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SSBM Statistics List

Discussion in 'Melee Discussion' started by Mew2King, Aug 8, 2003.

  1. Mew2King

    Mew2King King of the Mews

    Joined:
    Jul 18, 2002
    Messages:
    11,281
    Location:
    Cinnaminson (southwest NJ 5 min drive from Philly)
    !@!@!@!@!@!@!@!@!@!@!!!!!@!@!@@@!@@@!@!
    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

    ________________________________________

    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).

    ________________________________________

    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)

    ________________________________________

    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

    ________________________________________

    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

    ________________________________________

    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

    -

    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%

    ________________________________________

    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

    ________________________________________

    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 :p).
    ---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

    ________________________________________

    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

    ________________________________________

    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

    ________________________________________

    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)
    SpiderMad, ACDC, Thor and 6 others like this.
  2. Fox Legend

    Fox Legend Smash Apprentice

    Joined:
    Jul 3, 2003
    Messages:
    102
    Location:
    Mississauga, Canada
    Holy Cr@p how long did it take you to write this!!

    I didn't bother reading all of it but the stuff i did read was really good, all i can say is good job
  3. paperboy

    paperboy Smash Ace

    Joined:
    Jun 30, 2003
    Messages:
    763
    Great job

    :eek: :eek: :eek: :eek: :crazy: :crazy: :crazy: etc....

    Great job on this. This definetly needs to be stickied, or added the Compendium of Knowledge. Here's a cookie *hands Mew2King a cookie*. BTW are you the creator of this site? I'm just wondering...
  4. OldSkoolMar831

    OldSkoolMar831 Smash Apprentice

    Joined:
    Jun 21, 2003
    Messages:
    182
    Great job Mew2King. You truly are the master of SSBM statistics. :)
  5. Emacee

    Emacee Smash Ace

    Joined:
    Jul 8, 2003
    Messages:
    693
    Location:
    Jolly G-Town Gorham, Maine
    You are the master of technical data!

    :crazy: :crazy: :crazy: :crazy:

    I think it is critical that this is stickied.
  6. jet

    jet Smash Lord

    Joined:
    Sep 23, 2001
    Messages:
    1,526
    Location:
    In my reality
    snaps, dude, you're awesome, how long did it take you to come up with all this? anywayz, you get mega props from me ;) .
  7. FlowinWater

    FlowinWater Smash Champion

    Joined:
    Jun 22, 2003
    Messages:
    2,473
    Location:
    Miami
    Those Falco statistics are great, now I am goin to own! (more that is). How the heck do you come up with that stuff?
  8. choknater

    choknater Smash Obsessed

    Joined:
    Dec 25, 2002
    Messages:
    27,229
    Location:
    wobbling
    That is one LONG-*** list. How long did it take you to collect all this information? This list looks longer than most of the statistics FAQs in GameFAQS combined. Crazy fool.

    Good job.
  9. ljgrimm

    ljgrimm Smash Rookie

    Joined:
    Jan 13, 2002
    Messages:
    21
    Location:
    Seattle
    Absolutely amazing details. They are really helpful. Great job.
  10. Jill Valentine

    Jill Valentine Smash Apprentice

    Joined:
    Jun 6, 2003
    Messages:
    154
    Location:
    Buffalo NY
    :retard: :retard: :retard: O_O O_O :retard: :retard: O_O O_O :pow: :pow: :dizzy: :dizzy:

    Great job dude. This is amazing.
  11. Impmacaque

    Impmacaque Smash Journeyman

    Joined:
    Jul 1, 2003
    Messages:
    349
    Location:
    Bronx, New York
    Jesus, when did you get the time to compile all these facts?? This is the kind of topic that needs to be constantly bumped/stickied. Amazingly detailed, counting every frame. Still, I'm curious as to how you got exactly how many frames each animation took, I've been thinking it over and over, but cant find out any possible way....
  12. Evil Sacrafice

    Evil Sacrafice Smash Journeyman

    Joined:
    Jun 5, 2003
    Messages:
    493
    Location:
    I said stop looking AT ME
    :retard:
    Reading all of this makes me happy
    Almost everything in there is useful stuff that needs to be known, and the priority rules is my favorite. I just found out about that today so meh, finally something great....holy crap, i give thee props...but not money :D
  13. Red Dragon

    Red Dragon Smash Lord

    Joined:
    Aug 4, 2003
    Messages:
    1,225
    Location:
    NYC
    :eek: :eek: :eek: :crazy: :crazy: :crazy: :chuckle: :chuckle: :chuckle:


    Truly Amazing, you are a genius!. This should be stickied. Anyways this is too helpful to us all. Thanks for the data.
  14. Supernova

    Supernova Smash Ace

    Joined:
    Jun 6, 2003
    Messages:
    746
    Location:
    Somerville, Oh (Hamilton-ish)
    it's like you know bowser is bad statistically...but when you see the stats themselves. wow.

