DK
21) Captain Falcon
22) Samus
23) Link
24) Ganondorf
25) Bowser
26) Mewtwo
*** - Mario and Dr. Mario and Luigi duck lower than Marth and Roy, BUT, when Mario and Luigi turn their heads while ducking, to look left and right, it makes Marth and Roy duck lower in the long run. Also, Roy may or may not duck lower than Marth; I'm not sure becuase it's really hard to tell if there IS any difference.
________________________________________
Wavedash List (Traction as well) - Wavedashes are usually performed by jumping, and then the very INSTANT you're done the jump you air dodge down-left or down-right to slide across the ground a short distance, usually used for dodging attacks and traveling quickly [like for experts in Target Test] and it's mostly of some use with characters with low traction and ones that jump from the ground quickly (like Luigi, Ice Climbers, Mewtwo, and Marth; those are the main 4 characters to wavedash with).
---The list under this will show Jumping Speed, which is the main other factor or how "good" a character Wavedashes, as the faster you start your jump the quicker you'll be able to do your Wavedash.
---Note, characters that take a while to jump into the air, like Bowser for instance, won't be able to start their wavedash as quickly as fast jumpers, like Sheik and Fox. Fox can start his on frame 4 at earliest (press the buttons needed to do a Wavedash on frame 3 and then it'll effect the next frame of the move, which is frame 4, so then you'll appear to just slide across the ground a short distance without really being in air), while it takes Bowser until, at soonest, frame 9 to start his wavedash. HOWEVER, this wavedash list ONLY measures HOW FAR THE CHARACTERS SLIDE in a wavedash, and THAT'S ALL.
1) Luigi
2) Ice Climbers
3) Mewtwo
4) Marth
5) Yoshi
6) Roy
7-9) Dr. Mario / Mario / Mr. Game & Watch
10) Samus
11) Ness
12) Fox
13) Bowser
14) Falco
15) Young Link
16) Ganondorf
17) DK
18-19) Pikachu / Sheik
20-21) Captain Falcon / Kirby
22) Pichu
23) Jigglypuff
24) Link
25-26) Peach / Zelda
________________________________________
Jumping Speed - Jumping speed is how long it takes to do a jump from the ground. Every aerial jump (a.k.a. 2nd jump) takes 1 frame (starts instantaneously), as it's proven by the Screw Attack weapon, which hits anything nearby the EXACT INSTANT the character with the Screw Attack item jumps. Also, characters jump slower when they're big (Giant Melee and/or with a Super Mushroom) and they jump faster from the ground when they're small (Tiny Melee and/or with a Poison Mushroom)
Also please note that [for example] Fox (4 frames jumping speed) is in the AIR on frame 4+, so that means that the jumping ANIMATION (frames on the ground) is 3 frames for Fox.
---For more information on jumping speed go here: http://www.smashboards.com/showthread.php?s=&postid=651183#post651183
4 frames - Fox / Ice Climbers / Kirby / Pichu / Pikachu / Samus / Sheik
5 frames - Captain Falcon / Dr. Mario / Luigi / Mario / Marth / Mr. Game & Watch / Ness / Young Link
6 frames - DK / Falco / Jigglypuff / Mewtwo / Peach / Roy / Yoshi
7 frames - Ganondorf / Link / Zelda
-
9 frames - Bowser
________________________________________
Recovery time from Landing from a Jump - measures how much lag characters have after landing on the ground from a jump.
-
2 frames - Pichu
-
4 frames - the 22 characters that I didn't list
4 frames - Falco's Short Jump Blaster, and L-canceling does NOT do anything to lands or Short Jump Blasters
5 frames - DK / Ganondorf
5 frames - Samus when she lands from her Aerial Smash Missile
6 frames - Bowser
-
-
-
10 frames - Wavedash (for EVERY character) and landing from any Air Dodge
..................
40 frames - Yoshi's Down B
..................
60 frames - Bowser's Down B
________________________________________
1st Jump Jumping Height - Height of 1st jump/ground jump
1) Falco
2) Luigi
3) Captain Falcon
4) DK
5) Marth
6) Sheik
7-8) Fox / Ice Climbers
9) Young Link
10-11) Samus / Yoshi
12-13) Ness / Pikachu
14) Link
15) Pichu
16) Roy
17-18) Bowser / Mewtwo
19-20) Peach / Zelda
21-22) Dr. Mario / Mario
23) Ganondorf
24) Mr. Game & Watch
25) Kirby
26) Jigglypuff
--------------------------------------------------
Now here's the same list tested with a Bunny Hood on Tiny Melee (so things like flips and stuff like what Fox does won't be nearly as big of a factor as their actual central body movement from the starting position of level ground)
1) Falco
2) Luigi
3) Captain Falcon
4) DK
5-6) Marth / Ness
7-10) Ice Climbers / Samus / Sheik / Yoshi
11) Young Link
12) Mewtwo
13-14) Pichu / Pikachu
15) Bowser
16) Fox
17-18) Peach / Zelda
19-20) Link / Roy
21-22) Dr. Mario / Mario
23) Mr. Game & Watch
24) Ganondorf
25) Kirby
26) Jigglypuff
________________________________________
2nd Jump Jumping Height - Height of aerial jump (or jumps, like with Kirby/Jigglypuff) from highest to lowest. Also, with Mewtwo I do an aerial [back A] attack at the peak of his 2nd jump to go higher; if that wasn't done then he'd be slightly lower in the list.
1-2) Kirby / Mewtwo
3) Jigglypuff
4) Yoshi
5) Falco
6-7) Fox / Ness
8) Sheik
9) Luigi
10) Peach
11) Ice Climbers
12) Captain Falcon
13) Bowser
14-15) Pichu / Pikachu
16-19) Dr. Mario / Mario / Marth / Samus
20) DK
21) Mr. Game & Watch
22) Ganondorf
23) Young Link
24) Roy
25) Link
26) Zelda
________________________________________
Total Jumping Height - This measures how high characters can jump with all their jumps (and all 6 jumps for Kirby and Jigglypuff, INCLUDING air dodges, but NOT including wall jumps, special "Link's super jumps", and Mario's Mario Tornado and Dr. Mario's Dr. Tornado to gain extra height, because doing that is EXTREMELY hard to do to actually make any difference in a REAL match, becuase very very very few people have fingers THAT fast; not even me and I beat that really hard Star Fox Adventures game called "Test your Strength", which was NOT easy to beat, so that's why I'm not factoring that into this)
1) Ice Climbers (2)
2) Mewtwo
3) Jigglypuff (up-pound after each jump)
4-5) Falco / Pichu
6-8) Fox / Kirby / Pikachu
9) Sheik
10) Ness
11-12) Mr. Game & Watch / Zelda
---Jigglypuff (without up-pounds after each jump)
13) Luigi
14-15) Captain Falcon / Marth
16) Yoshi
17) Samus
18) Young Link
19) Ganondorf
20-21) Link / Roy
22) Peach
---Ice Climbers (1)
23) Mario (use Cape to gain extra height)
24-25) Bowser / DK
26) Dr. Mario
________________________________________
Short Jump Jumping Height - measures height of SHORT JUMPS (tap X and release it quickly, at least 2 frames before you're in the air)
1) Samus
2) Sheik
3-4) Yoshi / Zelda
5-6) Ganondorf / Peach
7-8) Captain Falcon / Luigi
9-11) Kirby / Marth / Pikachu
12) Pichu
13) DK
14-15) Mewtwo / Ness
16-17) Falco / Link
18-23) Bowser / Dr. Mario / Fox / Mario / Roy / Young Link
24) Mr. Game & Watch
25) Ice Climbers
26) Jigglypuff
________________________________________
*How to FLY with Link, Young Link, and Jigglypuff*
--1st go to Tiny Melee (the smaller you are the better this will work)
--with Jigglypuff, jump then press Forward B to Pound in the air, but right after you press Forward B press UP, and then you will aim your Pound move up-forward, moving you upwards in the air. You can actually "FLY" in the air with Jigglypuff off the top of the stage with this cool trick I discovered.
--with Link or Young Link...
1) take out a Bomb (and then double jump off course)
2) Down-Forward throw your Boomerang
3) press Up B
-catch Boomerang
4) press Up B
-Bomb will explode on you
-----repeat the process of taking out a Bomb and Down-Forward throwing your Boomerang and pressing Up B and then you can stay in the air for as long as you want with your infinite jumps.
-----Note: With Young Link, the Bomb will kill you at the top of the stage at about 120% +
-----Note: With Link, the Bomb will kill you at the top of the stage at about 46% +
________________________________________
Ledge Rolling Distance (0-99%) - ranks how far each character rolls when you're hanging on a ledge and you press R or L to roll.
1) DK
2) Ganondorf
3) Zelda
4) Bowser
5) Captain Falcon
6) Peach
7) Mewtwo
8) Falco
9) Luigi
10) Ness
11) Samus
12) Marth
13) Jigglypuff
14) Link
15) Kirby
16) Pikachu
17) Sheik
18) Roy
19) Ice Climbers
20) Mr. Game & Watch
21) Fox
22-23) Dr. Mario / Mario
24) Yoshi
25) Young Link
26) Pichu
________________________________________
Ledge Rolling Distance (100-999%)
1) DK
2) Ganondorf
3) Captain Falcon
4) Zelda
5) Samus
6) Mewtwo
7) Peach
8) Ness
9) Bowser
10) Falco
11) Marth
12) Link
13) Luigi
14) Jigglypuff
15) Pikachu
16) Kirby
17) Roy
18) Ice Climbers
19) Sheik
20) Fox
21-22) Dr. Mario / Mario
23) Yoshi
24) Young Link
25) Mr. Game & Watch
26) Pichu
________________________________________
Ledge Attack Horizontal Range (0-99%) - shows the horizontal range of each character's hanging-on-a-ledge attack.
1) Bowser
2) DK
3) Falco
4) Fox
5) Ganondorf
6) Captain Falcon
7) Yoshi
8) Mewtwo
9) Sheik
10) Zelda
11) Kirby
12) Samus
13) Link
14) Luigi
15) Marth
16) Jigglypuff
17) Roy
18-19) Dr. Mario / Mario
20) Ice Climbers
21) Young Link
22-24) Ness / Peach / Pikachu
25) Mr. Game & Watch
26) Pichu
________________________________________
Ledge Attack Horizontal Range (100-999%)
1) DK
2) Link
3) Marth
4) Ganondorf
5) Yoshi
6) Roy
7) Captain Falcon
8) Samus
9-10) Jigglypuff / Peach
11) Kirby
12) Ice Climbers
13) Mewtwo
14) Luigi
15) Zelda
16) Young Link
17) Falco
18) Bowser
19-20) Dr. Mario / Mario
21) Fox
22) Sheik
23) Pikachu
24) Mr. Game & Watch
25) Ness
26) Pichu
________________________________________
Ledge Attack Power (0-99%) - shows the amount of damage each character's hanging-on-a-ledge attack does.
Group A
10%
Captain Falcon / Ganondorf / Samus
-
Group B
8%
Bowser / DK / Link / Mr. Game & Watch / Pichu / Pikachu / Sheik / Young Link
Group C
8% (6% at close-range)
Dr. Mario / Falco / Fox / Ice Climbers / Luigi / Mario / Marth / Mewtwo / Ness / Roy
-
Group D
6%
Jigglypuff / Kirby / Peach / Yoshi / Zelda
________________________________________
Ledge Attack Power (100-999%)
Group A
12%
Yoshi
-
Group B
10%
Bowser / DK / Dr. Mario / Luigi / Mario / Mewtwo / Ness / Samus
Group C
10% (8% at close range)
Ice Climbers / Peach / Zelda
-
Group D
8%
Captain Falcon / Falco / Fox / Ganondorf / Link / Mr. Game & Watch / Young Link
Group E
8% (6% close range)
Marth / Roy / Sheik
-
Group F
6%
Jigglypuff / Kirby / Pichu / Pikachu
________________________________________
Horizontal Aerial Moving Speed
1) Jigglypuff
2-3) Mewtwo / Yoshi
4) Captain Falcon
5) Peach
6-7) Link / Young Link
8-9) DK / Mr. Game & Watch
10) Zelda
11) Ness
12-14) Dr. Mario / Marth / Roy
15) Samus
16) Mario
17-18) Pichu / Pikachu
19) Sheik
20) Bowser
21-22) Ganondorf / Kirby
23) Ice Climbers
24) Luigi
25-26) Falco / Fox
________________________________________
Horizontal Aerial Falling Distance - shows how far a character can move in the air over a certain amount of distance. It can be technically calculated with the formula: Horizontal Aerial Moving Speed <divided by> Falling Speed, but since we can't measure that in exact numbers, I had to do it by testing it with every character.
1) Jigglypuff
2) Mewtwo
3) Peach
4) Zelda
5-6) Samus / Yoshi
7) Mr. Game & Watch
8) Dr. Mario
9) Ness
10) Mario
11) Kirby
12-13) Link / Young Link
14-16) Ice Climbers / Pichu / Pikachu
17) Luigi
18-20) Bowser / DK / Marth
21) Ganondorf
22-23) Captain Falcon / Roy
24) Sheik
25) Fox
26) Falco
________________________________________
Super Scope Shooting Rapidness List - How many small shots (you can fire up to 48 small shots or 3 fully charged shots per super scope) you can fire over a certain period of time.
Group A
--One shot per every 6 frames
--10 shots per second
--Lasts 5-6 seconds if shot nonstop
--11 characters: Dr. Mario / Falco / Fox / Ice Climbers / Luigi / Mario / Ness / Peach / Sheik / Yoshi / Zelda
Group B
--One shot per every 7 frames
--8-9 shots per second (average is 8 and 4/7 shots)
--Lasts 6-7 seconds if shot nonstop
--12 characters: Bowser / Captain Falcon / DK / Ganondorf / Jigglypuff / Kirby / Link / Marth / Mewtwo / Roy / Samus / Young Link
-
Group C
--One shot per every 9 frames
--6-7 shots per second (average is 6 and 2/3 shots)
--Lasts 7-8 seconds if shot nonstop
--2 characters: Pichu / Pikachu
Group D
--One shot per every 10 frames
--6 shots per second
--Lasts 8 seconds if shot nonstop
--1 character: Mr. Game & Watch
________________________________________
Rapid Attack Speed
***4 frames apart in Rapid A - Kirby / Pichu & Pikachu
-----15 hits per second (at fastest possible)
-----1st headbutt hits on frame 2, and each headbutt lasts for 2 frames in "hit-frames", which are frames in which it hurts an opponent if they touch it during that time
***6 frames apart in Rapid A - Sheik
-----10 punches per second
***7 frames apart in Rapid Tilt-Down-A - Ness
-----8.571428 kicks per second at fastest possible
-----1st kick hits on frame 3
***7 frames apart in Rapid A - Link / Young Link
-----8.571428 stabs per second
***7 frames apart in Rapid A (last hit to first hit is 8 frames apart) between a set of 5 kicks - Falco / Fox
-----Total time until set of hits repeats - 36 frames (0.6 seconds)
-----Average speed - 8.333333 hits per second
***7 frames apart in Rapid A (last hit to first hit is 10 frames apart) between a set of 7 hits - Mewtwo
-----Total time until set of hits repeats - 52 frames (0.866666 seconds)
-----Average speed = 8.076923 shots per second
***9-10 frames apart in Rapid A (with Bunny Hood) - Marth
-----1st hit to 2nd hit - 10 frames apart
-----2nd hit to 1st hit - 9 frames apart
-----Also: All Bunny Hood does is VERY VERY SLIGHTLY more than double the speed of Marth's Rapid A attack by reducing EXACTLY 10 frames off of the lag after each Rapid A hit IN SUCCESSION to one another. So if you press A once with the Bunny Hood, and some other time you pressed A without the Bunny Hood, they would both be the same exact speed, but if you pressed A 2 or more times in succession (in a row), the 2 or more slashes right after each other would be very close together in time, one right after another with almost no lag what-so-ever)
***10 frames apart in Rapid A (last hit to first hit is 19 frames apart) between a set of 7 hits - Mr. Game & Watch
-----Total time until set of hits repeats - 79 frames (1.3166666 seconds)
-----Average speed = 5.3164556962025 hits per second
***10 frames apart in Rapid B - Fox's Blaster
-----6 shots per second
-----1st shot takes 12 frames to start
-----10 frames apart in each Blaster shot in air, even for the first shot
***16 frames apart in Rapid B (in air) - Falco's Blaster
-----1st shot takes 13 frames
***19-20 frames apart in Rapid A - Marth
-----1st hit to 2nd hit - 20 frames
-----2nd hit to 1st hit - 19 frames
-----Starting Time for A attack - 4 frames
-----Starting Time for 2nd A attack - 6 frames
-----Total Time for A attack - 27 frames
-----Total time for 2nd A attack alone - 28 frames
-----Total Time for A, A - 47 frames
-----Total Time for A, A, A - 66 frames
***24 frames apart in Rapid B - Falco's Blaster
-----1st shot takes 23 frames
________________________________________
Really High Combo in Training Mode (really easy to do)
---Training Mode.
---Hyrule Temple.
---Player 1 Link or Young Link, Player 2 Bowser.
---Put Bowser as Human.
---Right under Player 1's position, on that little ledge right around the left side entrance of the tunnel, put Link on the RIGHT side of that small platform.
---Put Bowser on the left side of that same small platform, up against the wall.
---Put Speed in 1/2 or 1/4 to make this easier on your fingers if you're not super-finger-endurance-strong (at least put it on 1/2 speed).
---With Link, just do Rapid A until Bowser gets knocked away (which will take quite a while). You can get quite a few hundred hits in before Bowser escapes, and get a "good" Training Mode Combo score with ease.
--------------------------------------------------
INFINITE Combo in Training Mode
---Training Mode.
---Hyrule Temple.
---Player 1 Mewtwo, Player 2 Bowser.
---Put Bowser as Human.
---In the Middle of the course, go to pillar-like thing (a tad right of your respawn point from when you die) up against the right side wall, go there with Mewtwo and Bowser.
---Bowser should be up against the left side of that pillar near the beginning of the entrance to the "cave of immortality" (with wall/ground/ceiling techs is why it got that name from smashboards.com ).
---Mewtwo should be just next to Bowser on Bowser's left side, and both Bowser AND Mewtwo should be FACING left.
---Put Speed on 1/4.
---With Mewtwo, charge his Shadow Ball, which should hit Bowser, and while doing that, with Bowser, hold downwards so that Directional Influence will make Mewtwo hit Bowser with Shadow Ball over and over again.
---Every 30% or so that Bowser receives pause and unpause the game, so that Bowser's damage resets and he NEVER gets knocked away. Repeat this pattern and you can hit Bowser forever (until 32,767 combo hits, which is the highest number Training Mode will go up to).
