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Frame Data Compilation

Witchking_of_Angmar

Smash Lord
Joined
Jun 5, 2007
Messages
1,846
Location
Slowly starting to enjoy my mothertongue again. :)
Introduction

I would have probably named the title something slightly more informative, like "list of places where you can gather the frame data that you need quickly and efficiently", but no one actually reads long sentences like that so I decided to narrow it down slightly. This was originally a thread I posted in the German Smash Forums. I had intended to expand it over time, but I kind of got bored with it and just left it as it is now. I'm posting it here so everyone can be cool like elvenarrow3000.

Miscellaneous:

SCOTU's Frame Data Q+A Thread

Got a question about frame data? Need something tested on AR? Request it here! Unfortunately the thread isn't active anymore and afaik SCOTU himself doesn't even do requests, but it's the perfect place to ask random frames stuff nonetheless.

Mew2King's Stat List

I think everyone knows what this is. Incredibly detailed list of virtually every statistic in Melee that you're unlikely to need. Goooood stuff.​


Edge Grab Boxen and Stages

This is composed of snapshots of all characters's edge grab boxes and stages. A character's edge grab box is the area of the character that is required to overlap with the staged edge to grab it. This also does a very good job of explaining why Battlefield's edges fux you up sometimes.

Moves:

SCOTU's Shield Pressure Guide

This is a veeery detailed guide to shield pressure. It contains frame data for the most common shield pressure methods such as multi shines, both spacies/all aerials w/ shine pillaring, marth's repeated dtilt, peach's float cancel nairs and a bunch of information about buffering moves out of shield to beat shield pressure effectively.​


Seanson's Hitbox system


This is a program that displays the hitboxes of many characters for each frame of the attack. Incredibly useful for finding information about priority, spacing, timing and range of moves.​

Frames of Hitlag and Shieldstun

A project by Phanna with the goal of finding shieldstun and hitstun frames for every character, item and stage. 12 characters finished so far.​

SuperDoodleman's Frame Data

Here you can download Excel Spreadsheets of frame data for every move in the game. These contain duration, IASA, hit frames, invincibility and more.

Marth's Frame Data (duration, hitbox duration, IASA, landlag + auto cancel for aerials)

Detailed Throws, Techs, and Getup Frame Data by Magus420

DI and Teching
Doraki's Guide to DI, Smash DI, C-Stick DI, Teching and Crouch Cancelling
Yuna's Spectacular Guide to DI

If you have anything else that I could add, please post it. I think I'll improve the formatting a bit later on, but for now this is OK.
 

Grunt

Smash Master
Joined
Apr 27, 2008
Messages
4,612
Location
Kawaii Hawaii
This is all his stuff.
Code:
Mew2King's retardedly amazing site **** I'm awesome for doing this
	
me

LOL I'M FINALLY UPDATING THIS PROFILE (top part anyway) SINCE OVER 2 YEARS

My name is Jason Zimmerman, alias Mew2King on smashboards and gamefaqs.

I like video games.

My AIM is ooVideoGameGodoo

My myspace is www.myspace.com/mew2king

Butter Pecan flavored ice cream is better than Coffee

Press Ctrl F to navigate this ancient site quicker.

	
	
Video Games Statistics Lists

I pretty much have no life but video games, so I made this entire video games statistics list ALL by myself (99.9% of it anyway, or all the hard and important stuff ^_^) because I'm a nerd with a hell of a lotta free time on my hands (I've been on this nerdy stat crap literally over 1000 hours). I hope you are left dumbfounded by the data and knowledge of these games that I have acquired with my little 100 trillion tests that I like to have to no less than 100% PERFECTION (unless otherwise stated, as I like things that way). However, I hope that you will actually make some USE of this stuff as well, because it helps for me at least in my gaming knowing all this statistical crap (really, it does, like conserving ammo in Halo, knowing just how many shots it takes to kill a certain guy, which path is faster, which vehicle or gun is better, etc. etc. etc.)




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Games that have Statistics Lists --SO FAR-- include:

---Halo: Combat Evolved
---Mario Kart: Double Dash!!
---F-Zero GX
---Metroid Prime
---The Legend of Zelda: The Wind Waker
---Super Smash Brothers Melee




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Halo: Combat Evolved

I only have the PC version of Halo so I can't get the values down to the EXACT percent/decimal for this game, so sorry, but I did manage to test the guns' powers on afk people with Tks. Here's what I have right now, and that will probably be all I will ever have since I don't have an Xbox and my Halo game broke. Hope you find this information useful somehow still.