    VERY interesting stuff!
    DEKU3 likes this.
  15. xxxxThe_GoaTxxxx

    xxxxThe_GoaTxxxx Smash Ace

    Joined:
    Jun 23, 2003
    Messages:
    807
    Location:
    North Hollywood, CA
    ever heard of a guy named Tom Clancy? Well he writes these incredibly long, incredibly GOOD books, around once every two years, and they're all like 600 pages long. I always wondered how he could write so much. I used to think he would wake up, write for 16 hours straight, then goto bed, till the book was finished.




    M2King...you are the Tom Clancy of Smash Boards **bows head**



    EDIT=grammical errors
  16. NCAAKirby

    NCAAKirby Smash Apprentice

    Joined:
    Oct 20, 2002
    Messages:
    199
    Wow, I'm glad to see that you are using your talents for good. I mean you could be doing something wasteful, like curing cancer or something. :chuckle: Seriously, this is great, and I think it should be stickied. This is perfect for settling arguments.
  17. ZE_Ant

    ZE_Ant Smash Cadet

    Joined:
    Aug 1, 2003
    Messages:
    27
    Location:
    England
    ooooooooooohh!

    OMG!

    :crazy: :crazy: :crazy: :crazy:

    How amazing, could you tell us how long that took you plz?

    I found the home run contest very (x555000000000) jaw dropping.

    Well done.

    ZE_Ant
  18. GA Jedi Knight

    GA Jedi Knight Smash Rookie

    Joined:
    Jul 13, 2003
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    Location:
    Mon Calimari
    Hmmm... the site you took this off of... is it yours? The site was given to me by someone to help me with my FAQ I'm working on (I can't remember who it was though... was it you?). Anyway, yeah, if it isn't your data though, don't pass it off as your own.
  19. Mew2King

    Mew2King King of the Mews

    Joined:
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    Location:
    Cinnaminson (southwest NJ 5 min drive from Philly)
    Yes, I am Jason Zimmerman, creator of this SSBM statistics data, and yes that is my website. I also did some for Metroid Prime and Legend of Zelda: Wind Waker as you can see, and well, to be honest after a certain point, I continued doing this becuase I am bored and have no humans to play with where I live(except smores, who's busy so I won't bother him), and still have a tiny tad bit over 10,582 matches in Vs. Mode, and easily over 1000 hrs. total in this game (At VERY VERY LEAST 90% of my matches are on those lv. 9 computers[that suck] and gets reeeeeeeeeallllly boring). Also, it's not really a webpage, it's my homepage, and the sad part is, ALMOST everyone in my school thinks that I'm a nerd that has no life. I wish someone would actually like video games (a few do, but not NEARLY like I do) and want to play me(particularry if they're good), but with me, I doubt that will happen. Maybe I'm talking to soon, as according to some poll here the average ago of the people here are approx. 17.31 years old, and since I'm only 14.51, I guess it'll be better in High School(which I'm going to for the 1st time on Sept. 4), but I don't think I'll get this lucky. Anyway, I'm getting off subject, and so to answer the question of how I did this, it's like this...


    It's an extremely long process, so I'm just gonna try and explain it in short and simple form. I DRAW the short speed moves(like Mew2's aerial forward A, at 5 frames BTW) and find the speed of short moves by doing them a zillion times so I can see (by drawing to remember it) the speed of it. For moves that are VERY close in speed, but not exactly, I do them RIGHT NEXT TO each other, and if they hit at the same time, they have the same frame-speed, and if not, I find the speed of the unknown move by comparing it the the other move. I do this by (if the other unknown move speed is slower) soing the slower move and then THE VERY VERY INSTANT AFTER THAT I pause the game. That way only the FIRST frame of the move will be done. Then I unpause it. If they THEN hit at the same time, then they're only 1 frame apart. Then I know that since Mew2's shadow scratch is 5 frames, the other move's speed must be 6 frames. I then made "the frames list"(if you remember that extremely old topic)so I have at least 1 move of every frame speed. I can then compare them to other things(i'll know if it's fast enough or not by using blocking and stuff like that) to find their frame speeds.