________________________________________
Grabbing Range (relative approximations)
1) Samus
2) Link
3) Young Link
4) Marth
5) Roy
6) Yoshi
7) Kirby
8) Sheik
9) Zelda
10) Falco
11) Jigglypuff
12) Mewtwo
13) Peach
14) Fox
15) Luigi
16) DK
17) Ice Climbers
18) Mr. Game & Watch
19) Ganondorf
20) Captain Falcon
21-22) Dr. Mario / Mario
23) Bowser
24) Pichu
25) Ness
26) Pikachu
Credits: MaskedMarth and myself for making this list
________________________________________
Grabbing Power - measures how much % the victim of a grab (or grab related move) receives when he or she escapes a grab from another character hitting the character that has you grabbed. For example, let's use the characters Roy, Sheik and Marth. Sheik grabs Marth, then Roy hits Sheik with an uncharged forward smash. Sheik receives 20% from the smash, but Marth receives a certain amount (usually 2% and 6%) of damage from the release of the grab from someone (Roy in this case) hitting Sheik, who was the grabber. In this case, Marth loses 6% because Sheik has a grabbing power of 6%. I also would like to tell you that usually a victim of a grab receives 3% damage if he/she escapes a throw from someone else hitting the foe that grabbed you.
-
10% - DK's Carry move (if the victim escapes DK's hand's while he's carrying the other character, then BOTH characters receive 10%
-
6% - normal grabs (Z) from the following characters: Bowser / Ice Climbers / Jigglypuff / Kirby / Peach / Sheik / Zelda
6% - Captain Falcon and Ganondorf's Up B move if another character hits Ganondorf or Captain Falcon, which helps you escape while the move is still in effect (before the explosion or whatever from their Up B moves.
-
5% - Boswer's Forward B (Koopa Claw, when Bowser has the enemy in his hands)
5% - Kirby's B (Swallow) (when someone attacks Kirby when you're in his mouth, you receive 5% or the % done from the attack that freed you)
5% - Mewtwo's Forward B (Confusion, when victim character is still spinning)
-
4% - Yoshi's B (Egg Drop) when you're in Yoshi's mouth (not from Yoshi's grab with Z).
-
3% - getting freed from most throws.
-
2% - everyone else's grab power is 2%.
-
________________________________________
Grabbing Speed
Bowser
Grab - 9 frames / Total Time - 40 frames
Dash Grab - 10 frames / Total Time - 50 frames
Forward B - 16 frames / Total Time - 59 frames
Captain Falcon
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Up B - 13 frames starting time
Dr. Mario
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
DK
Grab - 8 frames / Total Time - 30 frames
Dash Grab - 10 frames / Total Time - 50 frames
Falco
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 12 frames / Total Time - 40 frames
Fox
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 12 frames / Total Time - 40 frames
Ganondorf
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Up B - 13 frames starting time
Ice Climbers
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 7 frames / Total Time - 40 frames
Jigglypuff
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Kirby
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Link
Grab - 11 frames / Total Time - 85 frames
Dash Grab - 12 frames / Total Time - 94 frames
Luigi
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Mario
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Marth
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 10 frames / Total Time - 40 frames
Mewtwo
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 9 frames / Total Time - 40 frames
Mr. Game & Watch
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Ness
Grab - 8 frames / Total Time - 30 frames
Dash Grab - 10 frames / Total Time - 40 frames
Peach
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 7 frames / Total Time - 40 frames
Pichu
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Pikachu
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Roy
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 10 frames / Total Time - 40 frames
Samus
Grab - 18 frames / Total Time - 94 frames
Dash Grab - 18 frames / Total Time - 74 frames
Sheik
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 8 frames / Total Time - 40 frames
Yoshi
Grab - 18 frames / Total Time - 79 frames
Dash Grab - 12 frames / Total Time - 70 frames
Young Link
Grab - 11 frames / Total Time - 85 frames
Dash Grab - 14 frames / Total Time - 94 frames
Zelda
Grab - 12 frames / Total Time - 30 frames
Dash Grab - 12 frames / Total Time - 40 frames
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Grab + Attack Starting Speed
-
-
3 frames - Pichu / Pikachu
-
5 frames - Captain Falcon / Falco / Fox / Ganondorf
-
7 frames - Marth / Roy / Zelda
-
-
10 frames - Bowser / DK / Kirby / Link / Samus / Sheik / Yoshi / Young Link
11 frames - Jigglypuff
12 frames - Mewtwo
13 frames - Ice Climbers(1) / Mr. Game & Watch
14 frames - Peach
-
16 frames - Ness
17 frames - Dr. Mario / Luigi / Mario
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Taunt Total Time - measures how long each characters taunt is in frames. For example, if a taunt has a time of 100 frames, then it means that it lasts for 1 2/3 or 1.66666..... seconds and you can block or attack on the 101st frame, since that's the frame after the last frame that the taunt is being used at. Here's the list, from longest to slowest (not that it really matters how long a taunt is).
1) Young Link - 200 frames, or 3.33333 seconds
2) Mario - 180 frames, or 3 seconds
3) Bowser - 140 frames, or 2.33333 seconds
4-5) Mewtwo / Roy - 120 frames, or 2 seconds
6) Falco - 115 frames, or 1.9166666 seconds
7) Fox - 110 frames, or 1.833333 seconds
8-11) Ganondorf / Jigglypuff / Link / Sheik - 100 frames, or 1.66666 seconds
12) Marth - 93 frames, or 1.55 seconds
13) Zelda - 90 frames, or 1.5 seconds
14-15) Dr. Mario / Peach - 85 frames, or 1.4166666 seconds
16-17) Luigi* / Samus - 70 frames, or 1.166666 seconds
18) Yoshi** - 67 frames, or 1.1166666 seconds
19-26) Captain Falcon / DK / Ice Climbers / Kirby / Mr. Game & Watch / Ness / Pichu***(same length of time regardless of which direction Pichu is facing, meaning it's the same length in both taunts) / Pikachu*** - 60 frames, or 1 second
* - Luigi's 1% Taunt Kick, hits on frame 46, or after 0.766666 seconds
** - Yoshi's taunt actually lasts for 80 frames, but you can block after frame 67
*** - Pikachu and Pichu's taunt actually lasts for 90 frames like with Zelda, but you can block after frame 60 so I counted it as 60
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Projectile Moving Speed - ranks the HORIZONTAL moving speed that projectiles travel, from fastest to slowest. (Note, Pikachu/Pichu's Thunder and Master Hand's finger-laser-beams aren't techincally projectiles, and just in case you're curious, Pikachu/Pichu's Thunder (Down B) move travels at the same speed as Kirby's Rock move)
---Great Fox's "Yellow-Lasers-of-Death"
---Master Hand's Bullets
1) Fox's Blaster
---Staryu's star shots (Water Gun? Swift?)
2-3) Falco's Blaster / Link's Arrows / (Ray Gun Blasts)
---Fully Charged Super Scope
4-5) Sheik's Needles / Young Link's Fire Arrows
---Star Rod Stars (smash attack)
---Star Fox's (and Star Wolf's) Ships' Lasers
6-7) Samus's Fully Charged Charge Shot / Zelda's Din's Fire (at top speed, not counting explosion time, only measuring top speed of actual floating fireball) / (Blastiose's Hydro Pump) / (Chikorita's Razor Leaf)
---Star Rod Stars (tilt attack)
8-11) Kirby's Final Cutter / Link's Boomerang / Yoshi's Eggs (Egg Throw, Up B) / Young Link's Boomerang
12) Samus's Straight Missiles / (Small Super Scope Shots)
13-14) Ness's PK Fire (it has the same horizontal speed when shot at angle in air as on the ground) / Ness's PK Thunder
15-18) Link's Bombs (being smash thrown) / Mewtwo's Fully Charged Shadow Ball (average speed) / Peach's Turnips (being smash thrown) / Young Link's Bombs (being smash thrown)
19) Mewtwo's Small Shadow Ball (average speed)
20) Bowser's Fire Breath / (Fire Flower Flames) / (Cyndaquil's Flames) / (Charizard's Flames)
21-25) Ice Climber's Blizzard / Ice Climbers Ice Shot / Pichu's Thunder Jolt / Pikachu's Thunder Jolt / Samus's Small Charge Shot
26) Samus's Homing Missile (TILT Forward B) / (Mario's Fireball in air) / (Birdo's Egg's, when shot from Birdo's mouth, NOT when caught and thrown)
27) Mario's Fireball (on ground)
28) Mr. Game & Watch's Sausages (at it's longest distance) / (Dr. Mario's Megavitamins in air)
29) Dr. Mario's Megavitamins (on ground)
30-32) Luigi's Fireball / Pichu's Thunder Jolt in air / Pikachu's Thunder Jolt in air
33) Ness's PK Flash
34) Mr. Game & Watch's Sausages (shortest distance, and BTW, in case you're curious, there are EXACTLY 5 distances in which Mr. Game & Watch can throw his sausages, and the same single distance NEVER occurs twice IN SUCCESSION, but other than that they are random)
_____________________________________
Projectile Lasting Time (in frames) - shows how long each projectile lasts. Also it shows the starting time of the moves and a little other related data about them.
Mewtwo Disable - 7 frames (0.1166666 sec)
---Starts on frame 15 (total time = 39 frames)
Ness's PK Fire - 20* (0.33333 sec)
---Starts on frame 20
---Burning lasts 101 frames (1.6833333 sec)
Bowser's Fire Breath (1st flame only) - 21 frames (0.35 sec)
---Starts on frame 23
---Starts on frame 2 when shot in air and you land on the ground
---Each flame is 3 frames apart, and they gradually grow shorter by the second as it's used
Kirby's Final Cutter - 25 (0.4166666 sec)
---1st hit - frame 23 (same as Falco's 1st Blaster shot)
---2nd hit - frame 47 (same as Falco's 1st + 2nd Blaster shot)
---3rd hit - frame 58 (starting time of shot)
Sheik's Needles - 30 (0.5 sec)
---Starts on frame 11
---Starts on frame 4 when shot while charging it
---Every 18 frames you get another Needle while charging it
---Each Needle in succession (when shot after being charged) is 3 frames apart from each other
Fox's Blaster - 34 (0.566666 sec)
---Starts on frame 12 for the first shot on the ground (every other shot is 10 frames apart)
---10 frames to shoot in air (every air shot)
Luigi's Fireball - 50 (0.833333 sec)
---Starts on frame 17
Ice Climber's Blizzard - 51 (0.85 sec)
---Starts on frame 16
---9 hits, 5 frames apart each; each hit however, lasts 11 frames
Yoshi's Egg Throw - 55 (0.9166666 sec)
---Starts on frame 18
---Explosion lasts 3 frames
Young Link's Arrows - 55 (0.9166666 sec)
---Starts on frame 14 if you tap B
---Starts instantly (1 frame) when shot while charging it
---If shot from/on flat ground it lasts for only 23 frames
---Takes 46 frames to fully charge
Link's Arrows - 60 (1 sec)
---Starts on frame 18 if you tap B
---Starts instantly (1 frame) when shot while charging it
---If shot from/on flat ground it lasts for only 29 frames
---Takes 60 frames to fully charge
Super Scope - 50-60 frames (0.833333-1 sec)
---Uncharged Shots lasts 50 frames
---Fully Charged Shots lasts 60 frames
---Starts in 4 frames when shot while charging it
---Fully Charged Shots starts on frame 104 (for every character)
Ice Climber's (1) Ice Shot - 61 (1.0166666 sec)
---Hammer lasts frames 15-20
---Ice Shot starts on frame 17
---Ice APPEARS on frame 7 +
Samus's Charge Shot - 69 (1.15 sec)
---Starts on frame 15
---Starts in 2 frames when shot while charging it
---Every 17 frames Charge Shot grows 1 level bigger in size/power; takes 2 seconds to fully charge
Mewtwo's Shadow Ball - 69 (1.15 sec)
---Starts on frame 26
---Starts in 9 frames when shot while charging it
---When Mewtwo is holding Shadow Ball it hurts other characters if they touch it on frame 18 +
---Explosion lasts 5 frames (if it hits a wall it makes an explosion)
---Every 17 frames Shadow Ball grows 1 level bigger in size/power; takes 2 seconds to fully charge
---Fully charged on frame 137 (2.2833333 sec) (same as Marth's fully charged Shield Breaker starting time)
Zelda's Din Fire - 34-72 (0.566666-1.2 sec)
---Explosion Starting Time (short range) is frames 60-62 (takes 1 sec to start)
---Explosion Starting Time (long range) is frames 98-100 (takes 1.633333 sec to start)
---If you start it and it hits a wall instantly, it can start as soon as frame 34
---If Zelda is hit on frame 12 of the move, then the fireball comes out of her but never explodes
---If Zelda is hit frame 26 + of the move, then the fireball comes out of her and explodes on frame 98. This (frame 26) is the TRUE starting time of Din's Fire, or at least what I'm counting as it's starting time
---Starts in 23 frames if you release B while the fireball is moving in the air
---Explosion lasts for 3 frames
Samus's Bombs - 73 (74-90 w/ explosion) (1.2166666 sec)
---Starts on frame 10
---Explosion lasts 17 frames (0.2833333 sec)
Mario's Fireball - 75 (1.25 sec)
---Starts on frame 14
Dr. Mario's Megavitamin - 75 (1.25 sec)
---Starts on frame 14
Samus's Straight Missile - 76 (1.266666 sec)
---Starts on frame 22
---Starts on frame 15 in air
Mr. Game & Watch's Sausages - 80 (1.33333 sec)
---Starts on frame 18 (every other shot is 17-32 frames apart)**
---There are 5 different ranges Sausage can go, and when shot from flat ground here is how long each lasts:
--Close - 59
--Middle/Close - 63 (+4)
--Middle - 67 (+4)
--Middle/Far - 72 (+5)
--Far - 76 (+4)
Falco's Blaster - 99 (1.65 sec)
---Starts on frame 23 for the first shot on the ground (every other shot is 24 frames apart)
---Starts on frame 13 for the first shot in the air (every other aerial shot is 16 frames apart)
Pichu/Pikachu's Thunder Jolt - 99 (1.65 sec)
---Starts on frame 18
Ness's PK Flash - 19-108 (0.3166666-1.8 sec)
---Explosion Starting Time (short range) is frames 64-80 (takes 1.066666 sec to start)
---Explosion Starting Time (long range) is frames 153-169 (takes 2.55 sec to start)
---If Ness is hit on frame 16 of the move, then the PK Flash comes out of him but never explodes
---If Ness is hit frame 45 + of the move, then the PK Flash comes out of him and explodes on frame 64 (unless he didn't release B before he got struck). This (frame 45) is the TRUE starting time of PK Flash, or at least what I'm counting as it's starting time
---Starts in 20 frames if you release B while the PK Flash is moving in the air
---Explosion lasts for 14 frames
Samus's Homing Missile - 111 (1.85 sec)
---Starts on frame 22
---Starts on frame 24 in air
Ness's PK Thunder - 119 (1.9833333 sec)
---Starts on frame 20
Peach's Turnips - 140 (2.33333 sec)
Link/Young Link's Boomerang Tilt Throw (or aerial throw) - 141 (2.35 sec)
---Starting Time 27 frames
---If standing on one spot when Smash thrown, Young Link's Boomerang lasts 77 frames before coming back to him (1.2833333 sec)
---If standing on one spot when Smash thrown, Link's Boomerang lasts 94 frames before coming back to him (1.566666 sec)
Link's Boomerang Smash Throw (on ground) - 171 (2.85 sec)
---Starting Time 27 frames
---If standing on one spot when Smash thrown, Boomerang lasts 124 frames before coming back to him (2.066666 sec)
Young Link's Boomerang Smash Throw (on ground) - 181 (3.0166666 sec)
---Starting Time 27 frames
---If standing on one spot when Smash thrown, Young Link's Boomerang lasts 116 frames before coming back to him (1.933333 sec)
Link/Young Link's Bombs*** - 277, explosion lasts 278-282 for Link and 278-285 for Young Link (4.6166666 sec BEFORE exploding)
Link/Young Link's Bombs*** - 301, explosion lasts 302-306 for Link and 302-309 for Young Link (5.0166666 sec BEFORE exploding)
http://clashtournaments.com/?p=637#60
!@!@!@!@!@!@!@!@!@!@!!!!!@!@!@@@!@@@!@!
^ Go here for the Database!!!
http://members.aol.com/oovideogamegodoo/myhomepage/profile.html go there for the FULL list
Note: a FRAME is 1/60 of a second (in this game at least, as are most video games)
---All fully charged smashes lasts for 60 frames, or EXACTLY one second longer than it would normally
---Invincibility (when you come off the 'respawn cloud' after each death) lasts for exactly 120 frames (EXACTLY 2 seconds)
---Your Shield (when L/R is held down completely) lasts 215 frames before breaking [on frame 216] which means it breaks in 3.6 seconds (Yoshi's Egg Shield lasts 1 frame longer than usual)
---Your Shield (when L/R is held lightly or Z is held down) lasts 1,819 frames before breaking [on frame 1820] which means it breaks in 30.333 seconds (Yoshi's Egg Shield lasts 1 frame longer than usual) so it lasts approximately 8.46 times longer than your normal shield.
---Nana's reaction time to Popo's (the two Ice Climbers) movements and actions are EXACTLY 6 frames after Popo (Popo = blue, boy, human, leader Ice Climber), or 0.1 or 1/10 of a second.
---There is a 11 frame (or more depending on your pause-unpause hand speed and timing) lag between the time that you can pause, unpause and then pause the game again.
---There is a 37 frame difference (0.61666 sec) between dying at the front of the stage and in the background (when you get KO'd at the top of the stage)
Here's some common frames to seconds conversions:
60 frames = 1 second
30 frames = 1/2 second
20 frames = 1/3 second
15 frames = 1/4 second
12 frames = 1/5 second
10 frames = 1/6 second
etc. etc. etc.