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Weapon Ratings (based on my personal opinion from my 500+ hours experience beating people)

Campaign

10/10 - Shotgun (power + ammo)
9.75/10 - Rocket
9.5/10 - Pistol
9.25/10 - Sniper
8.75/10 - Needler (Elites)
8/10 - Plasma Pistol
7/10 - Assault Rifle
5/10 - Plasma Rifle

Plasma Grenades - 10/10 (stealth + big crowds)
M9 Grenades - 8.75/10

Banshee - 10/10
Scorpion Tank - 9.75/10
Warthog - 8.5/10 (easy to run em over)
Ghost - 8.25/10
SHADE - 8/10

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Weapon Ratings (based on my personal opinion from my ~ 500 hours experience)

Multiplayer

10/10 - Pistol
9.75/10 - Sniper
9.5/10 - Rocket
9.25/10 - FRG
8.5/10 - Flamethrower
8.25/10 - Shotgun
8/10 - Plasma Rifle
7/10 - Assault Rifle
5/10 - Plasma Pistol
3/10 - Needler

M9 Grenades - 9/10
Plasma Grenades - 6.5/10 (great on Banshees though)

Banshee - 10/10
Scorpion Tank - 9.75/10
Ghost - 9.5/10
Warthog - 7/10
Rocket Warthog - 6.75/10
SHADE - 6/10

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Rapidness (shots per second)

---Assault Rifle - 15 per second

---Flamethrower - 10 "flame bursts" per second (20 ammo used per sec, since it goes by twos)
---Needler - 10 per second

---Plasma Pistol ~ 8.5 per second (fastest possible)

---Plasma Rifle - 7.5 per second (exactly 1/2 of the Assault Rifle's rapidness)

---Banshee/Ghost Plasma shots - 6 per second

---SHADE (Stationary Gun) - 5 per second (Campaign)

---SHADE (Stationary Gun) - 3.75 per second (Multiplayer)

---Pistol ~ 3.5 per second

---Sniper ~ 2 per second
---FRG - 2 per second

---Shotgun - 1 per second

---Throwing Grenades ~ 0.75 per second

---Rocket - 0.5 per second (1 shot every 2 seconds)

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Reload Time (for mostly human weapons, I show the approx. time it takes to reload when you press R to reload, instead of auto-reloading, which on average takes around a quarter second or so longer (give or take a bit), so in other words, the Rocket is actually a little tad bit longer than the tank shot around 4.4 sec or so if you hold down the shoot button and auto-reload; note that these second values are rough approximations and may be off by up to 0.1 sec)

Plasma Pistol ~ 1.4 sec

Pistol ~ 2.4 sec

Plasma Rifle ~ 2.8 sec

Assault Rifle ~ 3 sec

Sniper ~ 3.2 sec

Flamethrower ~ 3.5 sec

FRG ~ 3.9 sec

Rockets ~ 4.3 sec

Banshee FRG shot ~ 4.35 sec

Scorpion main cannon ~ 4.4 sec

Shotgun ~ 5 sec (about 0.4 sec per bullet)

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Note: 100% life has 2 parts to it; 50% is the Shield part alone, and the other 50% is made up with the Body when you lose your Shield. That, when the damage to your Shield from certain attacks is the same as the damage to your Body from certain attacks, than that is what "Neutral" means.

*****Neutral*****
---All Explosives (or explosive-related things like the FRG for example)

*****Shield-Strong*****
---All Plasma Weapons

*****Body-Strong (w/out Shield)*****
---All Human Guns

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***Scorpion main cannon ~ 300%? all I know is that it's stronger than the Rocket, because it only takes 2 Scorpion shots to kill the 1-player mode Covalent Tank-like purple tank-vehicles that shoot those FRG-like white energy balls, while it takes 3 Rockets to kill those things. If I had to guess, I would say around 300% or so.
---The accuracy of this weapon isn't exact (it can be proven if you aim at one given spot on a course, and fire over and over then you'll notice that each shot won't hit the exact same mark, so there IS a slight factor of luck in tank fighting long distance). Scorpion can own Banshees if you're a good (and lucky) shooter.
---Campaign - 10/10 (power, range, AND infinite ammo)
---Multiplayer - 9.75/10