    For example, I found Fox/Falco's stopping speed while running by using various characters moves(i'll use ganondorf just for the sake of chosing someone so I can try and explain my precess quickly) to compare their speeds. If Falco/Fox blocked, then it's not fast enough(since the block starts the EXACT frame AFTER a move ends, and starts right away afterwords.) Simply put, Ganondorf(and C. Falcon's) Down smash's 1st kick hits at 19 frames. When I dashed with Falco/Fox I dashed towards Ganondorf and then INSTANTLY paused the game. I then released the analog stick(to stop the dash) and then held C-stick down to do Ganondorf's down smash for the instant the game unpauses. Then, I VERY VERY quickly hold block with falco/fox right after I unpaused the game(VERY VERY quickly, so the move wouldn't hit and Falco/Fox wouldn't yet come to a complete stop.) When you do a dash and stop and THEN block, you still have to go through the animation of stopping before you're sheild goes up, which I found out after much testing. Anyway, after holding block, if Ganondorf's attack hit the shield, then Falco/Fox's stopping speed would be LESS than that 19 frames(since a block comes after the attack). If it hit Falco/Fox, that means that it comes at EITHER 19 frames OR LESS(since that last frame you're not blocking and it still obviously counts as one of the frames of the move.) Well, in this case, it hit Falco/Fox's shield. That means that it is NOT 19 frames. I then did the same process with Mew2's forward smash(18 frames, unlike his down smash which is 20 frames), and it hit Falco/Fox, so that means, that since I tested Ganondorf's 19 frame move and it's not that, and they got hit on Mew2's 18 frame forward smash, then the stopping speed of Falco/Fox is 18 frames. I did this test multiple times(at LEAST 5, but mostly an average of like 20). This is one of the EASIER LESS COMPLICATED TESTS, and I REALLY don't feel like explaining the longer ones, because I'd be typing for endless hours and you probably won't understand it anyway. I hope this helped you understand how(or, one of the many ways) I test frame speed.


    BTW, when I feel like posting it(will be soon, but I just got back from WildWood after sleeping a whopping like 3-4 hrs. before rushing out of the hotel towards home), I will post my throwing power list(measured ALL throws by measuring the lowest damage of their "crowd-screaming" damages, if you know what I'm talking about, and it you don't, it's basically the lowest damage in which an opponent needs to have for the crowd to cheer noticably louder after usually being thrown a certain distance. However, unlike normal attacks in which the weight[and possible falling speed] affect the damage inwhich the crowd-screaming damages occur, GRABS HAVE THE SAME SCREAMING PERCENTAGES FOR ALL DAMAGES[except mew2's forward throw, because of the shadow balls which are obviouly not considered by the game to be part of the throw, at least not for this.)
    DEKU3 likes this.
  20. Red Dragon

    Red Dragon Smash Lord

    Joined:
    Aug 4, 2003
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    Location:
    NYC
    .............Now its getting to a point were this is freaky, you seem to like writing by tons.
  21. MetaKnight0

    MetaKnight0 Smash Lord

    Joined:
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    Ontario, Canada
    My condolances to you. I know what it's like to be labeled.

    Anyways, back on topic. Could you possibly post the framespeeds of Mario's attacks and the frame-speed of his lag? Thanks in advance.
  22. jet

    jet Smash Lord

    Joined:
    Sep 23, 2001
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    In my reality
    woah, i see someone could challenge B in intelligence, and on another note, ppl will say things, but it all counts on what you think about yourself.
  23. ZorkFanDM

    ZorkFanDM Smash Journeyman

    Joined:
    Jul 12, 2003
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    WV
    Hey, even if people think you are a nerd, tell them your proud of it! I do.

    I AM HAPPY TO BE A NERD!

    On topic, I found the info helpful on precisely timing Ganon's attacks and such.
  24. Fox 2k3

    Fox 2k3 Smash Ace

    Joined:
    Jul 16, 2003
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    932
    Location:
    Guatemala, yes, it owns you biatch!!
    O_O WOW!!! very very nice, I must congratulate you Mew2king you are the king of the Stats and all that stuff, just one question... how the heck did you do suck a think like that, even reading is hard, i could imagine how hard was for you to write it lol :laugh: but,

    "you did a great Jorb" doing this stats. c00l.
  25. Badboy Bighead

    Badboy Bighead BRoomer

    Joined:
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    fgts
    Can't wait. I'm a curious cat.