Table of Contents (very much needed here; 60+ lists)
---Rules of Priority
---Attack Power Deterioration
---Dodge Ratings
---Air Dodge Ratings
---Roll Ratings
---Rolling Distance
---Characters that can Wall Jump
---Clobbering Item Attack Starting Speed
---Items that can/can't be throw fast
---Items that can/can't be throw far
---Item throwing Power (and Distance, sort of)
---Item throwing Speed
---Fire Flower/Ray Gun [Starting] Speed
---Home Run Contest Data (how far sandbag gets knocked, in feet, by the Home Run Bat, at each damage % around up to 200%, at each part of the bat measured from the center of the platform where sandbag starts at)
---HR Bat Smash [Starting] Speed
---Stopping Speed (While Running)
---Turning Speed (While Running)
---Jigglypuff Sing (and other "put-to-sleep" moves) Escape Speed Formula
---Mewtwo Disable Escape Speed Formula
---DK Forward B Escape Speed Formula
---DK Carry Move Escape Speed Formula
---Grab Escape Speed Formula
---All the Fire Attacks in the game
---Glitch: Ice Climbers On Fire
---Weight Ratings (exact amounts)
---Item Pick-Up speeds
---Barrel/Crate Pick-Up Speeds
---Barrel/Crate Carrying (Walking) Speed
---Walking Speed
---Running Speed
---Average Falling Speed
---Falling Speed
---Fast-Fall Falling Speed Ratings (accurate to within 0.5%)
---Kirby's B Move (Vacuum) Spit Out Power with each character
---Yoshi's Egg Size List (size of eggs which characters are in when Yoshi swallows them with his B attack)
---Shield Size List
---Shield Release Recovery Time
---Ducking Ability
---Wavedash List (Traction)
---Jumping Speed (starting time from ground)
---Recovery time from Landing from a Jump
---1st Jump Jumping Height
---2nd Jump Jumping Height
---Total Jumping Height
---Short Jump Jumping Height
---Special Trick: How to Fly
---Ledge Rolling Distance (0-99%)
---Ledge Rolling Distance (100-999%)
---Ledge Attack Horizontal Range (0-99%)
---Ledge Attack Horizontal Range (100-999%)
---Ledge Attack Power (0-99%)
---Ledge Attack Power (100-999%)
---Horizontal Aerial Moving Speed
---Horizontal Aerial Falling Distance
---Super Scope Shooting Rapidness Speed (the amount of shots per second that are fired with each character)
---Rapid Attack Speed
---Super High [Training Mode] Combos
---Grabbing Range (made by MaskedMarth and me)
---Grabbing Power
---Grabbing Speed
---Grab + Attack Starting Speed
---Taunt [Total] Time (how long each taunt lasts)
---Projectile Moving Speed
---Projectile Lasting Time (and starting time)
more on my site
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Rules of Priority
1st off, there's more information here (posts 10 and 13 from me): http://smashboards.com/showthread.php?s=&postid=543627#post543627
The rules of priority, which is when 2 attacks hit each other at the same time (same frame) and the one with more priority overwrites the other attack, are the following things. Also, priority can mean when 2 or more characters do some certain task, like picking up an item or hitting a character, which one overwrites the other and gets the task done. It always follows the pattern of:
Player 1 > Player 2 > Player 3 > Player 4
So basically it's like this...
Player 1 has a very slight advantage over Players 2, 3, and 4.
Player 2 has an advantage over Player 3 and Player 4.
Player 3 has an advantage over Player 4.
Player 4 doesn't have an advantage over anyone.
---Yes it's an automatic unfair advantage, so don't complain to me about it; it's not like I can really do anything about it.
Priority Rules 2-6 follow this order.
1) Attacks like Mewtwo's Confusion (forward or back B) and EVERY type of grab & throw move (and Jigglypuff's Down B move, since it's very strong and makes you invincible for the 1st 26 frames out of the 249 frames or 4.15 seconds the move [animation] lasts) has more priority than any other attack, and will ALWAYS overwrite the other attack (for the exception of Priority Rule #2). If 2 attacks, say a regular grab and Bowser's fully charged forward A smash, hit at the same frame, then the grab will over-prioritize the smash, because grabs have more priority than regular smashes. But, if a weak attack, like the 1st hit in Sheik's forward smash, and a more powerful hit, like Falco's forward A smash (even Fox's forward A smash would work in this case), hit at the same time, Falco/Fox's smash would over-prioritize Sheik's smash, because it's more powerful. If it was a very close match, like Mario and Luigi's down smash at the same time, they'd simply cancel each other out. That's because as long as the 2 attacks are RELATIVELY the same strength (to a certain level of closeness in power, at which the exact level of which that is unknown), then the 2 attacks will cancel each other out. If they cancel each other out, then the weaker of the 2 attacks (in terms of DAMAGE power, NOT knocking power) will have less lag, or less recovery time than the stronger move that it canceled out with. However, if at least one of the attacks is an AERIAL attack, then it will either over-prioritize the other attack, or it will (99% of the time) hit the other attack and both characters will receive damage.
2) This is the order in which attacks like Mewtwo's Confusion and Grabs will over-prioritize each other (since 2 character's can't grab each at the same time, and two characters can't be hit in Confusion at the same time).
Player 1 > Player 2 > Player 3 > Player 4
So as you see, regardless who the character is, and regardless if it's a human player or a computer controlled player, if two characters hit each other with Confusion or any type of grab at the SAME EXACT FRAME, then the Player that's player 1, or the player that's closer to being player 1, will over-prioritize the player(s) who has a lower number than him/her. For example, if Player 1 and 3 grab each other, and player 2 and 4 grab each other, Player 1 will over-prioritize and grab player 3, and player 2 will over-prioritize and grab player 4, because player 1 is closer to being player 1 than player 3 is (in this case, player 1 IS player 1) and player 2 is closer to being player 1 than player 4 is, so they're over-prioritize the other character for this reason. Therefore, we can conclude that player 1, and in melees, characters that are closer to being player 1, have a VERY VERY SLIGHT advantage over the other characters.
3) A lot like the 2nd rule of priority, this simply shows that in this order
Player 1 > Player 2 > Player 3 > Player 4
If two characters hit a 3rd character at the same time WITH THE SAME STRENGTH OF AN ATTACK(stronger ALWAYS goes over weaker), then player 1, or the attacking character that's closer to being player 1, will knock the character the way that it would normally hit it. For example, Player 1 is on the left side of the victim character. Player 2 is on the right of the victim character. Both characters do a move, say a forward smash, which would normally knock the character forward (really up-forward). They do the move at the same time. Well, since player 1 has more priority than player 2, and since player 2 is standing on the left side of the character, and the attack they did would knock the victim character forward (to the right), player 1 would get the hit and would knock the character to the right. So player 1, and characters closer to being player 1 (in this case it IS player 1), have a better chance of getting credit for kills(slightly).
4) During a sudden death match, In this same order as rule #2 and #3
Player 1 > Player 2 > Player 3 > Player 4
If on a sudden death match, 2 or more characters die at the same EXACT frame, then the Player 1, or players closer to being player 1, will win the match, because there are no sudden death matches for draws if you die DURING a sudden death match. There has to be a winner in a Sudden Death Match, so it goes in numerical order.
5) If 2 or more characters try to pick up any item(including barrels, crates and party balls) on the ground at the same time (speed [NOT priority]) varies with each character, as shown on some of my other lists on my homepage here) then:
Player 1 > Player 2 > Player 3 > Player 4
Giving Player 1 a slight edge over the competition when picking up items, Player 2 a slight edge over Player 3 and 4, and Player 3 a slight advantage over Player 4.
6) If 2 or more characters land in the same EXACT spot (on the ground of course), then Player 1, or the player closer to being Player 1, will always go to the LEFT side (since the players can't stay INSIDE of each other, at least not on the ground) (please no jokes about characters being "inside" Yoshi or Kirby, haha..no).
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Attack Power Deterioration - shows how much weaker consecutive hits are, and how much Giant Melee, Tiny Melee, Super Mushrooms and Poison Mushrooms affect attack power. Notice the pattern I found: 100 - 9 = 91; 91 - 8 = 83; 83 - 7 = 76, etc. etc. etc.
Hits in a row - % of max power
1 - 100%
2 - 91%
3 - 83%
4 - 76%
5 - 70%
6 - 65%
7 - 61%
8 - 58%
9 - 56%
10 or more - 55%
--Giant Melee = 120%
--Super Mushroom = 120%
--Poison Mushroom = 87.5%
--Tiny Melee = 83.75%
--Giant Melee + Super Mushroom = 142.5% (Super Mushroom X 1.875)
--Giant Melee + Poison Mushroom = 97.5% (Poison Mushroom X 0.8125)
--Tiny Melee + Super Mushroom = 90.75% (Super Mushroom X 1.08358)
--Tiny Melee + Poison Mushroom = 79.375% (Poison Mushroom X 0.94776)
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Dodge Ratings - Here's a list I made of everyone's dodge ratings, statistically proven with frames counts on the frames of the dodge that you're ALWAYS invincible to ALL attacks. The number on the left half of the fraction is the amount of frames you're actually dodging (in other words, how many frames you're invincible and can't be harmed) while the number on the right half of the fraction is the total time that the dodge lasts. The percent of the dodge that you're ALWAYS invincible is written in a percent, and a ..... means it's a repeating decimal. Note: almost all of the dodges start on frame 2, so in other words, for most of the dodges when you start them, you can only be hit the FIRST frame of the dodge. Some characters, like Captain Falcon and Zelda, start their invincible part of the dodge on the 3rd frame, and Bowser starts his on the 4th frame. Note that for 99% of attacks, Zelda is invincible for the 2nd frame + (but certain explosion moves can hit her on the 3rd frame of the move so it still counts as starting it on the 3rd frame)
---Go here for more information about dodging: http://smashboards.com/showthread.php?s=&postid=493089#post493089
63.6363.....% or 14/22 - Dr. Mario / Falco / Fox / Kirby / Link / Luigi / Mario / Pichu / Pikachu / Samus / Sheik / Yoshi / Young Link
62.962962.....% or 17/27 - Ice Climbers / Marth / Ness / Peach / Roy
59.459459.....% or 22/37 - DK
59.375% or 19/32 - Ganondorf
56.25% or 18/32 - Captain Falcon / Zelda
54.054054.....% or 20/37 - Mewtwo
51.88888.....% or 14/27 - Jigglypuff
50% or 21/42 - Bowser
34.375% or 11/32 - Mr. Game and Watch
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Air Dodge Ratings - measures the amount of frames you're ALWAYS invincible to ALL attacks when you dodge in air.
---Especially for projectile attacks, Peach/Zelda dodge them longer than anyone (and 1 frame earlier than normal too), then the next best is Marth/Roy, then Falco/Fox, and then a tie for worst/normal is for the rest of the characters, who don't dodge extra long for projectiles as for normal attacks(too bad for them).
Also note that there are other factors as well, which include the fact that certain characters, like Mewtwo for example, "recover" from his dodge extremely fast. What I mean by this is that after he finished his air dodge, he can grab the ledge(if he's next to one) almost right away, while other characters, like Zelda/Peach/Fox/Falco/etc.etc.etc. don't grab the ledge right away, so they can't use it for recovering off the stage as easily as Mewtwo can. There's also how long the air dodge keeps them in air, like how Zelda/Peach's is MUCH quicker than the other characters, as when those 2 princesses air dodge they fall back down to the ground almost right away (I bet you didn't know that Zelda's Air Dodge goes FARTHER/HIGHER than Zelda's aerial jump, which is really weird)
Group A
Starting time - 3 frames (vulnerable frames 1 and 2)
Total time invincible - 17 frames (frames 3-19)
2 characters: Peach/Zelda
Group B
Starting time - 3 frames
Total time invincible - 27 frames (frames 3-29)
1 character: Bowser
Group C
Starting time - 4 frames
Total Time invincible - 26 frames (frames 4-29)
23 characters: the rest of the characters
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Roll Ratings - measures how long a character is invincible during his/her roll, kind of like it is on the dodge ratings list, ranking a roll's rating by the percentage of the roll that you're invincible to ALL attack. (BTW, every decimal in the percentages are ALL repeating decimals, so I didn't bother to put a line over it or ..... to signify that it's a repeating decimal, because by coincidence ALL of the decimals are repeating decimals).
---Note, Samus's roll in SSBM Version 1.2 lasts 27 frames (4-30) instaed of 20 frames, so she's had quite an upgrade in her rolls since the game's release (according to SuperDoodleMan's Gameshark research with his copy of SSBM)
*Almost every roll has a starting time of 4 frames (so you can only be hit on frames 1, 2, and 3 but you're invincible to all attacks on frames 4, 5, 6 etc.)
***Jigglypuff's FORWARD roll has a quick starting time of 3 frames, but it has the same TOTAL TIME as her BACK roll because the FORWARD roll ends "invincible time" (near the end of the roll) 1 frame before her BACK roll does. Coincidentially the total time is the same though.
*****Bowser's roll has a slow starting time of 5 frames (can only be hit frames 1-4 but not 5, 6, 7, etc.)
Group A
20/35 or 57.142857%
---Marth's "BACK" Roll
---Roy's "BACK" Roll
Group B
16/31 or 51.612903225806451%
---Captain Falcon (Both Rolls)
---DK (Both Rolls)
---Dr. Mario (Both Rolls)
---Falco (Both Rolls)
---Fox (Both Rolls)
---Ganondorf (Both Rolls)
---Ice Climbers (Both Rolls)
---Kirby (Both Rolls)
---Luigi (Both Rolls)
---Mario (Both Rolls)
---Ness (Both Rolls)
---Peach (Both Rolls)
---Pichu (Both Rolls)
---Pikachu (Both Rolls)
---Sheik (Both Rolls)
---Zelda (Both Rolls)
Group C
18/37 or 48.648%
---Mewtwo's "FORWARD" Roll
Group D
16/33 or 48.48%
---Yoshi (Both Rolls)
Group E
16/34 or 47.0588235294117647%
---Jigglypuff (Both Rolls)***
Group F
16/35 or 45.714285%
---Marth's "FORWARD" Roll
---Mr. Game & Watch (Both Rolls)
---Roy's "FORWARD" Roll
Group G
20/44 or 45.45%
---Samus (Both Rolls)
Group H
16/37 or 43.243%
---Link (Both Rolls)
---Mewtwo's "BACK" Roll
---Young Link (Both Rolls)
Group I
16/39 or 41.025641%
---Bowser (Both Rolls)*****
________________________________________
Rolling Distance - shows overall rankings for how far each character rolls (average between Forward and Back rolls)
1) Mewtwo (by a long run)
2) Marth
3) Samus
4) Pichu
5) Sheik
6) Falco
7) Roy
8) Ganondorf
9) Luigi
10) DK
11) Link
12) Pikachu
13) Ice Climbers
14) Captain Falcon
15) Fox
16) Zelda
17-18) Dr. Mario / Mario
19) Jigglypuff
20) Ness
21) Kirby
22) Yoshi
23) Peach
24) Young Link
25) Mr. Game & Watch
26) Bowser
--------------------------------------------------
Forward Rolling Distance
1) Mewtwo
2) Marth
3) Sheik
4) Pichu
5) Samus
6) Falco
7) DK
8) Ganondorf
9) Roy
10) Luigi
11) Pikachu
12) Link
13) Ice Climbers
14) Captain Falcon
15) Fox
16) Zelda
17-18) Dr. Mario / Mario
19) Jigglypuff
20) Kirby
21) Yoshi
22) Peach
23) Ness
24) Bowser
25) Young Link
26) Mr. Game & Watch
--------------------------------------------------
Backwards Rolling Distance
1) Mewtwo
2) Marth
3) Samus
4) Falco
5) Pichu
6) Roy
7) Sheik
8) Ganondorf
9) Luigi
10) Link
11) Ness
12) DK
13) Ice Climbers
14) Captain Falcon
15) Fox
16) Pikachu
17-18) Dr. Mario / Mario
19) Jigglypuff
20) Zelda
21) Kirby
22) Yoshi
23) Peach
24) Young Link
25) Mr. Game & Watch
26) Bowser
________________________________________
Characters that can Wall Jump (listed in alphabetical order to make it easier to find which characters can wall jump; NOT ranking them by numbers)
1) Captain Falcon
2) Falco
3) Fox
4) Mario
---Peach****
5) Pichu
6) Samus
7) Sheik
8) Young Link
***Note 1 - as you wall jump continuously (without landing of course), you lose altitude/height with each jump after jump. After about 30 or so jumps(on average about), you start to LOSE altitude and instead of going up you begin to slowly go down.
****Note 2 - Peach with her Forward B move (Peach Bomber) can "wall jump" over and over again without ever falling or losing altitude, as long as you press forward B over and over again FAST and CONSTANTLY. You can actually move UPWARDS with this trick, but it's a very slow and long process, though it's a great trick to stall matches on courses like Fourside, as many characters can't get to you and you can use this to cheaply win timed matches that you're winning. Your opponent probably won't like it much though. Thanks to MBR (Melee Back Room in smashboards.com) for acquiring this information
________________________________________
Clobbering Item Attack Starting Speed
This shows how fast each character's A, tilt forward A, and dash A attacks are with the Beam Sword, Home Run Bat, Lip's Stick and Star Rod is (in starting speed and counting by frames)
***Note - The Parasol can be up to a maximum 3 frames faster than those 4 clobbering items listed, which the Fan can be up to 1-3 times normal speed (Pikachu with A with the Fan is only 1 frame, but PICHU WITH THE FAN is 2 frames, strangely enough. Also, Mewtwo's dash A with ANY clobbering item is ALWAYS 3 frames starting time)
Bowser
A - 9
tilt forward A - 19
dash A - 4
Captain Falcon
A - 6
tilt forward A - 6
dash A - 4
DK
A - 5
tilt forward A - 9
dash A - 4
Dr. Mario
A - 6
tilt forward A - 9
dash A - 4
Falco
A - 5
tilt forward A - 12
dash A - 6
Fox
A - 5
tilt forward A - 12
dash A - 6
Ganondorf
A - 6
tilt forward A - 6
dash A - 4
Ice Climbers
A - 7
tilt forward A - 10
dash A - 4
Jigglypuff
A - 6
tilt forward A - 9
dash A - 4
Kirby
A - 6
tilt forward A - 9
dash A - 4
Link
A - 8
tilt forward A - 14
dash A - 11
Luigi
A - 6
tilt forward A - 9
dash A - 4
Mario
A - 6
tilt forward A - 9
dash A - 4
Marth
A - 6
tilt forward A - 10
dash A - 8
Mewtwo
A - 8
tilt forward A - 13
dash A - 3
Mr. Game & Watch
A - 9
tilt forward A - 12
dash A - 15
Ness
A - 8
tilt forward A - 9
dash A - 4
Peach
A - 9
tilt forward A - 14
dash A - 2, then 14
Pichu
A - 3
tilt forward A - 8
dash A - 6
Pikachu
A - 3
tilt forward A - 8
dash A - 6
Roy
A - 6
tilt forward A - 10
dash A - 8
Samus
A - 6
tilt forward A - 10
dash A - 4
Sheik
A - 6
tilt forward A - 10
dash A - 12
Yoshi
A - 7
tilt forward A - 11
dash A - 11
Young Link
A - 8
tilt forward A - 14
dash A - 11
Zelda
A - 11
tilt forward A - 5
dash A - 2, then 14
________________________________________
Items that throw fast/slow - This will show which items can be thrown fast and which are thrown slowly(Group B is average, which by far the vast majority of items are).
Group A
Fan
Group B
every single item not mentioned
Group C
Ray Gun / Super Scope
Group D
Lip's Stick / Star Rod
________________________________________
Items that can/can't be thrown far - This will rank the items of SSBM according to how far they can be thrown UPWARDS.
1) Parasol
2) Screw Attack
3-6) Bob-omb / Capsules(containers) / Freezie / Green Shell
7-11) Beam Sword / HR Bat / Lip's Stick / Star Rod / Super Scope
12) Fan
13) Hammer Head
14) Ray Gun
15) Pokeball
16) Mr. Saturn
17) Red Shell
18) Fire Flower
---Peach's Turnips
19) Motion Sensor Bombs
---Link/Young Link's Bombs
20) Flipper
________________________________________
Item Throwing Power - measures how much power (damage done to victim) in which characters can throw items. Since every character but 5 of them have weaker than average power, and the rest have average/max. power, I'll just list the characters who throw weaker than average, from weakest to strongest. Oh, and when I say 3%, 2%, and 1%, that doesn't mean that percent less than normal power, that means all the attacks do 3, 2 or 1 DAMAGE less than normal damage done for each throw.