***Rocket ~ 53.34 - 220% (varies slightly and it does less damage on the edge of the explosion, so it's sometimes possible to survive 2 Rocket hits if you barely hit the edge of their explosions)
---Point at your opponent's feet and shoot. They will most likely die. That's why everyone hates this gun, because it takes almost no skill to use (at least it has infinite range like the sniper and tank shots). Best use at close range because it's fairly slow moving and easy to dodge at long range if you know that it's coming. (But you all obviously knew that, or I really, really hope you knew that at least >_>)
---The Rocket Warthogs have the same reload time (4 - 4.5 seconds) as normal rockets, but it can shoot 3 at once, and instead of beign 2 seconds apart each, it's approx. 0.9 seconds apart for each of the 3 shots you have before reloading)
---Campaign - 9.75/10 (limited ammo on most courses)
---Multiplayer - 9.5/10

***Grenades ~ 53.34% - 79.9% (can do less if you hit the edge of the explosion while moving away from the Grenade; minimum I've seen is around like 2/3 of your shield or so)
---M9 frag Grenades explodes 1 second after it lands on the ground (when it's still after it stops bouncing)
---Plasma Grenades explodes 2.5 seconds after it lands on the ground (it's only 2 seconds if it hits a vehicle or enemy though)
---M9 frag Grenades are one of the best weapons in the game if used correctly, period. It's best used right after your foe jumps, as it CAN'T be avoided if you time your throw right right after your foe jumps, since they only take a mere second to explode after they hit the ground and land.
***Plasma Grenades STUCK TO YOU kill you in one hit instantly, and if you Plasma Grenade a Banshee enemy that has full life in Multiplayer, then it leaves them with exactly 1 red bar. Also, Plasma Grenades act like a Charged Plasma Pistol shot in that they can INSTANTLY deplete the Shield of your enemy, so it's extra-effective on enemies that have Overshield.
---Plasma Grenades Campaign - 10/10 (use stealth and crowds to your advantage)
---Plasma Grenades Multiplayer - 6.5/10 (9.5/10 on Banshees)
---M9 Grenades Campaign - 8.75/10
---M9 Grenades Multiplayer - 9/10

***Fuel Rod Gun (you can use this in the PC version of Halo in Multiplayer mode, and in Banshees as well) ~ 40% - 59.9% (depending on where it hits you in the explosion)
---Damage done is ONLY from the "explosion" it makes when it hits an object (usually the floor or a nearby wall)
---OVERPOWERED and often when you use this people will call you a noob (when online especially)
---You have 28 shots in each FRG
---If you shoot 5 shots IN A ROW then it will be overheated and you can't shoot for another 3.9 seconds, so wait a split second after you shoot 4 or so shots to shoot again, unless you're planning on switching to Pistol or some other gun after you shoot all 5 shots. Best at middle-close range.
---Multiplayer - 9.25/10 (10/10 at close range)

***Warthog Gunner = 8 hits can kill
---While very strong, if you have no driver than you have no extra "moving-vehicle protection" from shots like those with a Pistol (or grenades for that matter)
---Great for taking down Banshees unless the Banshee guy is good with FRG (experience with knowing how gravity affects the FRG shots and what distance and angle to shoot it at to hit it's designated target can be very useful to have knowledge and skill with in Banshees)
---Campaign - 8/10
---Multiplayer - 8.5/10 (10/10 on Banshees)