    Heh. I'm honored to be the only human that lives near you. :chuckle: :chuckle:

    Nice Job on all this stuff, half of the stuff, I'm staring at and going :confused: :confused: :confused: the other half, I'm like "Whoa, mew2king must be whack to write all this"

    Nice job. Again. I gotta give you props for all this info.

    I could never write something like this. :crazy: :crazy: :crazy: :crazy: :crazy:
  26. Supernova

    Supernova Smash Ace

    Joined:
    Jun 6, 2003
    Messages:
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    Location:
    Somerville, Oh (Hamilton-ish)
    questions for the stats king:

    what are the speeds of ledge recovering? i.e. attacking from the ledge, jumping from the ledge (not dropping and jumping, just straight jumping while hanging,) and rolling from the ledge. (and just standing up if you feel like it.) i suppose the pre 100% data would be more important than post 100% data. or you could do both if you feel like it.

    or are all the characters the same in all aspects? i suppose that might be a possibility as well, but seems improbable, especially attacking after 100%.
  27. Mew2King

    Mew2King King of the Mews

    Joined:
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    Location:
    Cinnaminson (southwest NJ 5 min drive from Philly)
    The question about ledge rolling, the TOTAL time of each character, for getting up while grabbing a ledge, rolling, and getting up and attacking, IS THE SAME FOR EVERY CHARACTER(rolling distance, starting speed for attacking, and attack power and range vary with the character).
    Note how I didn't say ledge JUMPING. That's because unlike the other ledge maneuvers, ledge jumping DOES vary with distance, speed, height, etc. For example, Sheik sucks at ledge jumping(that's one of the very very few things Sheik isn't good at), while characters like Marth, Ganondorf (and Captian Falcon, but Ganondorf's is better), and Falco are excellent ledge jumpers. Marth especially because he has good Jumping height, distance, andrecovery really quickly. It is WAY too hard to measure the speed, total time, etc. of aerial maneuvers(jumping in this case) because it's in the air, and you can't block either, and testing it would just simply be too hard(it'd take like at LEAST an hour to get the accurate results for just ONE character, so you get an idea of what "WAY too hard" means). For rolling, the range varies, and so does the attack speed(NOT total time), power, and range in ledge attacks.

    Another thing, it DOES get slower when characters are at 100%+(total time I'm 99% sure it does, but starting speed IS slower I know for fact) BUT the characters still have the same TOTAL TIME in comparason to each other.

    In a few minutes(15?, since I'm gonna be eating in a minute) I'll edit/update my statistics list with more RAPID ATTACK SPEED moves.(near bottom) I found out Marth's, aeiral blaster speed, and several other things that were "???"
  28. Scavenger XIII

    Scavenger XIII Smash Cadet

    Joined:
    Jul 3, 2003
    Messages:
    72
    about priority, are you saying that players will gain an advantage simply because of what controller slot they are using? thats the lamest thing ive ever heard, in some kinda uber tiebreaker they could always just randomise it..... sheesh...

    but it couldnt have all that big an effect could it?

    cause if it does, that might explain a few things...
  29. spikeynl

    spikeynl Smash Rookie

    Joined:
    Oct 29, 2002
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    Location:
    holland, limmen
    I saw a post once I believe it was yours in wich you shown all the statistics of smashes; how much damage a Bowser needed to be KO'd. Can you put that in your chart as well?? I would appreciate it.

    Very very good job BTW. Were you bored or something?? ;) ;)
  30. Supernova

    Supernova Smash Ace

    Joined:
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    spikey, the "power" of the attack is what determines ko potential. (not the percent of damage, but the knockback.) you'd have to specify what attack. also, it depends on what level bowser is on, and where he is located on that level. i believe that's it.

    so in short, you'd have to be more specific.
  31. MetaKnight0

    MetaKnight0 Smash Lord

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    Ontario, Canada
    BTW, Mew2king, did you get the Jigglypuff pound trick into your jumping height thing? Because Jigglypuff can make the reverse Hyrule jump, but it doesn't seem you got that calculated into the chart.
  32. Sil\/erLink

    Sil\/erLink Smash Journeyman

    Joined:
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    Washington (State)
    Thanks, Mew2King

    That is one great guide. I needed some info on Samus' rolls, and that answered my question, and then some. Thanks a lot :D
  33. AlphaZealot

    AlphaZealot Smashboards Owner

    • Administrator
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    Major props dawg, this stuff is the shiznitz. I saw your website a couple months ago (i think it was yours, it was on aol) and was like ****, I could really use this.