---IMPORTANT: This was tested with the Home Run Bat, and with some weaker items (in damage power, when thrown) don't make any damage power difference, because the damage amount isn't enough to make a difference, but overall, this list is highly accurate. ALSO, this list is APPROXIMATELY in a relatively same order as the item throwing power list(Pichu is worst), so I've decided to not do an item throwing distance list.
3% less than normal power - Pichu
2% less than normal power - Jigglypuff / Mr. Game & Watch / Zelda
1% less than average power - Ganondorf (he's SUPPOSED to be strong, yet he's got one of the weakest item throws in the game, lol, why would the programmers do something like that)
normal/average/maximum power - every other character
________________________________________
Item Throwing Speed - this shows how fast (in frames) characters throw items in each direction, the 4 cardinal directions in air and on the ground, and the throwing speed while running (Dash A). For the sake of arguing I used a Green Shell for this test, since it's easy to use for the test and has average throwing speed for an item, and for other items sometimes the "A" button can be replaced with the "Z" button. Also, this measures speed from the 1st frame in which characters throw the item, and NOT recovery time and NOT total time (total time is how long the attack lasts) of the throw. Here's the list, in alphabetical order (BTW, the fastest/best overall is Sheik, Falco, and Fox, and the slowest/worst is definitely Bowser in every way, no contest there).
Also, before this, here is a list of the AVERAGE item throwing speed for all characters in ranking order and with rating to go by (measured by taking the starting times of all 9 different throw moves and dividing the SUM of those numbers by 9, in frames of course)
***Unlike all the others, Ice Climbers doesn't have the same speed for each of the 9 individual moves as Link and Young Link do, but they average the same speed.
5.777 --- (1) Sheik
6.000 --- (2-3) Falco / Fox
6.555 --- (4-8) DK / Dr. Mario / Luigi / Mario / Ness
6.666 --- (9) Samus
6.888 --- (10-12) Ice Climbers*** / Link / Young Link
7.111 --- (13) Yoshi
7.222 --- (14-15) Captain Falcon / Ganondorf
8.666 --- (16-17) Jigglypuff / Kirby
10.00 --- (18-19) Peach / Zelda
10.44 --- (20-21) Pichu / Pikachu
10.88 --- (22-23) Marth / Roy
11.11 --- (24) Mr. Game & Watch
11.66 --- (25) Mewtwo
17.66 --- (26) Bowser (imagine that)
----------
Bowser
A / Forward A - 17
Back A - 19
Up A - 19
Down A - 17
Aerial A / Aerial Forward A - 15
Aerial Back A - 19
Aerial Up A - 16
Aerial Down A - 17
Dash A - 20
Captain Falcon
A / Forward A - 9
Back A - 8
Up A - 8
Down A - 8
Aerial A / Aerial Forward A - 6
Aerial Back A - 8
Aerial Up A - 6
Aerial Down A - 6
Dash A - 6
DK
A / Forward A - 10
Back A - 9
Up A - 10
Down A - 6
Aerial A / Aerial Forward A - 7
Aerial Back A - 9
Aerial Up A - 7
Aerial Down A - 7
Dash A - 9
Dr. Mario
A / Forward A - 7
Back A - 7
Up A - 9
Down A - 5
Aerial A / Aerial Forward A - 7
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 7
Dash A - 4
Falco
A / Forward A - 7
Back A - 7
Up A - 6
Down A - 5
Aerial A / Aerial Forward A - 6
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 6
Dash A - 4
Fox
A / Forward A - 7
Back A - 7
Up A - 6
Down A - 5
Aerial A / Aerial Forward A - 6
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 6
Dash A - 4
Ganondorf
A / Forward A - 9
Back A - 8
Up A - 8
Down A - 8
Aerial A / Aerial Forward A - 6
Aerial Back A - 8
Aerial Up A - 6
Aerial Down A - 6
Dash A - 6
Ice Climbers
A / Forward A - 7
Back A - 7
Up A - 8
Down A - 10
Aerial A / Aerial Forward A - 7
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 6
Dash A - 4
Jigglypuff
A / Forward A - 12
Back A - 12
Up A - 13
Down A - 7
Aerial A / Aerial Forward A - 9
Aerial Back A - 7
Aerial Up A - 7
Aerial Down A - 7
Dash A - 4
Kirby
A / Forward A - 10
Back A - 10
Up A - 10
Down A - 7
Aerial A / Aerial Forward A - 6
Aerial Back A - 6
Aerial Up A - 6
Aerial Down A - 6
Dash A - 6
Link
A / Forward A - 7
Back A - 7
Up A - 10
Down A - 6
Aerial A / Aerial Forward A - 6
Aerial Back A - 6
Aerial Up A - 6
Aerial Down A - 6
Dash A - 8
Luigi
A / Forward A - 7
Back A - 7
Up A - 9
Down A - 5
Aerial A / Aerial Forward A - 7
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 7
Dash A - 4
Mario
A / Forward A - 7
Back A - 7
Up A - 9
Down A - 5
Aerial A / Aerial Forward A - 7
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 7
Dash A - 4
Marth
A / Forward A - 11
Back A - 12
Up A - 12
Down A - 11
Aerial A / Aerial Forward A - 11
Aerial Back A - 12
Aerial Up A - 12
Aerial Down A - 11
Dash A - 6
Mewtwo
A / Forward A - 13
Back A - 12
Up A - 13
Down A - 13
Aerial A / Aerial Forward A - 12
Aerial Back A - 11
Aerial Up A - 12
Aerial Down A - 10
Dash A - 9
Mr. Game & Watch
A / Forward A - 11
Back A - 11
Up A - 11
Down A - 11
Aerial A / Aerial Forward A - 11
Aerial Back A - 11
Aerial Up A - 11
Aerial Down A - 11
Dash A - 12
Ness
A / Forward A - 7
Back A - 7
Up A - 9
Down A - 5
Aerial A / Aerial Forward A - 7
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 7
Dash A - 4
Peach
A / Forward A - 10
Back A - 10
Up A - 11
Down A - 9
Aerial A / Aerial Forward A - 9
Aerial Back A - 9
Aerial Up A - 10
Aerial Down A - 10
Dash A - 12
Pichu
A / Forward A - 12
Back A - 9
Up A - 12
Down A - 14
Aerial A / Aerial Forward A - 12
Aerial Back A - 12
Aerial Up A - 12
Aerial Down A - 8
Dash A - 3
Pikachu
A / Forward A - 12
Back A - 9
Up A - 12
Down A - 14
Aerial A / Aerial Forward A - 12
Aerial Back A - 12
Aerial Up A - 12
Aerial Down A - 8
Dash A - 3
Roy
A / Forward A - 11
Back A - 12
Up A - 12
Down A - 11
Aerial A / Aerial Forward A - 11
Aerial Back A - 12
Aerial Up A - 12
Aerial Down A - 11
Dash A - 6
Samus
A / Forward A - 8
Back A - 7
Up A - 8
Down A - 5
Aerial A / Aerial Forward A - 6
Aerial Back A - 8
Aerial Up A - 6
Aerial Down A - 6
Dash A - 6
Sheik
A / Forward A - 7
Back A - 7
Up A - 6
Down A - 4
Aerial A / Aerial Forward A - 6
Aerial Back A - 7
Aerial Up A - 6
Aerial Down A - 5
Dash A - 4
Yoshi
A / Forward A - 8
Back A - 7
Up A - 7
Down A - 7
Aerial A / Aerial Forward A - 7
Aerial Back A - 7
Aerial Up A - 7
Aerial Down A - 7
Dash A - 7
Young Link
A / Forward A - 7
Back A - 7
Up A - 10
Down A - 6
Aerial A / Aerial Forward A - 6
Aerial Back A - 6
Aerial Up A - 6
Aerial Down A - 6
Dash A - 8
Zelda
A / Forward A - 10
Back A - 10
Up A - 11
Down A - 9
Aerial A / Aerial Forward A - 9
Aerial Back A - 9
Aerial Up A - 10
Aerial Down A - 10
Dash A - 12
________________________________________
Fire Flower/Ray Gun shooting speed STARTING TIME (Ray Gun shooting speed TOTAL TIME for every character is 29 frames, and Fire Flower shooting speed TOTAL TIME averages about 40 frames)
Group A
8 frames
Bowser / Dr. Mario / Ice Climbers / Luigi / Mario / Ness / Yoshi
Group B
9 frames
Captain Falcon / Ganondorf / Marth / Peach / Roy / Samus / Sheik / Zelda
Group C
10 frames
DK / Falco / Fox / Jigglypuff / Kirby / Pichu / Pikachu
-
Group D
12 frames
Mewtwo / Mr. Game & Watch
-
Group E
14 frames
Link / Young Link
________________________________________
Home Run Contest Home Run (abbreviation for "Home Run" is HR) Bat distance it knocks sandbag at various damages - rates how far sandbag gets knocked from the HR Bat from his normal position in the HRC (in center of the platform). At various damages, this rates how far it knocks sandbag. The damage will be displayed on the far left, and there will be 3 sets of numbers after it.
distance knocked when you hit sandbag with... TIP of HR bat (a.k.a. a "tipper" hit) / with center of HR bat / when close to sandbag.
In that same order, so it's
Damage of sandbag - when hit... from bat's tip / from bat's center / at close-range
Also, the 20% damage done to sandbag "AFTER" a hit DOES NOT COUNT, only the damage of sandbag BEFORE you hit it with the HR Bat counts. This goes for every move(even when not in HRC), that ONLY THE DAMAGE OF A CHARACTER ---BEFORE--- A HIT COUNTS FOR THE DISTANCE IT SENDS A CHARACTER. This can be proven with a cloaking device, which characters with it on can be knocked a distance but won't take any damage.
This is measured in FEET, NOT METERS even though the game was originally designed to go by meters, because if you noticed the game skips from 0.3's and 0.4's, because a meter is approximately 3.280839895 feet (however secretagenthomas informed me that SSBM goes by 3.2809688582 feet pet meter) so that's why every exact decimal in the distance number in the FEET section is not possible to get.
NOTE: A TINY little bit if these might be off a bit(a fraction of a foot at most, some by typo's and some by a mistake in testing), but overall these are more accurate then you'll ever find ANYWHERE(except maybe in sdskeeto's HRC guide at gamefaqs.com which I helped him with).
---Here's a little bit of useful information to help make decisions when playing the HRC: The difference between a close range hit, a middle hit, and a tipper hit, is each a teeny tad more than 3% worth of damage on the sandbag. In other words, hitting the sandbag at 6% with a close range hit is VERY SLIGHTLY LESS than hitting it at 0% with a tipper, ALWAYS.
Damage of sandbag - when hit from... bat's tip / bat's center / close-range or near handle(not a no-ping hit, just a close range hit)
0% - 404.5 feet at tip of bat / 387.1 feet at center of bat / 368.7 feet at close-range
1% - 410.1 / 392.4 / 375
2% - 415.6 / 397.9 / 380.2
3% - 422.2 / 404.2 / 385.8
4% - 428.8 / 409.7 / 392
5% - 435.7 / 415.3 / 397.6
6% - 442.6 / 421.9 / 402.9
7% - 450.4 / 428.4 / 409.4
8% - 460.6 / 435.3 / 415
9% - 467.5 / 442.2 / 421.6
10% - 473.4 / 452.1 / 428.1
11% - 479.3 / 459 / 435
12% - 486.5 / 466.2 / 441.9
13% - 492.4 / 471.8 / 450.8
14% - 499.6 / 479 / 458.6
15% - 506.9 / 485.9 / 465.8
16% - 514.1 / 492.1 / 471.4
17% - 521.3 / 499.3 / 478.6
18% - 529.8 / 506.5 / 485.5
19% - 538.4 / 513.7 / 491.8
20% - 547.2 / 521 / 499
21% - 555.7 / 528.2 / 506.2
22% - 564.6 / 538 / 512.1
23% - 572.2 / 546.9 / 520.6
24% - 580 / 554.1 / 527.9
25% - 587.6 / 563 / 536.7
26% - 595.4 / 570.5 / 545.2
27% - 604.6 / 578.4 / 555.1
28% - 612.5 / 585.9 / 562.6
29% - 621.7 / 595.1 / 570.2
30% - 628.3 / 603 / 578.1
31% - 636.5 / 611.9 / 585.6
32% - 643.3 / 620.1 / 593.5
33% - 651.2 / 626.6 / 602.7
34% - 659.4 / 634.8 / 610.5
35% - 667.6 / 642.7 / 619.4
36% - 677.1 / 650.9 / 626.3
37% - 687 / 659.1 / 634.2
38% - 696.5 / 667.3 / 642.4
39% - 709 / 675.5 / 649.3
40% - 717.5 / 685 / 657.5
41% - 726 / 696.2 / 667
42% - 733.2 / 708.3 / 675.2
43% - 743.1 / 716.8 / 684.7
44% - 751.9 / 724.1 / 698.1
45% - 760.5 / 732.9 / 706.7
46% - 770.6 / 741.4 / 715.2
47% - 783.8 / 750 / 723.7
48% - 793.9 / 760.2 / 732.3
49% - 802.5 / 770.3 / 741.1
50% - 811 / 781.8 / 749.7
51% - 819.5 / 792.3 / 759.8
52% - 826.8 / 802.1 / 768.7
53% - 835.6 / 810.7 / 780.2
54% - 844.1 / 817.9 / 791.6
55% - 853 / 826.4 / 800.5
56% - 860.5 / 835.3 / 810.3
57% - 868.1 / 844.1 / 817.6
58% - 875.6 / 852.7 / 826.1
59% - 883.2 / 858.9 / 833.6
60% - 892.4 / 867.8 / 842.2
61% - 901.2 / 874 / 851
62% - 912.1 / 882.9 / 858.6
63% - 924.2 / 890.4 / 866.1
64% - 932.1 / 899.6 / 873.7
65% - 941.3 / 910.1 / 881.2
66% - 949.1 / 923.9 / 890.1
67% - 957.3 / 931.7 / 899.3
68% - 966.5 / 939.6 / 910.1
69% - 976.4 / 948.8 / 922.2
70% - 988.8 / 957 / 931.4
71% - 1000 / 966.2 / 939.3
72% - 1011.1 / 976 / 948
73% - 1021 / 986.9 / 956.7
74% - 1030.8 / 998 / 964.6
75% - 1040.7 / 1009.5 / 974.1
76% - 1050.5 / 1019 / 986.5
77% - 1062.3 / 1028.9 / 997.7
78% - 1069.2 / 1038.7 / 1009.2
79% - 1079.1 / 1050.2 / 1018.7
80% - 1087.9 / 1060.4 / 1028.5
81% - 1098.1 / 1068.9 / 1038.4
82% - 1108.3 / 1078.7 / 1048.5
83% - 1120.1 / 1087.6 / 1060
84% - 1136.8 / 1096.1 / 1068.6
85% - 1145.7 / 1107.9 / 1077.1
86% - 1156.2 / 1119.7 / 1086.9
87% - 1165 / 1134.8 / 1095.8
88% - 1175.5 / 1145.3 / 1106
89% - 1186.3 / 1155.8 / 1117.8
90% - 1200.1 / 1164.7 / 1134.5
91% - 1214.2 / 1175.2 / 1145
92% - 1226.7 / 1186 / 1153.9
93% - 1237.5 / 1199.8 / 1162.7
94% - 1250.3 / 1212.3 / 1173.2
95% - 1261.2 / 1226.4 / 1185.4
96% - 1274 / 1237.2 / 1197.8
97% - 1285.1 / 1248 / 1211.9
98% - 1294.3 / 1260.8 / 1226
99% - 1305.8 / 1273.6 / 1236.9
100% - 1316.9 / 1284.4 / 1247.7
101% - 1329.7 / 1294 / 1258.5
102% - 1346.5 / 1305.1 / 1271.3
103% - 1361.2 / 1316.6 / 1284.1
104% - 1371.1 / 1327.8 / 1292
105% - 1382.6 / 1344.2 / 1303.2
106% - 1394 / 1359.3 / 1314.3
107% - 1405.8 / 1368.8 / 1327.4
108% - 1420.9 / 1380.6 / 1342.2
109% - 1438 / 1392.1 / 1357
110% - 1451.8 / 1405.5 / 1368.4
111% - 1465.6 / 1419 / 1379.9
112% - 1477.4 / 1436 / 1391.7
113% - 1491.2 / 1451.1 / 1403.2
114% - 1504.9 / 1463.3 / 1418.3
115% - 1515.4 / 1477 / 1435.4
116% - 1527.6 / 1490.8 / 1449.2
117% - 1541.7 / 1504.6 / 1462.6
118% - 1555.8 / 1514.8 / 1474.7
119% - 1573.5 / 1527.2 / 1488.5
120% - 1589.6 / 1539.4 / 1504.3
121% - 1600.4 / 1553.5 / 1514.4
122% - 1614.5 / 1571.2 / 1526.6
123% - 1627.3 / 1589.3 / 1538.7
124% - 1643.7 / 1559.8 / 1551.2
125% - 1660.1 / 1612.2 / 1568.9
126% - 1678.5 / 1625 / 1587
127% - 1691.3 / 1641.4 / 1599.4
128% - 1706.1 / 1659.8 / 1611.9
129% - 1722.8 / 1676.2 / 1624.4
130% - 1737.9 / 1691 / 1639.1
131% - 1751 / 1705.7 / 1657.2
132% - 1762.2 / 1720.5 / 1675.5
133% - 1777.3 / 1735.6 / 1690.3
134% - 1792.3 / 1748.4 / 1703.4
135% - 1815.3 / 1761.5 / 1720.2
136% - 1828.8 / 1775 / 1734.9
137% - 1844.8 / 1792 / 1748.1
138% - 1857.6 / 1815 / 1759.2
139% - 1873.4 / 1828.4 / 1774.3
140% - 1892.1 / 1841.9 / 1789.4
141% - 1912.4 / 1855.3 / 1812.4
142% - 1928.8 / 1872.7 / 1827.8
143% - 1945.2 / 1892.1 / 1841.2
144% - 1961.6 / 1910.5 / 1854.7
145% - 1978.4 / 1926.9 / 1870.1
146% - 1991.2 / 1943.3 / 1891.8
147% - 2006.6 / 1960 / 1908.8
148% - 2022 / 1976.4 / 1926.2
149% - 2044.3 / 1990.5 / 1941.6
150% - 2064 / 2004.6 / 1958
151% - 2079.8 / 2021.4 / 1976.1
152% - 2093.9 / 2042.4 / 1988.5
153% - 2111.3 / 2063.4 / 2004
154% - 2129.6 / 2077.8 / 2019.4
155% - 2153.9 / 2091.9 / 2039.1
156% - 2171.3 / 2109.3 / 2061.4
157% - 2189 / 2127.7 / 2077.1
158% - 2207.7 / 2151.9 / 2091.6
159% - 2225.4 / 2170.6 / 2107.3
160% - 2240.2 / 2186.7 / 2128.6
161% - 2256.6 / 2205.7 / 2148.7
162% - 2274.3 / 2224.8 / 2168.7
163% - 2300.9 / 2238.2 / 2184.7
164% - 2318.9 / 2254.6 / 2203.8
165% - 2335.3 / 2272.3 / 2222.8
166% - 2352.1 / 2298.9 / 2237.6
167% - 2371.8 / 2317 / 2252.7
168% - 2394.4 / 2333.4 / 2270.4
169% - 2417 / 2350.1 / 2294
170% - 2435.7 / 2368.2 / 2316.3
171% - 2455.4 / 2392.1 / 2332.7
172% - 2475.4 / 2415.1 / 2348.1
173% - 2492.5 / 2433.4 / 2367.5
174% - 2509.9 / 2453.5 / 2388.8
175% - 2527.3 / 2473.5 / 2412.8
176% - 2553.5 / 2490.5 / 2432.8
177% - 2575.5 / 2506.3 / 2451.2
178% - 2592.9 / 2526.6 / 2472.8
179% - 2611.9 / 2549.6 / 2488.6
180% - 2633.9 / 2573.2 / 2505.6
181% - 2655.9 / 2590.9 / 2524.7
182% - 2678.2 / 2610 / 2549.6
183% - 2701.2 / 2631.9 / 2572.6
184% - 2723.5 / 2653.9 / 2589.9
185% - 2743.2 / 2676.2 / 2607.7
186% - 2761.2 / 2700.2 / 2628.3
187% - 2781.9 / 2721.8 / 2652
188% - 2802.2 / 2742.2 / 2674.3
189% - 2824.2 / 2759.2 / 2698.2
190% - 2846.5 / 2779.9 / 2720.5
191% - 2868.8 / 2799.3 / 2740.2
192% - 2891.1 / 2822.2 / 2756.6
193% - 2912.8 / 2844.5 / 2776.6
194% - 2934.4 / 2866.9 / 2798.3
195% - 2956.4 / 2889.2 / 2820.3
196% - 2978.4 / 2910.8 / 2842.6
197% - 3000.1 / 2932.5 / 2864.9
198% - 3022 / 2954.5 / 2887.2
199% - 3043.7 / 2976.4 / 2908.9
200% - 3065.4 / 2998.1 / 2930.5
201% - 3087 / 3020.1 / 2952.5
202% - 3109.7 / 3041.7 / 2974.5
203% - 3132.9 / 3063.4 / 2996.1
204% - 3157.2 / 3085 / 3018.1
205% - 3179.9 / 3107.7 / 3039.8
206% - 3203.8 / 3131 / 3061.4
207% - 3228.1 / 3155.3 / 3083.1
208% - 3252.7 / 3177.9 / 3105.7
209% - 3278.3 / 3201.8 / 3129
210% - 3304.5 / 3226.1 / 3153.3