***Plasma (any type, it doesn't matter at all) = 9 head shots; 14 leg shots; 15 body shots
***(Charged Plasma Pistol kills in 3 hits, with the first hit ALWAYS doing ONLY your Shield, so that means that the Plasma Pistol is very good against enemies with Overshield)
---Side Effect: stuns enemy/slows them down (good in CTF games when shooting a guy with the flag trying to make a [big] jump, as it makes them fall from the stun)
---You have 501 shots in each Plasma Pistol (charged shots do about 11% of your battery/ammo for each usage, or 1/9 of your Plasma Pistol ammo per charged shot; also, even if you have like just a few ammo left, then you can still shoot one last charged shot [so at like 3 ammo left you can still shoot a full powered charged shot])
---You have 201 shots maximum in each Plasma Rifle.
---After 13 VERY QUICK Plasma Pistol consecutive shots, the Plasma Pistol overheats
---After 24-26 Plasma Rifle consecutive shots, the Plasma Rifle overheats (it varies from 24-26 because when you get a 'new' Plasma Rifle with 100 ammo in it, the 1st set can shoot 26 shots before reloading, but as you use it more, it actually uses up more ammo-per-shot [very slightly, but still there nonetheless] than when it's 'newer' with full ammo)
---You will never reach your maximum possible amount of shots in each of the 2 Plasma guns because when you have around 8 battery ammo or less (especially when it's even lower than that), then some of the phiz shots (a name I made up which is the shots that don't shoot anything) start to occur until you finish off your gun (by that time you should have already picked up a new gun by then anyway)
---Personally, I prefer the Plasma Rifle as an UP CLOSE combat weapon, BECAUSE I found that shooting them up close (the shots of plasma stun your enemy slightly and slows them in turning and therefore attacking you) followed by a Punch from the Plasma Rifle is very effective in killing your enemy or doing BIG damage to them. If you're behind your enemy, you can follow the shots into a back punch for an easy kill (also remember that plasma is effective on Shields, so even better for guys with Overshields). Overall though, Plasma Pistol is better in 1-player mode, and Plasma Rifle is better for Multiplayer.
---Overall, Plasma Pistol has superior range, accuracy, ammo (501 > 201), rapidness POTENTIAL (8.5 > 7.5), the ability to be charged with a slight homing capability in it, a quicker reload time (1.4 sec > 2.4 sec) and the shots lasts longer before disappearing; Plasma Rifle has slightly faster bullets, lasts nearly twice as long while being shot constantly (good for ASSAULTS) easier to shoot quickly while aiming, and a seemingly longer stun time (shoot them to stun them, then, while still shooting, punch them to deal a lot of damage, killing your enemy or dealing MAJOR damage to them)
---Campaign Plasma Pistol - 8/10 (good on Jackals when charged as it destroys their shield)
---Multiplayer Plasma Pistol - 5/10 (far too slow)
---Campaign Plasma Rifle - 5/10
---Multiplayer Plasma Rifle - 8/10

***Needler = 16 shots (anywhere on body) or 7 shots in a row (because it makes an explosion at the 7th-in-a-row shot which has the bonus effect of taking away the shield of anyone nearby [basically anyone very close to or touching the victim] the guy that got Needled)
---Good on newbies; Good on Elites in 1-Player mode; Good to use on characters on places like the Infinity thin long white bridge or climbing up a ladder where you can't dodge the Needles, but other than those 3 situations it sucks *** on anyone semi-good because they are easy to dodge.
---Campaign - 8.75/10 (Elites can't dodge ****, and it can kill em in as little as 7 consecutive shots, which is quite useful on Legendary)
---Multiplayer - 3/10 (useful only on foes in a stationary position or places they can't dodge well, like climbing up stairs, or the thin long white bridge on Infinity, etc., but other than that it sucks ***)

***Pistol = 3 head shots; 5 body shots
---Potentially the best gun in the game. Great range, (just barely enough to reach across the 2 Blood Gulch portals), power (3-5 hits), and accuracy (esp. if you tap the shoot button instead of holding it while sniping long range) make this the weapon of choice for 99% of Halo players, and the Pistol is also a great weapon that best shows the relative skill level of your opponent.
---Even though Pistol Headshots kill in 3-5 hits, and head shots are always stronger than body shots, it mainly depends on what the last shot is in Pistol duels. 2 body shots and then 1 head shots can kill, or 5 consecutive body shots. You see, the Pistol head shot has the special power of delivering a 1-Hit Kill to enemies without a shield, or even to enemies with just a partial shield up. Normal Pistol body shots do EXACTLY 1/3 of your shield per hit, and Pistol head shots do a little bit more than that to your shield. BUT, since 2 body shots = 2/3 of your shield taken down, then the Pistol head shot you would THINK would normally only do slightly more than your shield, taking away the rest of your shield and a little bit of damage to your body as well, BUT since the Pistol Headshot has the special power of instantly killing a opponent without their shield, then the "remaining power" of the Pistol head shot that took away your shield will instantly kill/finish-off your opponent. Understand? (of course you do) Good. Well, if you don't get it yet, then don't fear. All this means is that you're a total moron.
---Campaign - 9.5/10 (weak on Elites)
---Multiplayer - 10/10