    Once again thankyou for taking the time to calculate all this.
  34. Rainy Day Toast

    Rainy Day Toast Stays Crunchy in Milk

    Joined:
    Aug 10, 2003
    Messages:
    2,121
    Jeez.

    Considering Mario's rep and image, you'd think he should be a bit more of an impressive jumper.

    Oh, well.

    This guide is really, really great. Thanks for taking all the time to test this stuff. ^_^
  35. Supernova

    Supernova Smash Ace

    Joined:
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    Somerville, Oh (Hamilton-ish)
    In other words, putting to sleep someone with 80% then shooting them with 50% worth of Fox's blaster will put the foe to sleep the same length of time as if Fox shot a foe with 50% on a foe put to sleep at 80%.

    waitaminute...doesn't that say the same thing, just worded differently? or am i reading it incorrectly?

    to understand correctly, are you saying that if you tack on damage that doesn't stun a foe (thus "awaken" them,) it will add frames of sleep time?
  36. Mr.E

    Mr.E Smash Lord

    Joined:
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    Lima, Ohio
    E here requests that perhaps you could link to his topic here or something. Y'know, more data and stuff... Plus nobody really cares to pay attention to my little old thing when you have your BIG stats list and it gets ignored, but it's data you don't have here and apparently you're almost out of space in your post anyway. =P
  37. Wuhubettur

    Wuhubettur Smash Apprentice

    Joined:
    Oct 20, 2002
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    159
    Location:
    IL
    Your mass rankings look questionable. What was your math for that part?
  38. Sheik

    Sheik Smash Rookie

    Joined:
    Aug 30, 2003
    Messages:
    16
    ...Wow..Amazing, when you see the stats its cool to see that you have matht to support that falco has a good jump and all that great stuff
  39. Mew2King

    Mew2King King of the Mews

    Joined:
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    11,281
    Location:
    Cinnaminson (southwest NJ 5 min drive from Philly)
    You know that RUNNING JUMP distance list? Well that is incorrect a lot, like many good jumpers, like yoshi, m2, samus, falco, etc. DO increase in range more than SOME of them. 3 characters(Bowser, j-puff, and i forget the other one, Zelda I think, but I'm not 100% positively sure) DON'T increase their jumping distance AT ALL when they run jump as opposed to standard jumping, I can prove this on TINY MELEE. Hopefully soon the running jump distance list will be updated, but sadly I can't continue to forever update this topic, as I'm running out of characters AND lists to test, but I'll probably stop when I run out of characters, which is probably when i'll run out of lists as well. Sorry for not updating in a while, and I'll probably(hopefully) update this week sometime, best time in a weekend since I now have school, though I don't really get all that much homework.
  40. element_of_fire

    element_of_fire Smash Lord

    Joined:
    Jan 15, 2003
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    1,228
    Location:
    wisconsin
    I don't know if this has been done allready... but I have some stats to contribute.... (I figure its about time I do something :p)

    fox's shine distance along the ground...


    if your opponent is holding no direction, then their own weight and traction determines how far shine will send them, if they're holding down, their distance will be shortened, and they will stay on their feet.

    -----------------no direction------holding down
    Dr. Mario............13 ft.............6 ft
    Mario................13 ft.............6 ft
    Luigi................33 ft.............15 ft
    Bowser...............12 ft.............5 ft
    Peach................8 ft..............4 ft
    Yoshi................12 ft.............6 ft
    DK...................9 ft..............4 ft
    Falcon...............9 ft..............4 ft
    Ganondorf............10 ft.............5 ft
    Falco................----..............5 ft
    Fox..................----..............5 ft
    Ness.................14 ft.............6 ft
    IC...................25 ft.............11 ft
    Kirby................----..............6 ft
    Samus................12 ft.............5 ft
    Zelda/Shiek..........8 ft / 10 ft......4 ft / 5 ft
    Link.................7 ft..............3 ft
    Y. Link..............----..............5 ft
    Pichu................----..............5 ft
    Pikachu..............----..............4 ft
    Jiggles..............----..............5 ft
    Mewtwo...............----..............10 ft
    G&W..................----..............8 ft
    Marth................15 ft.............7 ft
    Roy..................----..............7 ft


    ---- = character will fall to the ground



    all tests were done on final D.. other surfaces/inclines will effect distances...

    for those of you attempting his drill kick infinite combo, 9 feet is the maximum distance they can travel before they go to far to combo... I'm pretty sure, you can double check if you want

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