211% - 3331.1 / 3250.7 / 3175.9
212% - 3357.7 / 3276.3 / 3199.9
213% - 3384.9 / 3302.6 / 3224.2
214% - 3412.5 / 3329.1 / 3248.8
215% - 3440.4 / 3355.7 / 3274.4
216% - 3474.5 / 3383 / 3301.6
217% - 3500.1 / 3410.5 / 3327.2
218% - 3526.7 / 3438.4 / 3353.8
219% - 3553.2 / 3472.5 / 3381
220% - 3579.8 / 3498.1 / 3408.5
221% - 3607.4 / 3524.7 / 3436.4
222% - 3634.3 / 3551.6 / 3470.6
223% - 3661.5 / 3578.5 / 3496.1
224% - 3688.7 / 3605.7 / 3522.7
225% - 3716.3 / 3633 / 3549.6
226% - 3744.2 / 3660.2 / 3576.5
227% - 3771.4 / 3687.8 / 3603.8
228% - 3798 / 3715.6 / 3631
229% - 3825.2 / 3743.9 / 3658.2
230% - 3852.5 / 3769.5 / 3685.8
231% - 3877.7 / 3796 / 3713.7
232% - 3905.3 / 3823.3 / 3741.9
233% - 3932.8 / 3850.5 / 3767.5
234% - 3960.7 / 3875.8 / 3794.1
235% - 3988.6 / 3903.3 / 3821.3
236% - 4016.5 / 3930.9 / 3848.5
237% - 4044.7 / 3958.8 / 3873.8
238% - 4072.9 / 3986.7 / 3901.3
239% - 4101.5 / 4014.5 / 3928.9
240% - 4130 / 4042.8 / 3956.8
241% - 4158.6 / 4071 / 3984.7
242% - 4187.4 / 4099.5 / 4012.6
243% - 4216.6 / 4128.1 / 4040.8
244% - 4245.8 / 4156.6 / 4069
245% - 4275.4 / 4185.5 / 4097.5
246% - 4304.9 / 4214.7 / 4126.1
247% - 4334.8 / 4243.9 / 4154.6
248% - 4364.6 / 4273.4 / 4183.5
249% - 4394.5 / 4302.9 / 4212.7
250% - 4424.7 / 4332.8 / 4241.9
251% - 4455.2 / 4362.7 / 4271.4
252% - 4485.7 / 4392.5 / 4301
253% - 4516.5 / 4422.7 / 4330.8
254% - 4547.4 / 4453.2 / 4360.7
255% - 4578.5 / 4483.7 / 4390.5
256% - 4609.4 / 4514.6 / 4420.7
257% - 4640.9 / 4545.4 / 4451.2
258% - 4672.4 / 4576.6 / 4481.8
259% - 4704.2 / 4607.4 / 4512.6
260% - 4736 / 4638.9 / 4543.4
261% - 4767.9 / 4670.4 / 4574.6
262% - 4800 / 4702.2 / 4605.4
263% - 4832.8 / 4734.1 / 4636.9
264% - 4865 / 4765.9 | 4668.4
265% - 4895.5 / 4798 / 4700.3
266% - 4927.6 / 4830.8 / 4732.1
267% - 4960.4 / 4863 / 4763.9
268% - 4993.6 / 4893.5 / 4796.1
269% - 5026.7 / 4925.7 / 4828.9
Note: data 0-180 ft. was made ALL by me, data 181-269 was made mostly by sdskeeto (or at least from his FAQ).
---------------------------
This is for the lowest possible damage a "super move" needs to be at to hit FARTHER than a tipper hit (in the center of the platform of course)
Flare Blade (50% w/ explosion) - 20%+
Flare Blade (41%) - 28%+ (has the potential to hit farther that any other move except Roy's Counter and Mr. Game & Watch's Oil Panic moves, even more than a 50% F.B., but that's when the sandbag is at (approx.) 120%+)
Jigglypuff's Rest - 69%+
Pichu fully charged Skull Bash - 95%+
Bowser fully charged Forward Smash - 120%+
Mr. Game & Watch #9 Judgement - 138%+
Warlock Punch (30%) - 156%+
DK's fully charged Giant Punch - somewhere around 200%+
---Falcon Punch (27%, more KO power in air) - use only this to hit sandbag, as C. Falcon's bat smash hits mainly up and not very far horizontally.
---Peach's Bob-omb is very very rare (1/300 supposively) so it's really hard to measure the value at which it's stronger/weaker than a HR Bat tipper hit, but at really high damages it's stronger than a tipper hit.
--a no-ping hit is stronger than a tipper until around 120%+ where a tipper hit is stronger.
Note: most (about 2/3 of it) of this "special moves that hit farther than a HR bat tipper hit" was made my sdskeeto, and some of the HRC damages I took from his FAQ(though I did by far most of it)
________________________________________
HomeRun Bat Smash Attack Speed - shows how fast characters do their smash attack with the HomeRun Bat.
---Note: Total Time for most character's HRB smash attack is 79 frames, but Captain Falcon's HRB smash (when you hold A) is 76 frames, Yoshi's is 78 frames, Ganondorf's HRB smash is 82 frames (as well as Captain Falcon's HRB smash when you just tap A) and Bowser's HRB smash is 85 frames total time.
-
18 Frames - Samus
-
-
-
-
23 Frames - Link / Mr. Game & Watch / Peach / Young Link
24 Frames - Zelda
-
26 Frames - Dr. Mario / Jigglypuff / Kirby / Luigi / Mario / Ness / Sheik(1st hit) / Yoshi
27 Frames - Captain Falcon(1st hit, while holding A, setup hit for 2nd KO hit) / DK / Pichu / Pikachu
28 Frames - Captain Falcon (1st and only hit, by just TAPPING A, does 30% but no KO power) / Ganondorf / Ice Climbers
-
30 Frames - Falco / Fox / Mewtwo
31 Frames - Marth / Roy
-
-
-
-
-
-
38 Frames - Bowser
-
-
-
42 Frames - Sheik (2nd hit / KO hit that hits your foe upward hard)
-
-
-
-
-
-
-
50 frames - Captain Falcon (2nd hit / KO hit, that puts your foe on fire and hits them upward VERY hard)
________________________________________
Stopping Speed - shows how long it takes for characters slow down and stop when running, measured in frames.
-
18 frames - Falco / Fox
-
20 frames - Jigglypuff
-
-
23 frames - Kirby / Ness
24 frames - Zelda
25 frames - Link / Peach / Young Link
26 frames - Marth / Pichu / Roy
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28 frames - Captain Falcon / Ganondorf
-
30 frames - Bowser / DK / Dr. Mario / Ice Climbers / Luigi / Mario / Mewtwo / Mr. Game & Watch / Pikachu / Samus / Sheik / Yoshi
________________________________________
Turning Speed - shows how fast characters can turn while running, measured it frames.
---When turning around to run in the opposite direction that you're facing, you lose 1 frame.
---When turning around to walk in the opposite direction that you're facing, you lose 11 frames.
-
21 frames - Pichu / Pikachu / Sheik
-
23 frames - Dr. Mario / Luigi / Mario / Zelda
24 frames - Falco / Peach
25 frames - Ice Climbers
26 frames - Jigglypuff
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28 frames - Captain Falcon / Ganondorf / Mr. Game & Watch
29 frames - Samus
30 frames - Fox
31 frames - Kirby / Ness
32 frames - Link
-
-
35 frames - Young Link
36 frames - Yoshi
37 frames - Mewtwo
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-
-
-
-
-
44 frames - Roy
45 frames - Bowser
-
-
48 frames - DK
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-
51 frames - Marth
________________________________________
Jigglypuff Sing (and other put to sleep moves) Escape Speed Formula - this formula will measure how long Jigglypuff's Sing move will put a foe to sleep.
"t" is the time a character will be asleep(counting by frames, so to convert the frames into seconds simply divide your answer by 60)
"d" is the victims damage amount
"b" is how many times the victim presses the buttons to escape quicker
"w" is the variable on how long it takes certain characters to wake up (like when they open their eyes and shake their head and stuff).
---For Mewtwo, "w" = 50
---For Jigglypuff and Kirby "w" = 76
---For the other 23 characters, "w" = 60
Up B - Starting Time - 28 frames (0.4666 sec)
Up B - Total Time - 179 frames (2.98333 sec)
(Down B lasts 249 frames or 4.15 sec)
CHEAP TRICK: To stall a timed match that you are winning, use Sing over and over on a high damaged foe.
NOTE: You can increase the time a victim stays asleep by tacking on moves that damage a foe but don't stun them (Fox's Blaster, Mario's Cape, and Dr. Mario's Super Sheet). This makes a team of Fox and Jigglypuff really effective.
The formula is...
t = (2d + 95 - 7b) + w
***NOTE - "w" is put alone because it's not affected by the rest of the formula for escaping the sleep-mode. In other words, the "wake-up animation" looks the same all the time, and during the time that it's occurring, jamming on the control stick or buttons won't make it go by any faster. This means that no matter how fast your hands are, you won't be able to speed up the end of the wake-up-process completely until that part is finished. This is good news for Mewtwo, but bad news for the 2 puffballs.
Here is how long (in frames) a character will be asleep when the victim doesn't try to "escape" (so without counting the "7b" part of the formula) counting by every 5 damages. For every damage, you'll be asleep for 2 more frames, so every 5% you'll be asleep for 10 frames longer. This means that a mere 30% of damage adds another whole second to the time your victim will stay asleep.
---Note: since 23 of the 26 characters have the same "w" value, I used that one (w = 60) for the list below. Majority rule applies.
---------------0% - 155 (2.58333 sec)
---------------50% - 255 (4.25 sec)
---------------100% - 355 (5.91666 sec)
---------------150% - 455 (7.58333 sec)
---------------200% - 555 (9.25 sec)
---------------250% - 655 (10.91666 sec)
---------------300% - 755 (12.58333 sec)
---------------350% - 855 (14.25 sec)
---------------400% - 955 (15.91666 sec)
---------------999% - 2153 (35.88333 sec)
---adds 1 second every 30% (without trying to escape it)
---doubles original time stuck in move (155 frames) at 77.5% (on average at least, without trying to escape it)
---from 0% to 999%, there's approximately a 13.89 times increase in the amount of times longer Sing lasts (on average at least, without trying to escape it)
________________________________________
Mewtwo Disable Escape Speed Formula - the formula for how long it takes the victim to escape Disable can be found by this formula, and the variables are the following: "t" is the time(in frames) a foe will be disabled, "b" is the amount of times the victim presses the buttons on the control stick for escaping quicker(1 rotation of the control stick = 4 button presses, and every button press is 6 frames less you'll be trapped by the move), and "d" is the damage of the victim Disabled.
Down B - Starting Time - 15 frames (0.25 sec)
Down B - Total Time - 39 frames (0.65 sec)
The formula is...
t = 0.6d + 95 - 6b
NOTE: Due to the 1% damage that the move itself does, it starts out on frame 96 and goes on from there, so for my list I start it at frame 96 instead of frame 95.
Here is how long (in frames) a character will be stuck in Disable, counting by every 5 damages. For every damage, you'll be Disabled for 0.6 frames, so every 5% you'll be Disabled for 3 frames longer.
---------------0% - 96 (1.6 sec)
---------------50% - 126 (2.1 sec)
---------------100% - 156 (2.6 sec)
---------------150% - 186 (3.1 sec)
---------------200% - 216 (3.6 sec)
---------------250% - 246 (4.1 sec)
---------------300% - 276 (4.6 sec)
---------------350% - 306 (5.1 sec)
---------------400% - 336 (5.6 sec)
---------------999% - 696??? (11.6 sec)
---adds 1 second every 100% (without trying to escape it)
---doubles original time stuck in move (96 frames) at 160% (without trying to escape it)
---from 0% to 999%, there's approximately a 7.24 times increase in the amount of times longer Disable lasts (without trying to escape it)
________________________________________
DK Forward B Escape Speed Formula - the formula for how fast it takes the victim to escape being stuck in the ground can be found by this formula, and the variables are the following: "t" is the time(in frames) a foe will be stuck in the ground, "b" is the amount of times the victim presses the buttons on the control stick to escape quicker (1 rotation of the control stick = 4 button presses, and every button press is 6 frames less you'll be trapped by the move), and "d" is the damage of the victim that is in the ground.
Forward B - Starting Time - 20 frames (0.333 sec)
Forward B - Total Time - 59 frames (0.98333 sec)
The formula is...
t = 0.7d + 99 - 6b
NOTE: Due to the 5% damage that the move itself does (it does 10% in air but that doesn't matter), it starts out on frame 99 and goes on from there, so for my list I start it at frame 102 instead of frame 96.
Here is how long (in frames) a character will be stuck in the ground, counting by every 10 damages(5% wouldn't come out evenly, it would go by 3.5's). For every damage, you'll be stuck in the ground for 0.7 frames, so every 10% you'll be stuck in the ground for 7 frames longer.
---------------0% - 102 (1.7 sec)
---------------50% - 137 (2.28333 sec)
---------------100% - 172 (2.8666 sec)
---------------150% - 207 (3.45 sec)
---------------200% - 242 (4.0333 sec)
---------------250% - 277 (4.61666 sec)
---------------300% - 312 (5.2 sec)
---------------350% - 347 (5.78333 sec)
---------------400% - 382 (6.3666 sec)
---------------999% - 798 (13.3 sec)
---doubles original time stuck in move (102 frames???) at 145% ????????
---adds 1 second every around 85% or so (without trying to escape it) ????
---from 0% to 999%, there's approximately a 8 times increase in the amount of times longer the move lasts (without trying to escape it)
________________________________________
DK Carry Move Escaping Speed Formula - the formula for how long you'll be held in DK's carry move is determined by the following formula.
"b" = the amount of times you need to press the buttons on the control stick to escape.
"d" = damage of the character that DK is carrying.
The formula is...
b = 0.08d + 14
Why? Because you start at needing to press the buttons on the control stick 14 times to escape DK's hands from 0-13% (or more accurately 0 - 12.5%, but it rounds up) and every 12.5% more you need to do it press it an extra time. Also, once complete rotation of the control stick is the same as pressing the buttons on the controller 4 times, and 1/4 if a rotation is the same as pressing the buttons on the controller 1 time. Here's a short list of how many times you need to press the buttons on the controller to escape DK's carry move (not including the 10% you and DK receive from you escaping his carry move while he's carrying you). Also, this works out as you needing to press the buttons on the controller 8 times extra from 14 for every 100% you have, and I'm positively sure that this formula and list(I tested it many times myself) is correct. Here's how many times you need to press the buttons on the control stick to escape his carry move.
0-12% - 14 times
13-24% - 15 times
25-37% - 16 times
38-49% - 17 times
50-62% - 18 times
63-74% - 19 times
75-87% - 20 times
88-99% - 21 times
...then it's the same thing with the 100's, just 8 more button presses(or 2 complete rotations of the control stick) is needed than the last one before it.
100-112% - 22 times
200-212% - 30 times
300-312% - 38 times
400-412% - 46 times
500-512% - 54 times
600-612% - 62 times
700-712% - 70 times
800-812% - 78 times
900-912% - 86 times
988-999% - 93 times
---doubles time (really button presses or control stick rotations) stuck in Carry every 175%
________________________________________
Grab Escape Speed Formula (and the factors that affect it)
The formula for escaping a grab (NOT special grabs, like Bowser's Koopa Klaw) is the following. The variables are, as you probably know, "t" = time(in frames) stuck in a grab, "b" = amount of times victim presses buttons to escape quicker, and "d" = damage of victim.
Most Grabs - Starting Time - 7 frames (0.11666 sec)
Most Grabs - Total Time - 30 frames (0.5 sec)
Most Dash Grabs - Starting Time - 11 frames (0.18333 sec)
Most Dash Grabs - Total Time - 40 frames (0.666 sec)
The formula is...
t = 1.6d + 76 - 6b
At 0%, without any usage of the analog stick or any buttons, it takes exactly 76 frames (1.26666...) to escape a grab. On average, every damage more an opponent receives, the time they're stuck in a grab is increased by 1.6 frames. Since the game doesn't have fractions of a frame, it goes like this for every 5% an opponent receieves(and then the process/pattern continues). +2 frames, +2 frames, +1 frame, + 2 frames, + 1 frame. That's how it works. I also found that every flash when Mew2 grabs you occurs exactly 24 frames apart (and the 1st one starts on the 3rd frame of the grab), which is the exact same speed as Falco's laser when it's shot on the ground rapidly (except for the 1st shot, which starts on frame 23). Also, here is a general list of what affects escaping a grab by how much.