***Assault Rifle = 16 shots (anywhere)
---Like the Pistol but much worse, use it when you're reloading your Pistol if you already hit your enemy 3 or 4 times, as the Assault Rifle, while fairly weak, is easy to hit with so it can finish off enemies well. Best at CLOSE range, and slightly more accurate if you keep releasing and repressing the shoot button every second or so.
---Campaign - 7/10
---Multiplayer - 7/10

***Shotgun ~ VARIES GREATLY ON DISTANCE (at very very close range, it CAN kill a full life enemy in just 1 hit)
---Excellent gun to surprise enemies when you get close (take it out when you get close to them and they will be pretty much screwed unless you suck *** at aiming). OWNS Banshees (once, I literally took out 2 or 3 Banshees in a ROW [Death Island 16 player CTF in case you're curious] with a Shotgun. Just dodge their ram attempts and fire as you jump out of the way at close range (since Banshees can't exactly turn on a dime while moving)
---Campaign - 10/10 (good ammo AND power for almost instant kills even on Elites)
---Multiplayer - 8.25/10

***Flamethrower ~ VARIES (kills very quickly at close range; generally it's better than the Shotgun in almost all situations)
---Basically it's like the Shotgun except better (stronger). However, remember not to CHARGE your enemy TOO much because if you kill them with it and walk over their dead bodies, then each step you take over them will BURN you for more damage each time. Also, even more importantly, don't go wildly in so that the flames rhiochet back in your face after it hits your enemy, because that could easily be enough for you to suicide yourself. Tip: Start this a little bit early of when you think you are in range of your opponent, because the flamethrower takes a second or so to reach it's full range and power (take it from my experience)
---Multiplayer - 8.5/10 (limited to close range)

***Sniper = 1 head shot (TOP OF THEIR HEAD); 2 body shots
---Excellent weapon simply put (at least for pro snipers like me =P) especially if you can aim well. Also, sometimes, if your sniping long range like on the 2 bases on Blood Gulch, and you have an enemy in your sights and the cursor is aimed at their head and its red, then sometimes it will go a little to the LEFT of it's actual spot (so the aimer is SLIGHTLY off, but still pretty good overall)
---Campaign - 9.25/10
---Multiplayer - 9.75/10

***Punch = 3 punches stationary; 2 punches while running (it's realistic like that with the momemtum factor into the physics engine of Halo) or 1 back punch kills instantly no matter WHAT life/overshield/etc. your enemy has.
---Use any time you're at close range to your enemy as the damage done is pretty good.

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Pistol Secrets I Discovered that helps to Kick your Foe's *** (this applies at least to the PC version of Halo when I'm playing online)

1) Rapidly TAP the shoot button instead of holding it down and every one of your Pistol shots will have more range and accuracy.

2) Due to lag (mainly online) you need to LEAD your opponents movements instead of shooting straight at them. So shoot where they are GOING TO BE in like a quarter second or so from your spot. The best way to understand this is to experiment with it, and this is very very very important to know if you want to kick major-*** like I do.

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Your Shield starts to come back after about 5 seconds of not being shot at, and it could take up to about 5 seconds to recharge completely.

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Overshield lasts up to 92 seconds (45 seconds for each of the 2 shield colors if your not shot at during that time, and the first 2 seconds of getting Overshield you are invincible)

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Invisibility (a.k.a. Camoflauge) lasts exactly 45 seconds when you pick it up, and you can see enemies that are cloaked (invisible) by having a Sniper, zooming in on them (or where you think they are if you don't see them), and turning on your Night Scope (the green light you can turn on when you're sniping enemies with your Sniper)

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Less Damage from a Fall or Drop - simply press the Crouch button (or "Duck") as you're landing from the fall and you will receive less damage upon your landing (the better your timing, the less damage you're receive generally, unless it's a HUGE fall that you just can't survive)

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When you press the Crouch button in air, then you will pull your feet up in air, allowing you to jump on top of higher places (mainly useful in Multiplayer mode on certain courses in certain places)




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Mario Kart: Double Dash

Table of Contents
---Miscellaneous Data
---Item Rarity list
---Items Ratings list
---Top Speeds list
---Off-Road Top Speeds list
---Weight Rankings list