-----Press A, B, L, R, X, Y, or Z - 6 frames is reduced from the time you'd be held in a grab.
-----Press The Analog stick in 1 of the 4 cardinal directions(angles don't count) - 6 frames is reduced from the time you're held in a grab (24 frames is reduced after 1 complete rotation of the analog stick, so 2 and 1/2 rotations reduces the time by 1 second).
The characters that shock you when they're holding you(except Ice Climbers with both of them) with they're grab+A move, which include(in no specific order)...
1) Mewtwo
2) Pichu
3) Pikachu
4) Zelda
5) Ice Climbers(with both of them, by pressing A really really fast)
...stun a grabbed foe for for 5 frames, and every single other character in the game stuns a foe for only 3 frames. Yes, you can actually increase the time a character is held by pressing A to attack them in a grab. The total time for ever A attack (in a grab) is EXACTLY 26 frames, so that means that you'll be able to shock a foe with Mew2, Pika/Pichu, Zelda and the 2 Ice Climbers about 1 more time in 12 or 13 times than you'd be able to do with another character, which gives those 5 characters an very very very slight advantage over other characters when you hold and attack them.
Here's a little list on the amount of frames a character is held in a grab at each damage percentage(counting by 5's)
---------------0% - 76 (1.2666 sec)
---------------50% - 156 (2.6 sec)
---------------100% - 236 (3.9333 sec)
---------------150% - 316 (5.2666 sec)
---------------200% - 396 (6.6 sec)
---------------250% - 476 (7.9333 sec)
---------------300% - 556 (9.2666 sec)
---------------350% - 636 (10.6 sec)
---------------400% - 716 (11.9333 sec)
---------------999% - 1674 (27.9 sec)
---adds 1 second every 37.5% (without trying to escape it)
---doubles original time stuck in move (76 frames) at 47.5% (without trying to escape it)
---from 0% to 999%, there's approximately a 22.026316 times increase in the amount of times longer Disable lasts (without trying to escape it)
________________________________________
Fire Attacks - this is a list of every fire attack in the game (and remember, fire melts ice, like Ice Climbers and especially Freezie's make, and that they can do to you, so if your foe is in ice DON'T use on of these attacks on him/her, but if your TEAMMATE is in ice, and "Friendly Fire" is on, then use one of these attacks to free him/her)
Bowser - 1) B - Fire Breath
Captain Falcon - 1) B - Falcon Punch
Captain Falcon - 2) Forward B - Raptor Boost
Captain Falcon - 3) Up B - Falcon Dive
Captain Falcon - 4) Down B - Falcon Kick
Captain Falcon - 5) Forward Smash - Overheat Elbow
Captain Falcon - 6) Forward + HOLD A with Home Run Bat (2nd hit of Bat kills)
Falco - 1) Up B - Fire Bird
Fox - 1) Up B - Fire Fox (including charge which burns nearby foes that touch it)
Ganondorf - 1) Tilt Up A - Volcano Kick
Jigglypuff - 1) Down B - Rest
Kirby - 1) Dash A - Fire Kirby
Link - 1) Down B - Bombs
Luigi - 1) B - Fireball
Luigi - 3) Forward B - Luigi Missile
Luigi - 2) Up B (close) - Super Jump Punch
Mario - 1) B - Fireball
Mario - 2) Forward Smash - Fire Glove
Mr. Game & Watch - 1) B - Sausage (only when you touch the Frying Pan the Sausages are released from)
Mr. Game & Watch - 2) Forward B - Judgment (on #6)
Mr. Game & Watch - 3) Forward Smash - Fire Attack
Ness - 1) Forward B - PK Fire
Ness - 2) Down Throw - PK Inferno
Peach - 1) Forward B - Peach Bomber
Roy - 1) B - Flare Blade
Roy - 2) Forward B - Double-Edge Dance (on the 3rd hit as a Downward hit, and all 3 combinations for the last/4th hit in the move)
Roy - 3) Up B - Blazer
Roy - 4) Down B - Counter
Roy - 5) Up Smash - Flame Sword
Samus - 1) Forward B - Missiles/Homing Missiles
Samus - 2) Down B - Bombs
Samus - 3) Up Smash - Cover Fire
Samus - 4) Tilt Down A - Earth Blaster
Samus - 5) Aerial Forward A - Aerial Fire
Sheik - 1) Up B - Vanish
Young Link - 1) B - Fire Bow
Young Link - 2) Down B - Bombs
Young Link - 3) Aerial Down A - Sword Plant (when opponent comes from above you towards the handle of your sword they get burned and knocked downwards HARD)
Zelda - 1) Forward B - Din's Fire
Zelda - 2) Aerial Up A - Condensed Blast
DK - N/A
Dr. Mario - N/A
Ice Climbers - N/A (duh)
Marth - N/A
Mewtwo - N/A ("purple flames" don't melt ice)
Pichu - N/A
Pikachu - N/A
Yoshi - N/A
Giga Bowser - 1) Fire Breath
Giga Bowser - 2) Forward Smash (makes an explosion)
Master/Crazy Hand - 1) Screw Drive - when he goes into background and rams into you (part that burns is part when it charges up)
Master/Crazy Hand - 2) Fist Attack (Downward Fist Punch)
Master/Crazy Hand - 3) Double Team Sideways Fist Punch (punches into each other and makes an explosion)
Master/Crazy Hand - 4) Double Team "Applause Attack" (last slap only) (when they clap their hands and hit you, the last clap burns you)
Crazy Hand - 1) Bomb [Drop]
---Fire Flower & its flames
---Motion Sensor Bomb explosions
---Bob-omb explosions
---Warp Star
---Entei's pillar of flames
---Cyndaquil's flames
---Moltres
---Ho-oh & his Sacred Fire
---Charizard & his Fire Breath
---Clefairy (on certain attacks, explosion and fire stuff that goes along ground)
---Electrode (when it explodes)
---Any "Surprise Bombs" in Crates/Barrels/Eggs and Containers
---Bullet Bill Explosions (Peach's Castle)
---Acid in Brinstar (NOT from Brinstar Depths)
---Lava in lower-left hand corner of Hyrule Dungeon (stage 3 in Adventure Mode)
---Fire walls in beginning of Jigglypuff's Target Test
---Bomb Blocks in Green Greens
---Fox's Ships' Laser Fire
________________________________________
Glitch: Ice Climbers On Fire
---Grab a Fire Flower.
---Jump in the air.
---Press Z in air (to have Popo release the Fire Flower in air and then almost instantly have Nana grab it).
---Press and hold A for Nana to use the Fire Flower.
---While still holding A, press Down B.
Popo and Nana will then do their Blizzard attack and then Nana will be on Fire (holding the Fire Flower with fire coming out of it constantly) the whole time (unless you drop it or get KO'd then the trick will stop although you can still perform it again). The fire coming out sadly won't do anything but look cool, and thankfully won't actually be using the Fire <A TITLE="Click for more information about <A TITLE="Click for more information about flowers" STYLE="text-decoration: none; border-bottom: medium solid green;" HREF="http://search.targetwords.com/u.search?x=5977|1||||flowers|AA1VDw">flowers</A>" STYLE="text-decoration: none; border-bottom: medium solid green;" HREF="http://search.targetwords.com/u.search?x=5977|1||||flowers|AA1VDw">Flowers</A> energy up.
*Please note that I am the first known person to have discovered this and posted it online, due to my experimenting and geek crap and stuff.
________________________________________
Weight - measures how far characters get knocked HORIZONTALLY, or left and right. This list I tested from the Mushroom Kingdom 2 weight scale. Also someone helped me with this by RATING the weights (Mario = 100, a.k.a. average), which is shown on the far left side. I rechecked his work and fixed the mistakes in it, and here is the list.
--- 117 --- (1) Bowser
--- 114 --- (2) DK
--- 110 --- (3) Samus
--- 109 --- (4) Ganondorf
--- 108 --- (5) Yoshi
--- 104 --- (6-7) Captain Falcon / Link
--- 100 --- (8-10) Dr. Mario / Luigi / Mario
--- 94 --- (11) Ness
--- 90 --- (12-14) Peach / Sheik / Zelda
--- 88 --- (15) Ice Climbers
--- 87 --- (16) Marth
--- 85 --- (17-19) Mewtwo / Roy / Young Link
--- 80 --- (20-21) Falco / Pikachu
--- 75 --- (22) Fox
--- 70 --- (23) Kirby
--- 60 --- (24-25) Jigglypuff / Mr. Game & Watch
--- 55 --- (26) Pichu
Credits: Blake Mutschler and Aaron Kurtz (and me of course for fixing the mistakes they made and adding Misc. related data about it)
--------------------------------------------------
now this is for PAL version which is slightly different from NTSC version which I have; Credits for this goes to Neophos (and me a bit)
--- 118 --- (1) Bowser
--- 114 --- (2) DK
--- 111 --- (3) Yoshi
--- 110 --- (4) Samus
--- 109 --- (5) Ganondorf
--- 104 --- (6-7) Captain Falcon / Link
--- 100 --- (8-9) Dr. Mario / Luigi
--- 98 --- (10) Mario
--- 94 --- (11) Ness
--- 90 --- (12-14) Peach / Sheik / Zelda
--- 88 --- (15) Ice Climbers
--- 85 --- (16-19) Marth / Roy / Young Link / Mewtwo
--- 80 --- (20-21) Falco / Pikachu
--- 74 --- (22) Kirby
--- 73 --- (23) Fox
--- 60 --- (24-25) Jigglypuff / Mr. Game & Watch
--- 55 --- (26) Pichu
Kirby + 4
Yoshi + 3
Bowser + 1
Marth - 1
Fox - 2
Mario - 2
-also
--ALL items (except Fans, which weight nothing at all) have a weight of EXACTLY 1 on this scale
--Transforming into Metal multiplies your weight by 3.
--Transforming into Giant multiplies your weight by 1.6
--Transforming into Tiny divides your weight by 1.6 (which is the same as multiplying by 0.625)
to find out how fast a character makes the weight platforms go down, just subtract their weight value by "about" 40. This means that Pichu (55) moves the weight platform 1/2 as fast as Kirby (70) does. Not like this is important or anything, just thought you might have wanted to know.
________________________________________
Item Pick-up speeds - shows how fast characters pick up items lying on the ground when he/she presses A to pick them up.
Best/Average: the 21 characters not mentioned
Pickup Speed: 2 frames
Total Time: 7 frames
Below Average: Captain Falcon / Ganondorf / Marth / Roy
Pickup Speed: 3 frames
Total Time: 7 frames
Worst: Mr. Game and Watch
Pickup Speed: 4 frames
Total Time: 11 frames
________________________________________
Barrel/Crate Pick-Up Time - shows how long (in frames) it takes characters to pick up Barrels/Crates/Party Balls (first number is the actual starting time when it's technically in your character's hands, and the second number is the total time to fully pick the barrel/crate before you can walk or throw it)
3 / 19 - Bowser
4 / 19 - DK
-
-
-
3 / 23 - Mewtwo / Yoshi
3 / 24 - Captain Falcon / Ganondorf / Samus
-
-
3 / 26 - Dr. Mario / Ice Climbers / Luigi / Mario / Ness
-
-
14 / 29 - Mr. Game & Watch
-
5 / 31 - Peach / Zelda
-
4 / 33 - Kirby
4 / 34 - Link / Young Link
-
-
5 / 37 - Falco / Fox / Sheik
-
4 / 39 - Pichu / Pikachu
-
-
-
4 / 43 - Roy
9 / 43 - Marth
-
-
-
-
-
4 / 49 - Jigglypuff
________________________________________
Barrel/Crate Carrying Speed - shows how fast each character walks while carrying a Barrel or Crate.
1) DK***
2) Mewtwo
3) Ganondorf
4) Captain Falcon
5) Samus
6) Bowser
7) Zelda
8) Pikachu
9) Peach
10) Link
11) Sheik
12) Luigi
13) Young Link
14) Pichu
15-16) Dr. Mario / Mario
17) Yoshi
18-19) Kirby / Marth
20) Ness
21) Falco
22) Mr. Game & Watch
23) Roy
24) Jigglypuff
25) Ice Climbers
26) Fox
***For DK, on Giant/Tiny Melee and with Super/Poison Mushrooms, DK walks at the same speed as he does when he's normal size, so a [tiny] DK carrying a crate is FASTER than a tiny Captain Falcon running.
________________________________________
Walking Speed
a ">" means that the character to the left of the ">" ACCELERATES to his/her top speed QUICKER than the character to the right of the ">"
a "=" means the two or three characters between the "=" have the same exact acceleration.
1-2) Fox > Marth
3) Falco
4-5) Pichu = Pikachu
6-10) Link = Sheik = Young Link > DK > Roy
11) Yoshi
12-15) Dr. Mario = Luigi = Mario > Mr. Game & Watch
16-17) Mewtwo = Samus
18) Ice Climbers
19-21) Peach > Captain Falcon > Kirby
22) Ness
23) Ganondorf
24-25) Zelda > Jigglypuff
26) Bowser
________________________________________
Running Speed
a ">" means that the character to the left of the ">" ACCELERATES to his/her top speed QUICKER than the character to the right of the ">"
a "=" means the two or three characters between the "=" have the same exact acceleration.
Note: Acceleration was measured with the BUNNY HOOD on, no matter how small and impossible-to-tell the difference (as long as one of my 10000 tests showed a difference than I put the difference down in this list)
1) Captain Falcon
2) Fox
3-5) Sheik > Pikachu > Marth
6) Pichu
7-10) Young Link > Roy > Yoshi > DK
11-15) Falco > Dr. Mario = Mario > Mr. Game & Watch > Bowser
16-20) Samus > Kirby = Mewtwo > Ice Climbers > Ness
21) Ganondorf
22) Luigi
23-24) Link > Peach
25-26) Jigglypuff > Zelda
________________________________________
Average Falling Speed
159% - Falco
152% - Fox
151% - Captain Falcon
128% - DK / Roy
118% - Ganondorf / Sheik
117% - Link / Marth / Young Link
116% - Bowser
108% - Pikachu
107% - Pichu / Yoshi
103% - Ness
101% - Dr. Mario / Mario / Mr. Game & Watch
98% - Ice Climbers
97% - Mewtwo
96% - Kirby / Peach
95% - Luigi / Samus
92% - Zelda
86% - Jigglypuff
________________________________________
Falling Speed - shows how fast characters fall, in their TOP speed (not to be confused with "falling speed ACCELERATION", which Fox is by far the fastest in)
a ">" means that the character to the left of the ">" ACCELERATES to his/her top speed QUICKER than the character to the right of the ">"
a "=" means the two or three characters between the "=" have the same exact acceleration.
Example: Sheik > Link = Young Link
this means that Sheik starts her fall quicker than Link and Young Link, and that Link starts his fall at the same exact speed as Young Link, but all 3 of those characters have the same top speed in a normal fall.
1) Falco
2) Captain Falcon
3) Fox***
4-5) Roy > DK
6) Marth
7-9) Sheik > Link = Young Link
10) Ganondorf
11) Yoshi
12-14) Bowser > Pichu = Pikachu
15) Ness
16-18) Dr. Mario = Mario = Mr. Game and Watch
19-21) Ice Climbers > Kirby > Luigi
22-23) Mewtwo > Peach
24-25) Zelda > Samus
26) Jigglypuff
***Fox may have the fastest acceleration in falling speed (that means when he starts to fall, he starts falling the quickest for the 1st 1/2 a second or so) but Captain Falcon and Falco have a faster top speed in falling speed. Test it at Hyrule Temple if you don't believe me, and that's probably why there is so much arguments between who falls faster, Falco or Fox. Fox has quicker acceleration, but Falco (and also Captain Falcon) has a higher top speed when they fall.
________________________________________
Fast-Fall Falling Speed - this is when you tap down on the control stick to fall faster, values may not be exact, but I assure you they are accurate to at LEAST 0.5%, but I have tried yet failed to get them to 0.1% accuracy (it's a **** of a lot harder than you would think, trust me). Also, everything between Pikachu and Ness/Y.Link are actually all the same percentage amount apart, despite what the decimals may say (due to things being rounded, blada blada blada, etc.)
100% ---------- Captain Falcon / Falco
97.5% --------- Fox
86% ----------- Link / Sheik
85% ----------- DK
84% ----------- Yoshi
83% ----------- Roy
77.5% --------- Pikachu
74.5% --------- Ganondorf
72% ----------- Marth / Pichu
69% ----------- Bowser
66.5% --------- Dr. Mario / Mario / Mewtwo / Mr. G&W / Samus
63.5% --------- Ness / Young Link
57.5% --------- Ice Climbers / Kirby / Luigi / Peach
53.5% --------- Zelda
46% ----------- Jigglypuff
***Bowser Bomb ~ 213%
***Yoshi Bomb ~ 160%
***Kirby's Rock ~ 129% (same as Pikachu/Pichu's Thunder)
***Metal Coat ~ 1.99 (both falls)
***Giant Melee ~ 1.52 (normal fall ~ 1.49)
***Super Mushroom ~ 1.52 (normal fall ~ 1.49)
***Bunny Hood ~ 1.49 (both falls)
***Poison Mushroom ~ 0.67 (normal fall ~ 0.68)
***Tiny Melee ~ 0.57 (normal fall ~ 0.58)
***Giant Melee + Super Mushroom ~ 2.09 (Super Mushroom X 1.375)
***Giant Melee + Poison Mushroom ~ 0.91 (Poison Mushroom X 0.6)
***Tiny Melee + Super Mushroom ~ 0.78 (Super Mushroom X 1.375)
***Tiny Melee + Poison Mushroom ~ 0.46 (Poison Mushroom X 0.8)
***Young Link only increases his falling speed "about" 1.015 times when he fast-falls, and because the approximate (maybe exact) difference of falling speeds to fast-fall falling speeds is about 2%, then when he's on Tiny Melee, he can actually SLOW HIMSELF DOWN (very very slightly) when he fast-falls on Tiny Melee. So on Tiny Melee, Young Link's "fast-fall" is really more like a "slow-fall". This was obviously overlooked flaw in the game designers programmed formulas for each item in how it affects the characters' stats, like how it is with Snaking and Spaceflying in F-Zero GX.
________________________________________
Damage Kirby's Vacuum attack does when Kirby spits his foe out with the "A" button
---Side note, characters on Giant Melee and/or with a Super Mushroom do more damage than normal-sized characters do, and characters on Tiny Melee and/or with a Poison Mushroom do less damage than normal-sized characters do. Size matters here.
19% - Bowser / DK
18% - Captain Falcon / Ganondorf / Link / Samus / Yoshi
17% - Dr. Mario / Luigi / Mario / Mewtwo
16% - Fox / Ice Climbers / Ness
15% - Falco / Marth / Peach / Roy / Sheik / Zelda
14% - Young Link
13% - Mr. Game & Watch / Pikachu
12% - Kirby
-
10% - Jigglypuff
9% - Pichu
________________________________________
Yoshi's Egg Size List - This [sadly] almost useless list is how big the APPEARANCE of various characters are in Yoshi's Egg (from Yoshi's B move). Sadly, near when I was finished, I found out that this doesn't matter even 1% since the appearance is different than the actual spot where the trapped-in-an-egg-character gets hit, like Link gets hit at a slightly higher point than Falco, and Link is slightly smaller in Yoshi's egg. Oh well, it's pretty accurate to the hit-able size in the egg, and at least 100% accurate on the appearance of the egg, while it might only be 90% accurate in terms of the actual "invisible" target size outside it. Here's the list from biggest to smallest (even though the smaller the egg, the better for the victim trapped inside the egg, since you're a smaller target)
1) Bowser
2) DK
3-4) Ganondorf / Mewtwo
5-9) Captain Falcon / Marth / Roy / Samus / Yoshi
10) Falco
11) Link
12-15) Ice Climbers / Mr. Game & Watch / Peach / Zelda
16-20) Dr. Mario / Luigi / Mario / Ness / Sheik
21-22) Fox / Young Link
23) Jigglypuff
24-25) Kirby / Pikachu
26) Pichu
________________________________________
Shield Size List - shows the order of the character's shields, from biggest to smallest (this does NOT compare Shield Size to Body Size RATIOS, just Shield Size, and some of the rankings near the middle and bottom are EXTREMELY close, and I rechecked my work A LOT, especially the big Z shield on Giant Melee and sometimes even with Super Mushrooms to check my work over and over and over again, so it's the best I could possibly do, which is obviously the best known list to go by)
1) Bowser (by far)
2) DK
3-5) Ganondorf / Mewtwo / Sheik
6) Zelda
7) Captain Falcon
8-9) Link / Samus
10-12) Falco / Fox / Ness
13-14) Kirby / Peach
15-16) Luigi / Marth
17) Roy
18-20) Ice Climbers / Jigglypuff / Pichu
21-22) Dr. Mario / Mario
23) Young Link
24) Mr. Game & Watch
25) Pikachu
*Yoshi's Egg Shield is an oval shape, doesn't shrink in size as time goes on, and can't become bigger by holding R/L lightly or by pressing Z (although you can increase the lasting time by holding Z, which will also reduce your traction by doing so) so that's why it can't be put into my list.
________________________________________
Shield Release Recovery Time - this rates how much of a lag there is after you release the shield button (R, L, and sometimes used is Z).
Group A
---14 frames recovery time
---3 characters: Jigglypuff / Peach / Zelda
Group B
---15 frames recovery time
---14 characters: DK / Dr. Mario / Falco / Fox / Ice Climbers / Kirby / Link / Luigi / Mario / Ness / Pichu / Pikachu / Sheik / Young Link
Group C
---16 frames recovery time
---8 characters: Bowser / Captain Falcon / Ganondorf / Marth / Mewtwo / Mr. Game & Watch / Roy / Samus
Group D
---17 frames recovery time
---1 character: Yoshi
________________________________________
Ducking ability list - How low a character can duck or crouch down by pressing down on the control stick.
1) Kirby
2) Jigglypuff
3) Mr. Game & Watch
4) Sheik
5) Pichu
6) Ness
7) Pikachu
8) Yoshi
9-10) Dr. Mario*** / Mario***
11) Luigi***
12-13) Marth*** / Roy***
14) Ice Climbers
15-16) Peach / Zelda
17) Fox
18) Young Link
19) Falco
20) DK
21) Captain Falcon
22) Samus
23) Link
24) Ganondorf
25) Bowser
26) Mewtwo
*** - Mario and Dr. Mario and Luigi duck lower than Marth and Roy, BUT, when Mario and Luigi turn their heads while ducking, to look left and right, it makes Marth and Roy duck lower in the long run. Also, Roy may or may not duck lower than Marth; I'm not sure becuase it's really hard to tell if there IS any difference.
________________________________________
Wavedash List (Traction as well) - Wavedashes are usually performed by jumping, and then the very INSTANT you're done the jump you air dodge down-left or down-right to slide across the ground a short distance, usually used for dodging attacks and traveling quickly [like for experts in Target Test] and it's mostly of some use with characters with low traction and ones that jump from the ground quickly (like Luigi, Ice Climbers, Mewtwo, and Marth; those are the main 4 characters to wavedash with).
---The list under this will show Jumping Speed, which is the main other factor or how "good" a character Wavedashes, as the faster you start your jump the quicker you'll be able to do your Wavedash.
---Note, characters that take a while to jump into the air, like Bowser for instance, won't be able to start their wavedash as quickly as fast jumpers, like Sheik and Fox. Fox can start his on frame 4 at earliest (press the buttons needed to do a Wavedash on frame 3 and then it'll effect the next frame of the move, which is frame 4, so then you'll appear to just slide across the ground a short distance without really being in air), while it takes Bowser until, at soonest, frame 9 to start his wavedash. HOWEVER, this wavedash list ONLY measures HOW FAR THE CHARACTERS SLIDE in a wavedash, and THAT'S ALL.
1) Luigi
2) Ice Climbers
3) Mewtwo
4) Marth
5) Yoshi
6) Roy
7-9) Dr. Mario / Mario / Mr. Game & Watch
10) Samus
11) Ness
12) Fox
13) Bowser
14) Falco
15) Young Link
16) Ganondorf
17) DK
18-19) Pikachu / Sheik
20-21) Captain Falcon / Kirby
22) Pichu
23) Jigglypuff
24) Link
25-26) Peach / Zelda
________________________________________
Jumping Speed - Jumping speed is how long it takes to do a jump from the ground. Every aerial jump (a.k.a. 2nd jump) takes 1 frame (starts instantaneously), as it's proven by the Screw Attack weapon, which hits anything nearby the EXACT INSTANT the character with the Screw Attack item jumps. Also, characters jump slower when they're big (Giant Melee and/or with a Super Mushroom) and they jump faster from the ground when they're small (Tiny Melee and/or with a Poison Mushroom)
Also please note that [for example] Fox (4 frames jumping speed) is in the AIR on frame 4+, so that means that the jumping ANIMATION (frames on the ground) is 3 frames for Fox.
---For more information on jumping speed go here: http://www.smashboards.com/showthread.php?s=&postid=651183#post651183
4 frames - Fox / Ice Climbers / Kirby / Pichu / Pikachu / Samus / Sheik
5 frames - Captain Falcon / Dr. Mario / Luigi / Mario / Marth / Mr. Game & Watch / Ness / Young Link
6 frames - DK / Falco / Jigglypuff / Mewtwo / Peach / Roy / Yoshi
7 frames - Ganondorf / Link / Zelda
-
9 frames - Bowser
________________________________________
Recovery time from Landing from a Jump - measures how much lag characters have after landing on the ground from a jump.
-
2 frames - Pichu
-
4 frames - the 22 characters that I didn't list
4 frames - Falco's Short Jump Blaster, and L-canceling does NOT do anything to lands or Short Jump Blasters
5 frames - DK / Ganondorf
5 frames - Samus when she lands from her Aerial Smash Missile
6 frames - Bowser
-
-
-
10 frames - Wavedash (for EVERY character) and landing from any Air Dodge
..................
40 frames - Yoshi's Down B
..................
60 frames - Bowser's Down B
________________________________________
1st Jump Jumping Height - Height of 1st jump/ground jump
1) Falco
2) Luigi
3) Captain Falcon
4) DK
5) Marth
6) Sheik
7-8) Fox / Ice Climbers
9) Young Link
10-11) Samus / Yoshi
12-13) Ness / Pikachu
14) Link
15) Pichu
16) Roy
17-18) Bowser / Mewtwo
19-20) Peach / Zelda
21-22) Dr. Mario / Mario
23) Ganondorf
24) Mr. Game & Watch
25) Kirby
26) Jigglypuff
--------------------------------------------------
Now here's the same list tested with a Bunny Hood on Tiny Melee (so things like flips and stuff like what Fox does won't be nearly as big of a factor as their actual central body movement from the starting position of level ground)
1) Falco
2) Luigi
3) Captain Falcon
4) DK
5-6) Marth / Ness
7-10) Ice Climbers / Samus / Sheik / Yoshi
11) Young Link
12) Mewtwo
13-14) Pichu / Pikachu
15) Bowser
16) Fox
17-18) Peach / Zelda
19-20) Link / Roy
21-22) Dr. Mario / Mario
23) Mr. Game & Watch
24) Ganondorf
25) Kirby
26) Jigglypuff
________________________________________
2nd Jump Jumping Height - Height of aerial jump (or jumps, like with Kirby/Jigglypuff) from highest to lowest. Also, with Mewtwo I do an aerial [back A] attack at the peak of his 2nd jump to go higher; if that wasn't done then he'd be slightly lower in the list.
1-2) Kirby / Mewtwo
3) Jigglypuff
4) Yoshi
5) Falco
6-7) Fox / Ness
8) Sheik
9) Luigi
10) Peach
11) Ice Climbers
12) Captain Falcon
13) Bowser
14-15) Pichu / Pikachu
16-19) Dr. Mario / Mario / Marth / Samus
20) DK
21) Mr. Game & Watch
22) Ganondorf
23) Young Link
24) Roy
25) Link
26) Zelda
________________________________________
Total Jumping Height - This measures how high characters can jump with all their jumps (and all 6 jumps for Kirby and Jigglypuff, INCLUDING air dodges, but NOT including wall jumps, special "Link's super jumps", and Mario's Mario Tornado and Dr. Mario's Dr. Tornado to gain extra height, because doing that is EXTREMELY hard to do to actually make any difference in a REAL match, becuase very very very few people have fingers THAT fast; not even me and I beat that really hard Star Fox Adventures game called "Test your Strength", which was NOT easy to beat, so that's why I'm not factoring that into this)
1) Ice Climbers (2)
2) Mewtwo
3) Jigglypuff (up-pound after each jump)
4-5) Falco / Pichu
6-8) Fox / Kirby / Pikachu
9) Sheik
10) Ness
11-12) Mr. Game & Watch / Zelda
---Jigglypuff (without up-pounds after each jump)
13) Luigi
14-15) Captain Falcon / Marth
16) Yoshi
17) Samus
18) Young Link
19) Ganondorf
20-21) Link / Roy
22) Peach
---Ice Climbers (1)
23) Mario (use Cape to gain extra height)
24-25) Bowser / DK
26) Dr. Mario
________________________________________
Short Jump Jumping Height - measures height of SHORT JUMPS (tap X and release it quickly, at least 2 frames before you're in the air)
1) Samus
2) Sheik
3-4) Yoshi / Zelda
5-6) Ganondorf / Peach
7-8) Captain Falcon / Luigi
9-11) Kirby / Marth / Pikachu
12) Pichu
13) DK
14-15) Mewtwo / Ness
16-17) Falco / Link
18-23) Bowser / Dr. Mario / Fox / Mario / Roy / Young Link
24) Mr. Game & Watch
25) Ice Climbers
26) Jigglypuff
________________________________________
*How to FLY with Link, Young Link, and Jigglypuff*
--1st go to Tiny Melee (the smaller you are the better this will work)
--with Jigglypuff, jump then press Forward B to Pound in the air, but right after you press Forward B press UP, and then you will aim your Pound move up-forward, moving you upwards in the air. You can actually "FLY" in the air with Jigglypuff off the top of the stage with this cool trick I discovered.
--with Link or Young Link...
1) take out a Bomb (and then double jump off course)
2) Down-Forward throw your Boomerang
3) press Up B
-catch Boomerang
4) press Up B
-Bomb will explode on you
-----repeat the process of taking out a Bomb and Down-Forward throwing your Boomerang and pressing Up B and then you can stay in the air for as long as you want with your infinite jumps.
-----Note: With Young Link, the Bomb will kill you at the top of the stage at about 120% +
-----Note: With Link, the Bomb will kill you at the top of the stage at about 46% +
________________________________________
Ledge Rolling Distance (0-99%) - ranks how far each character rolls when you're hanging on a ledge and you press R or L to roll.
1) DK
2) Ganondorf
3) Zelda
4) Bowser
5) Captain Falcon
6) Peach
7) Mewtwo
8) Falco
9) Luigi
10) Ness
11) Samus
12) Marth
13) Jigglypuff
14) Link
15) Kirby
16) Pikachu
17) Sheik
18) Roy
19) Ice Climbers
20) Mr. Game & Watch
21) Fox
22-23) Dr. Mario / Mario
24) Yoshi
25) Young Link
26) Pichu
________________________________________
Ledge Rolling Distance (100-999%)
1) DK
2) Ganondorf
3) Captain Falcon
4) Zelda
5) Samus
6) Mewtwo
7) Peach
8) Ness
9) Bowser
10) Falco
11) Marth
12) Link
13) Luigi
14) Jigglypuff
15) Pikachu
16) Kirby
17) Roy
18) Ice Climbers
19) Sheik
20) Fox
21-22) Dr. Mario / Mario
23) Yoshi
24) Young Link
25) Mr. Game & Watch
26) Pichu
________________________________________
Ledge Attack Horizontal Range (0-99%) - shows the horizontal range of each character's hanging-on-a-ledge attack.
1) Bowser
2) DK
3) Falco
4) Fox
5) Ganondorf
6) Captain Falcon
7) Yoshi
8) Mewtwo
9) Sheik
10) Zelda
11) Kirby
12) Samus
13) Link
14) Luigi
15) Marth
16) Jigglypuff
17) Roy
18-19) Dr. Mario / Mario
20) Ice Climbers
21) Young Link
22-24) Ness / Peach / Pikachu
25) Mr. Game & Watch
26) Pichu
________________________________________
Ledge Attack Horizontal Range (100-999%)
1) DK
2) Link
3) Marth
4) Ganondorf
5) Yoshi
6) Roy
7) Captain Falcon
8) Samus
9-10) Jigglypuff / Peach
11) Kirby
12) Ice Climbers
13) Mewtwo
14) Luigi
15) Zelda
16) Young Link
17) Falco
18) Bowser
19-20) Dr. Mario / Mario
21) Fox
22) Sheik
23) Pikachu
24) Mr. Game & Watch
25) Ness
26) Pichu
________________________________________
Ledge Attack Power (0-99%) - shows the amount of damage each character's hanging-on-a-ledge attack does.
Group A
10%
Captain Falcon / Ganondorf / Samus
-
Group B
8%
Bowser / DK / Link / Mr. Game & Watch / Pichu / Pikachu / Sheik / Young Link
Group C
8% (6% at close-range)
Dr. Mario / Falco / Fox / Ice Climbers / Luigi / Mario / Marth / Mewtwo / Ness / Roy
-
Group D
6%
Jigglypuff / Kirby / Peach / Yoshi / Zelda
________________________________________
Ledge Attack Power (100-999%)
Group A
12%
Yoshi
-
Group B
10%
Bowser / DK / Dr. Mario / Luigi / Mario / Mewtwo / Ness / Samus
Group C
10% (8% at close range)
Ice Climbers / Peach / Zelda
-
Group D
8%
Captain Falcon / Falco / Fox / Ganondorf / Link / Mr. Game & Watch / Young Link
Group E
8% (6% close range)
Marth / Roy / Sheik
-
Group F
6%
Jigglypuff / Kirby / Pichu / Pikachu
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Horizontal Aerial Moving Speed
1) Jigglypuff
2-3) Mewtwo / Yoshi
4) Captain Falcon
5) Peach
6-7) Link / Young Link
8-9) DK / Mr. Game & Watch
10) Zelda
11) Ness
12-14) Dr. Mario / Marth / Roy
15) Samus
16) Mario
17-18) Pichu / Pikachu
19) Sheik
20) Bowser
21-22) Ganondorf / Kirby
23) Ice Climbers
24) Luigi
25-26) Falco / Fox
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Horizontal Aerial Falling Distance - shows how far a character can move in the air over a certain amount of distance. It can be technically calculated with the formula: Horizontal Aerial Moving Speed <divided by> Falling Speed, but since we can't measure that in exact numbers, I had to do it by testing it with every character.
1) Jigglypuff
2) Mewtwo
3) Peach
4) Zelda
5-6) Samus / Yoshi
7) Mr. Game & Watch
8) Dr. Mario
9) Ness
10) Mario
11) Kirby
12-13) Link / Young Link
14-16) Ice Climbers / Pichu / Pikachu
17) Luigi
18-20) Bowser / DK / Marth
21) Ganondorf
22-23) Captain Falcon / Roy
24) Sheik
25) Fox
26) Falco
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Super Scope Shooting Rapidness List - How many small shots (you can fire up to 48 small shots or 3 fully charged shots per super scope) you can fire over a certain period of time.
Group A
--One shot per every 6 frames
--10 shots per second
--Lasts 5-6 seconds if shot nonstop
--11 characters: Dr. Mario / Falco / Fox / Ice Climbers / Luigi / Mario / Ness / Peach / Sheik / Yoshi / Zelda
Group B
--One shot per every 7 frames
--8-9 shots per second (average is 8 and 4/7 shots)
--Lasts 6-7 seconds if shot nonstop
--12 characters: Bowser / Captain Falcon / DK / Ganondorf / Jigglypuff / Kirby / Link / Marth / Mewtwo / Roy / Samus / Young Link
-
Group C
--One shot per every 9 frames
--6-7 shots per second (average is 6 and 2/3 shots)
--Lasts 7-8 seconds if shot nonstop
--2 characters: Pichu / Pikachu
Group D
--One shot per every 10 frames
--6 shots per second
--Lasts 8 seconds if shot nonstop
--1 character: Mr. Game & Watch
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Rapid Attack Speed
***4 frames apart in Rapid A - Kirby / Pichu & Pikachu
-----15 hits per second (at fastest possible)
-----1st headbutt hits on frame 2, and each headbutt lasts for 2 frames in "hit-frames", which are frames in which it hurts an opponent if they touch it during that time
***6 frames apart in Rapid A - Sheik
-----10 punches per second
***7 frames apart in Rapid Tilt-Down-A - Ness
-----8.571428 kicks per second at fastest possible
-----1st kick hits on frame 3
***7 frames apart in Rapid A - Link / Young Link
-----8.571428 stabs per second
***7 frames apart in Rapid A (last hit to first hit is 8 frames apart) between a set of 5 kicks - Falco / Fox
-----Total time until set of hits repeats - 36 frames (0.6 seconds)
-----Average speed - 8.333333 hits per second
***7 frames apart in Rapid A (last hit to first hit is 10 frames apart) between a set of 7 hits - Mewtwo
-----Total time until set of hits repeats - 52 frames (0.866666 seconds)
-----Average speed = 8.076923 shots per second
***9-10 frames apart in Rapid A (with Bunny Hood) - Marth
-----1st hit to 2nd hit - 10 frames apart
-----2nd hit to 1st hit - 9 frames apart
-----Also: All Bunny Hood does is VERY VERY SLIGHTLY more than double the speed of Marth's Rapid A attack by reducing EXACTLY 10 frames off of the lag after each Rapid A hit IN SUCCESSION to one another. So if you press A once with the Bunny Hood, and some other time you pressed A without the Bunny Hood, they would both be the same exact speed, but if you pressed A 2 or more times in succession (in a row), the 2 or more slashes right after each other would be very close together in time, one right after another with almost no lag what-so-ever)
***10 frames apart in Rapid A (last hit to first hit is 19 frames apart) between a set of 7 hits - Mr. Game & Watch
-----Total time until set of hits repeats - 79 frames (1.3166666 seconds)
-----Average speed = 5.3164556962025 hits per second
***10 frames apart in Rapid B - Fox's Blaster
-----6 shots per second
-----1st shot takes 12 frames to start
-----10 frames apart in each Blaster shot in air, even for the first shot
***16 frames apart in Rapid B (in air) - Falco's Blaster
-----1st shot takes 13 frames
***19-20 frames apart in Rapid A - Marth
-----1st hit to 2nd hit - 20 frames
-----2nd hit to 1st hit - 19 frames
-----Starting Time for A attack - 4 frames
-----Starting Time for 2nd A attack - 6 frames
-----Total Time for A attack - 27 frames
-----Total time for 2nd A attack alone - 28 frames
-----Total Time for A, A - 47 frames
-----Total Time for A, A, A - 66 frames
***24 frames apart in Rapid B - Falco's Blaster
-----1st shot takes 23 frames
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Really High Combo in Training Mode (really easy to do)
---Training Mode.