________________________________________

Miscellaneous Data

-----The best character combo and car in the game is Koopa (or Paratroopa) and Toad (or Toadette; must unlock) in the Barrel Train car (must unlock it, it belongs to Diddy Kong). If you're REALLY good though, you should probably have Koopa (or Paratroopa) and Diddy, since you get many Giant Bananas in 1st place. This is a FACT: the Barrel Train car is the best car in the game. It has easily the best stats, and holds the most World Records of any car. Even before I found this out it was EVEN THEN my best/favorite car. Barrel Train is also probably the best for straight-a-way powerslides, and the only thing bad about the Barrel Train for newbs is that it has low acceleration (not important in Time Trials if you have a boost start) a slow turning speed (not really very important if you powerslide a lot) and can't change it's powersliding direction from left to right very quickly (Parade Car > Barrel Train on Yoshi's Circuit because of this, but Barrel Train > ALL other cars on almost every course for pros).

-----Other than the Barrel Train, the Toad Kart is pretty good, and holds the World Record for DK Mountain.

-----Bullet Blaster is also a pretty good car. It's almost the exact same as the Barrel Train, except for little differences. It's [very] SLIGHTLY less good but a lot easier to use easily (for beginners at least). Because the Bullet Blaster is the lightest car in the game, it’s not a very good choice for Grand Prix.

-----Parade Car is another good car. It's the same as the Wario Car except for one more * for acceleration and it's a much better powerslider. Parade car is slightly better than average through. If I were to rate it, I'd give it a 4/5. Parade Car is apparently very good for Yoshi Circuit, as it can change the direction it powerslides very quickly. I always use Parade Car on Yoshi's Circuit now.

-----The best car (for beginners at least) for Grand Prix mode is probably the Boo Pipes (which is the 2nd to last car that you can unlock). It has a good weight for Grand Prix mode and the acceleration needed to take a beating with items. The only catch is that it’s the single worst powerslider in the game, but it's still pretty easy to win Grand Prix with. Also, this is a very good car for Battle Mode (on Cookie Land and ESPECIALLY Block City).

-----The best car for most of the Battle Mode stages is Para Wing, since it has the fastest acceleration in the game (along with Toadette Kart) and also it is heavier than most of the other lightweight cars. It’s also small and hard to spot, and because it’s small it can maneuver between obstacles like [Giant] Bananas and Fake Item boxes easier than almost any other car. This car is your best bet for 4/6 of the Battle Mode stages.

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---As I just said, the Barrel Train is the best car in the game, no contest. (To unlock the Barrel Train, you must beat the Star Cup on 150cc, and only light characters can use it since the Barrel Train, while it has 3 ***'s for weight, is still a light weight class car). As you may or may not know, LIGHT cars, or well, cars in the Light Car CLASS (cars that only lightweight characters can ride in), get a LONGER boost from powersliding (a.k.a. mini-turbos). Medium weight cars get a medium sized powerslide boost, and Heavy cars get a very small boost from powerslides. Top speed affects how FAST you go when you do a powerslide. In other words, a car that has a top speed 3mph faster than another car will get a 3mph faster powerslide boost than the other car that powerslided. (With boost starts taken into account [press A after Lakuti's light turns green], in Time Trials mode, acceleration doesn't matter at all, not even the slightest little bit, unless you suck and bump into walls a lot).
---Weight affects how long the mini-turbos lasts.
---Top Speed affects how fast the mini-turbos speed you up.
---Having Light Weight is more important than having a High Top Speed for powersliding.

High Top Speed + Light Weight car Class = Great Powerslider. This is why the Barrel Train and the Bullet Blaster cars are great cars for Time Trials mode. Also, the Parade Car powerslides like light cars, so in other words, it's a good powerslider.

Low Top Speed + Heavy Weight car Class = Terrible Powerslider. This is why cars like Boo Pipes and other slow and heavy cars are terrible powersliders.

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---Big Tip: (especially useful for cars with slow acceleration) if you perform a mini-turbo [a.k.a. powerslide] or a Mushroom boost right after you wipe out from something (such as a shell, banana, etc.) then that will put you back to your car's top speed INSTANTLY no matter how fast you were going when you used it, (as well as the normal mini-turbo boost of speed you'd normally and always get from the mini-turbo/mushroom, obviously). This is a very useful trick I discovered that could really help a lot of you having trouble beating the "cheap"(not really) computers. It helps you catch up very quickly if you're shot with an item.

---Another Big Tip: because the "boost start" puts you to your max top speed for a split second but THEN puts you back down to around 40-something (in the high 40’s) mph before it goes back up again, if you start the race off with a drift turn (or powerslide) then, since drift turning keeps you at your max top speed when you use it, if you do it fast enough at the beginning of the course (must be a boost start) then you won't lose ANY speed. This can be useful for advanced players, as every little bit counts. Therefore, you should almost always start off with a powerslide (if you’re SERIOUS about Time Trials at least).

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---Powersliding is the single most important thing in Mario Kart: Double Dash for advanced players. Use it almost ALL the time, as it speeds you up A LOT (overall), and shaves quite a lot of seconds of your total time, which is almost ALWAYS the difference between 1st and last (assuming that your opponent doesn't suck). The quicker you do a powerslide, the easier it is to do it right, especially on a straight-a-way, and the faster you'll go overall (because you can do it more times in a row by doing them quicker).

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---With powersliding, it's easier to dodge Red Shells and some other homing items (Spiny Shells are REALLY tough to dodge though, and it's like 99.999% luck for dodging Spiny Shells). Just do the powerslide to the left or right JUST before the projectile hits you. It's possible to dodge them SOMETIMES in SOME situations by simply doing a normal turn or drift turn, but it's much better to try to dodge it with powersliding. These projectiles are possible to dodge because they slow down a bit behind you a second or so before they're about to hit you, and you can see when they're coming because a little window pops up telling you that it's about to hit you in about a second or two. When you try to powerslide-dodge Red Shells, release your powerslide JUST AFTER you see it on your screen a few feet behind your car (not just in the little window), and you MUST be turning to dodge it.

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---The best way to cut corners close is actually to do what the Staff Ghost in Baby Park does; to start out FAIRLY wide then close it in so you can cut the corner close (powerslide most of the turns of course). The PERFECT corner cut would be when your EXACLY ½ way through your turn. The reason this is better than turning close to the wall is mainly because you can start the drift turn/powerslide sooner, because if you're right next to the wall and you try to turn, you'll just hit to wall. Starting it wide and cutting it close is the best way to do it.

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---Every ghost you save to Time Trials uses 5 blocks of memory to your memory card. Your 'Mario Kart: Double Dash' game data, like your unlocked things and Top 5 Time Trials times (and your Time Trials best lap time) uses only 3 blocks of memory to save all of that. So if you want to save your game data and one ghost on each of the 16 courses, then you'll need 83 blocks of space in your memory card. That's slightly less than 1/3 of the space on the Memory Card 251.

---After 4'54"833 or longer in Time Trials, then your Ghost for that Time Trials run cannot be saved (if you take that long to complete a race, then your really, really suck, and you shouldn't save something like that anyway, no matter what course it was on).

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---Your speed does NOT 'FURTHER' go up when you're powersliding WHILE using a Mushroom (it does when you're powersliding while using a Star though) as opposed to JUST powersliding 'OR' JUST using a Mushroom, so don't use a Mushroom if you're about to powerslide somewhere (and don't use a Mushroom and Star simultaneously).

---Mushrooms don't have ANY effect when used in air, and you should also NEVER use Mushrooms if you're about to go over a Boost plate (like those from Rainbow Road) as it will pretty much negate the effect and won't help you speed up at all.

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---To get a “boost-land-start” from when Lakuti puts you back on the course if you fall/get knocked off the course (ex: falling off Rainbow Road), then you should press and hold the A button RIGHT BEFORE Lakuti puts you back down on the ground with his fishing pole (well, right before you hit the ground press and hold A). Cars that don't bounce (or at least not much), like Barrel Train, Toad/Toadette Kart, the Baby Bros. Buggys, Piranha/Boo Pipes, etc., will usually get a better boost from this “boost start” than cars that bounce a lot, like Bullet Blaster, Turbo Yoshi/Birdo, Red/Green Fire, etc. If you're using a car like that that bounces a lot, then hold up on the control stick as you 'boost-land' and you won't bounce (or at least not as much) and you'll "recover", or “start-up” much quicker than you normally would (especially with cars with slow acceleration).