---Hyrule Temple.
---Player 1 Link or Young Link, Player 2 Bowser.
---Put Bowser as Human.
---Right under Player 1's position, on that little ledge right around the left side entrance of the tunnel, put Link on the RIGHT side of that small platform.
---Put Bowser on the left side of that same small platform, up against the wall.
---Put Speed in 1/2 or 1/4 to make this easier on your fingers if you're not super-finger-endurance-strong (at least put it on 1/2 speed).
---With Link, just do Rapid A until Bowser gets knocked away (which will take quite a while). You can get quite a few hundred hits in before Bowser escapes, and get a "good" Training Mode Combo score with ease.
--------------------------------------------------
INFINITE Combo in Training Mode
---Training Mode.
---Hyrule Temple.
---Player 1 Mewtwo, Player 2 Bowser.
---Put Bowser as Human.
---In the Middle of the course, go to pillar-like thing (a tad right of your respawn point from when you die) up against the right side wall, go there with Mewtwo and Bowser.
---Bowser should be up against the left side of that pillar near the beginning of the entrance to the "cave of immortality" (with wall/ground/ceiling techs is why it got that name from smashboards.com ).
---Mewtwo should be just next to Bowser on Bowser's left side, and both Bowser AND Mewtwo should be FACING left.
---Put Speed on 1/4.
---With Mewtwo, charge his Shadow Ball, which should hit Bowser, and while doing that, with Bowser, hold downwards so that Directional Influence will make Mewtwo hit Bowser with Shadow Ball over and over again.
---Every 30% or so that Bowser receives pause and unpause the game, so that Bowser's damage resets and he NEVER gets knocked away. Repeat this pattern and you can hit Bowser forever (until 32,767 combo hits, which is the highest number Training Mode will go up to).
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Grabbing Range (relative approximations)
1) Samus
2) Link
3) Young Link
4) Marth
5) Roy
6) Yoshi
7) Kirby
8) Sheik
9) Zelda
10) Falco
11) Jigglypuff
12) Mewtwo
13) Peach
14) Fox
15) Luigi
16) DK
17) Ice Climbers
18) Mr. Game & Watch
19) Ganondorf
20) Captain Falcon
21-22) Dr. Mario / Mario
23) Bowser
24) Pichu
25) Ness
26) Pikachu
Credits: MaskedMarth and myself for making this list
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Grabbing Power - measures how much % the victim of a grab (or grab related move) receives when he or she escapes a grab from another character hitting the character that has you grabbed. For example, let's use the characters Roy, Sheik and Marth. Sheik grabs Marth, then Roy hits Sheik with an uncharged forward smash. Sheik receives 20% from the smash, but Marth receives a certain amount (usually 2% and 6%) of damage from the release of the grab from someone (Roy in this case) hitting Sheik, who was the grabber. In this case, Marth loses 6% because Sheik has a grabbing power of 6%. I also would like to tell you that usually a victim of a grab receives 3% damage if he/she escapes a throw from someone else hitting the foe that grabbed you.
-
10% - DK's Carry move (if the victim escapes DK's hand's while he's carrying the other character, then BOTH characters receive 10%
-
6% - normal grabs (Z) from the following characters: Bowser / Ice Climbers / Jigglypuff / Kirby / Peach / Sheik / Zelda
6% - Captain Falcon and Ganondorf's Up B move if another character hits Ganondorf or Captain Falcon, which helps you escape while the move is still in effect (before the explosion or whatever from their Up B moves.
-
5% - Boswer's Forward B (Koopa Claw, when Bowser has the enemy in his hands)
5% - Kirby's B (Swallow) (when someone attacks Kirby when you're in his mouth, you receive 5% or the % done from the attack that freed you)
5% - Mewtwo's Forward B (Confusion, when victim character is still spinning)
-
4% - Yoshi's B (Egg Drop) when you're in Yoshi's mouth (not from Yoshi's grab with Z).
-
3% - getting freed from most throws.
-
2% - everyone else's grab power is 2%.
-
________________________________________
Grabbing Speed
Bowser
Grab - 9 frames / Total Time - 40 frames
Dash Grab - 10 frames / Total Time - 50 frames
Forward B - 16 frames / Total Time - 59 frames
Captain Falcon
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Up B - 13 frames starting time
Dr. Mario
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
DK
Grab - 8 frames / Total Time - 30 frames
Dash Grab - 10 frames / Total Time - 50 frames
Falco
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 12 frames / Total Time - 40 frames
Fox
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 12 frames / Total Time - 40 frames
Ganondorf
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Up B - 13 frames starting time
Ice Climbers
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 7 frames / Total Time - 40 frames
Jigglypuff
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Kirby
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Link
Grab - 11 frames / Total Time - 85 frames
Dash Grab - 12 frames / Total Time - 94 frames
Luigi
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Mario
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Marth
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 10 frames / Total Time - 40 frames
Mewtwo
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 9 frames / Total Time - 40 frames
Mr. Game & Watch
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Ness
Grab - 8 frames / Total Time - 30 frames
Dash Grab - 10 frames / Total Time - 40 frames
Peach
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 7 frames / Total Time - 40 frames
Pichu
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Pikachu
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Roy
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 10 frames / Total Time - 40 frames
Samus
Grab - 18 frames / Total Time - 94 frames
Dash Grab - 18 frames / Total Time - 74 frames
Sheik
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 8 frames / Total Time - 40 frames
Yoshi
Grab - 18 frames / Total Time - 79 frames
Dash Grab - 12 frames / Total Time - 70 frames
Young Link
Grab - 11 frames / Total Time - 85 frames
Dash Grab - 14 frames / Total Time - 94 frames
Zelda
Grab - 12 frames / Total Time - 30 frames
Dash Grab - 12 frames / Total Time - 40 frames
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Grab + Attack Starting Speed
-
-
3 frames - Pichu / Pikachu
-
5 frames - Captain Falcon / Falco / Fox / Ganondorf
-
7 frames - Marth / Roy / Zelda
-
-
10 frames - Bowser / DK / Kirby / Link / Samus / Sheik / Yoshi / Young Link
11 frames - Jigglypuff
12 frames - Mewtwo
13 frames - Ice Climbers(1) / Mr. Game & Watch
14 frames - Peach
-
16 frames - Ness
17 frames - Dr. Mario / Luigi / Mario
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Taunt Total Time - measures how long each characters taunt is in frames. For example, if a taunt has a time of 100 frames, then it means that it lasts for 1 2/3 or 1.66666..... seconds and you can block or attack on the 101st frame, since that's the frame after the last frame that the taunt is being used at. Here's the list, from longest to slowest (not that it really matters how long a taunt is).
1) Young Link - 200 frames, or 3.33333 seconds
2) Mario - 180 frames, or 3 seconds
3) Bowser - 140 frames, or 2.33333 seconds
4-5) Mewtwo / Roy - 120 frames, or 2 seconds
6) Falco - 115 frames, or 1.9166666 seconds
7) Fox - 110 frames, or 1.833333 seconds
8-11) Ganondorf / Jigglypuff / Link / Sheik - 100 frames, or 1.66666 seconds
12) Marth - 93 frames, or 1.55 seconds
13) Zelda - 90 frames, or 1.5 seconds
14-15) Dr. Mario / Peach - 85 frames, or 1.4166666 seconds
16-17) Luigi* / Samus - 70 frames, or 1.166666 seconds
18) Yoshi** - 67 frames, or 1.1166666 seconds
19-26) Captain Falcon / DK / Ice Climbers / Kirby / Mr. Game & Watch / Ness / Pichu***(same length of time regardless of which direction Pichu is facing, meaning it's the same length in both taunts) / Pikachu*** - 60 frames, or 1 second
* - Luigi's 1% Taunt Kick, hits on frame 46, or after 0.766666 seconds
** - Yoshi's taunt actually lasts for 80 frames, but you can block after frame 67
*** - Pikachu and Pichu's taunt actually lasts for 90 frames like with Zelda, but you can block after frame 60 so I counted it as 60
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Projectile Moving Speed - ranks the HORIZONTAL moving speed that projectiles travel, from fastest to slowest. (Note, Pikachu/Pichu's Thunder and Master Hand's finger-laser-beams aren't techincally projectiles, and just in case you're curious, Pikachu/Pichu's Thunder (Down B) move travels at the same speed as Kirby's Rock move)
---Great Fox's "Yellow-Lasers-of-Death"
---Master Hand's Bullets
1) Fox's Blaster
---Staryu's star shots (Water Gun? Swift?)
2-3) Falco's Blaster / Link's Arrows / (Ray Gun Blasts)
---Fully Charged Super Scope
4-5) Sheik's Needles / Young Link's Fire Arrows
---Star Rod Stars (smash attack)
---Star Fox's (and Star Wolf's) Ships' Lasers
6-7) Samus's Fully Charged Charge Shot / Zelda's Din's Fire (at top speed, not counting explosion time, only measuring top speed of actual floating fireball) / (Blastiose's Hydro Pump) / (Chikorita's Razor Leaf)
---Star Rod Stars (tilt attack)
8-11) Kirby's Final Cutter / Link's Boomerang / Yoshi's Eggs (Egg Throw, Up B) / Young Link's Boomerang
12) Samus's Straight Missiles / (Small Super Scope Shots)
13-14) Ness's PK Fire (it has the same horizontal speed when shot at angle in air as on the ground) / Ness's PK Thunder
15-18) Link's Bombs (being smash thrown) / Mewtwo's Fully Charged Shadow Ball (average speed) / Peach's Turnips (being smash thrown) / Young Link's Bombs (being smash thrown)
19) Mewtwo's Small Shadow Ball (average speed)
20) Bowser's Fire Breath / (Fire Flower Flames) / (Cyndaquil's Flames) / (Charizard's Flames)
21-25) Ice Climber's Blizzard / Ice Climbers Ice Shot / Pichu's Thunder Jolt / Pikachu's Thunder Jolt / Samus's Small Charge Shot
26) Samus's Homing Missile (TILT Forward B) / (Mario's Fireball in air) / (Birdo's Egg's, when shot from Birdo's mouth, NOT when caught and thrown)
27) Mario's Fireball (on ground)
28) Mr. Game & Watch's Sausages (at it's longest distance) / (Dr. Mario's Megavitamins in air)
29) Dr. Mario's Megavitamins (on ground)
30-32) Luigi's Fireball / Pichu's Thunder Jolt in air / Pikachu's Thunder Jolt in air
33) Ness's PK Flash
34) Mr. Game & Watch's Sausages (shortest distance, and BTW, in case you're curious, there are EXACTLY 5 distances in which Mr. Game & Watch can throw his sausages, and the same single distance NEVER occurs twice IN SUCCESSION, but other than that they are random)
_____________________________________
Projectile Lasting Time (in frames) - shows how long each projectile lasts. Also it shows the starting time of the moves and a little other related data about them.
Mewtwo Disable - 7 frames (0.1166666 sec)
---Starts on frame 15 (total time = 39 frames)
Ness's PK Fire - 20* (0.33333 sec)
---Starts on frame 20
---Burning lasts 101 frames (1.6833333 sec)
Bowser's Fire Breath (1st flame only) - 21 frames (0.35 sec)
---Starts on frame 23
---Starts on frame 2 when shot in air and you land on the ground
---Each flame is 3 frames apart, and they gradually grow shorter by the second as it's used
Kirby's Final Cutter - 25 (0.4166666 sec)
---1st hit - frame 23 (same as Falco's 1st Blaster shot)
---2nd hit - frame 47 (same as Falco's 1st + 2nd Blaster shot)
---3rd hit - frame 58 (starting time of shot)
Sheik's Needles - 30 (0.5 sec)
---Starts on frame 11
---Starts on frame 4 when shot while charging it
---Every 18 frames you get another Needle while charging it
---Each Needle in succession (when shot after being charged) is 3 frames apart from each other
Fox's Blaster - 34 (0.566666 sec)
---Starts on frame 12 for the first shot on the ground (every other shot is 10 frames apart)
---10 frames to shoot in air (every air shot)
Luigi's Fireball - 50 (0.833333 sec)
---Starts on frame 17
Ice Climber's Blizzard - 51 (0.85 sec)
---Starts on frame 16
---9 hits, 5 frames apart each; each hit however, lasts 11 frames
Yoshi's Egg Throw - 55 (0.9166666 sec)
---Starts on frame 18
---Explosion lasts 3 frames
Young Link's Arrows - 55 (0.9166666 sec)
---Starts on frame 14 if you tap B
---Starts instantly (1 frame) when shot while charging it
---If shot from/on flat ground it lasts for only 23 frames
---Takes 46 frames to fully charge
Link's Arrows - 60 (1 sec)
---Starts on frame 18 if you tap B
---Starts instantly (1 frame) when shot while charging it
---If shot from/on flat ground it lasts for only 29 frames
---Takes 60 frames to fully charge
Super Scope - 50-60 frames (0.833333-1 sec)
---Uncharged Shots lasts 50 frames
---Fully Charged Shots lasts 60 frames
---Starts in 4 frames when shot while charging it
---Fully Charged Shots starts on frame 104 (for every character)
Ice Climber's (1) Ice Shot - 61 (1.0166666 sec)
---Hammer lasts frames 15-20
---Ice Shot starts on frame 17
---Ice APPEARS on frame 7 +
Samus's Charge Shot - 69 (1.15 sec)
---Starts on frame 15
---Starts in 2 frames when shot while charging it
---Every 17 frames Charge Shot grows 1 level bigger in size/power; takes 2 seconds to fully charge
Mewtwo's Shadow Ball - 69 (1.15 sec)
---Starts on frame 26
---Starts in 9 frames when shot while charging it
---When Mewtwo is holding Shadow Ball it hurts other characters if they touch it on frame 18 +
---Explosion lasts 5 frames (if it hits a wall it makes an explosion)
---Every 17 frames Shadow Ball grows 1 level bigger in size/power; takes 2 seconds to fully charge
---Fully charged on frame 137 (2.2833333 sec) (same as Marth's fully charged Shield Breaker starting time)
Zelda's Din Fire - 34-72 (0.566666-1.2 sec)
---Explosion Starting Time (short range) is frames 60-62 (takes 1 sec to start)
---Explosion Starting Time (long range) is frames 98-100 (takes 1.633333 sec to start)
---If you start it and it hits a wall instantly, it can start as soon as frame 34
---If Zelda is hit on frame 12 of the move, then the fireball comes out of her but never explodes
---If Zelda is hit frame 26 + of the move, then the fireball comes out of her and explodes on frame 98. This (frame 26) is the TRUE starting time of Din's Fire, or at least what I'm counting as it's starting time
---Starts in 23 frames if you release B while the fireball is moving in the air
---Explosion lasts for 3 frames
Samus's Bombs - 73 (74-90 w/ explosion) (1.2166666 sec)
---Starts on frame 10
---Explosion lasts 17 frames (0.2833333 sec)
Mario's Fireball - 75 (1.25 sec)
---Starts on frame 14
Dr. Mario's Megavitamin - 75 (1.25 sec)
---Starts on frame 14
Samus's Straight Missile - 76 (1.266666 sec)
---Starts on frame 22
---Starts on frame 15 in air
Mr. Game & Watch's Sausages - 80 (1.33333 sec)
---Starts on frame 18 (every other shot is 17-32 frames apart)**
---There are 5 different ranges Sausage can go, and when shot from flat ground here is how long each lasts:
--Close - 59
--Middle/Close - 63 (+4)
--Middle - 67 (+4)
--Middle/Far - 72 (+5)
--Far - 76 (+4)
Falco's Blaster - 99 (1.65 sec)
---Starts on frame 23 for the first shot on the ground (every other shot is 24 frames apart)
---Starts on frame 13 for the first shot in the air (every other aerial shot is 16 frames apart)
Pichu/Pikachu's Thunder Jolt - 99 (1.65 sec)
---Starts on frame 18
Ness's PK Flash - 19-108 (0.3166666-1.8 sec)
---Explosion Starting Time (short range) is frames 64-80 (takes 1.066666 sec to start)
---Explosion Starting Time (long range) is frames 153-169 (takes 2.55 sec to start)
---If Ness is hit on frame 16 of the move, then the PK Flash comes out of him but never explodes
---If Ness is hit frame 45 + of the move, then the PK Flash comes out of him and explodes on frame 64 (unless he didn't release B before he got struck). This (frame 45) is the TRUE starting time of PK Flash, or at least what I'm counting as it's starting time
---Starts in 20 frames if you release B while the PK Flash is moving in the air
---Explosion lasts for 14 frames
Samus's Homing Missile - 111 (1.85 sec)
---Starts on frame 22
---Starts on frame 24 in air
Ness's PK Thunder - 119 (1.9833333 sec)
---Starts on frame 20
Peach's Turnips - 140 (2.33333 sec)
Link/Young Link's Boomerang Tilt Throw (or aerial throw) - 141 (2.35 sec)
---Starting Time 27 frames
---If standing on one spot when Smash thrown, Young Link's Boomerang lasts 77 frames before coming back to him (1.2833333 sec)
---If standing on one spot when Smash thrown, Link's Boomerang lasts 94 frames before coming back to him (1.566666 sec)
Link's Boomerang Smash Throw (on ground) - 171 (2.85 sec)
---Starting Time 27 frames
---If standing on one spot when Smash thrown, Boomerang lasts 124 frames before coming back to him (2.066666 sec)
Young Link's Boomerang Smash Throw (on ground) - 181 (3.0166666 sec)
---Starting Time 27 frames
---If standing on one spot when Smash thrown, Young Link's Boomerang lasts 116 frames before coming back to him (1.933333 sec)
Link/Young Link's Bombs*** - 277, explosion lasts 278-282 for Link and 278-285 for Young Link (4.6166666 sec BEFORE exploding)
Link/Young Link's Bombs*** - 301, explosion lasts 302-306 for Link and 302-309 for Young Link (5.0166666 sec BEFORE exploding)