---This is for the 1st second of the game in Time Trials. This is a list I made of what the times are shown in the game (left) and what their TRUE conversions SHOULD be (since the game runs at 60 frames per second it will [or ‘should’] go by 0.016-0.017's of a difference for each frame). For anything marked by a ***, if you press the A button on THAT frame/time, then you'll get a BOOST start. For anything marked with a ....., then on any of those frames if you press A then you'll start by the back-seat character pushing the car at the start of the race. For anything after that, you'll start off fairly slow and just hop in your car and start driving normally. Also, anything from between ABOUT 1/2 of a second (or less) before Lakuti tells you to GO will ALSO result in pushing the car at the start. However, if you're holding the A button before then until when the race starts, then you'll get a REALLY slow start like you did in Mario Kart 64 if you were holding the A button too soon. Also, for Time Trials purposes, if you say, get a Perfect boost start (press the A button when the timer is on 0.020), then you’ll start even FASTER than if you say, got a boost start by pressing the A button on 0.036, 0.053, etc. The sooner the better, as every little bit counts, even if it is only 2/15 of a second possible difference. However, Moritz informed me that the game calculates speeds to the thousandth (0.001) when you're racing, and just has weird numbers when you PAUSE the game.
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.....First frame of Green light (0.000)
.....Second frame of Green light (0.000)
***0.020 = 0.016-0.017
***0.036 = 0.033-0.034
***0.053 = 0.050
***0.082 = 0.066-0.067
***0.099 = 0.083-0.084
***0.108 = 0.100
***0.118 = 0.116-0.117
***0.140 = 0.133-0.134
***0.151 = 0.150
.....0.166 = 0.166-0.167
.....0.199 = 0.183-0.184
.....0.214 = 0.200
.....0.217 = 0.216-0.217
.....0.240 = 0.233-0.234
.....0.265 = 0.250
.....0.281 = 0.266-0.267
.....0.283 = 0.283-0.284
.....0.304 = 0.300
.....0.329 = 0.316-0.317
.....0.349 = 0.333-0.334
0.363 = 0.350
0.381 = 0.366-0.367
0.397 = 0.383-0.384
0.410 = 0.400
0.419 = 0.416-0.417
0.434 = 0.433-0.434
0.461 = 0.450
0.473 = 0.466-0.467
0.492 = 0.483-0.484
0.500 = 0.500
0.517 = 0.516-0.517
0.543 = 0.533-0.534
0.559 = 0.550
0.577 = 0.566-0.567
0.587 = 0.583-0.584
0.606 = 0.600
0.632 = 0.616-0.617
0.637 = 0.633-0.634
0.657 = 0.650
0.679 = 0.666-0.667
0.698 = 0.683-0.684
0.712 = 0.700
0.731 = 0.716-0.717
0.741 = 0.733-0.734
0.755 = 0.750
0.772 = 0.766-0.767
0.787 = 0.783-0.784
0.802 = 0.800
0.825 = 0.816-0.817
0.834 = 0.833-0.834
0.853 = 0.850
0.868 = 0.866-0.867
0.885 = 0.883-0.884
0.908 = 0.900
0.925 = 0.916-0.917
0.944 = 0.933-0.934
0.951 = 0.950
0.977 = 0.966-0.967
0.988 = 0.983-0.984
1.014 = 1.000 (the exact moment that the music of the race starts)

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---ENDLESS REVERSE SPINY SHELL: Go to 2-player Vs. Mode and then go to the Mushroom Bridge course. Have the player in 1st either: (1) Go up one of the two bridge paths (with all the boost pads) or (2) Go to that little spot off to the right at the beginning of the course and stay there (the little section with grass and the green pipe) and then have the player in 2nd go get and shoot a Spiny Shell. The Spiny Shell will go forwards at first, then soon it will come backwards and CONTINUE going backwards around the course for the rest of the race (it won’t stop as long as the player in 1st is “hidden”). Spiny Shells are very fast; it can make a lap in just a little over 11 seconds.

---ENDLESS YO-YO SPINY SHELL – Go 2-player Vs. Mode and then go to Yoshi's Circuit. Have the player in 1st hide in the “secret” tunnel and have the player in 2nd go get and shoot a Spiny Shell. The Spiny Shell will go back and forth above the tunnel like a yo-yo "trying to find it's target" (sort of).

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---This is for the speedometer (each change is ACTUALLY 8.98 mph difference to be almost exact-exact):
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no color = 0 mph
light blue = 0-9 mph
green = 9-18 mph
light green = 18-26 mph
light yellow = 26-35 mph
light orange = 35-44 mph
orange-red = 44-53 mph
red = 53+ mph
Rainbow flashing colors = anytime you're using a speed boosting item, like a Mushroom for example.

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---If you're going at LEAST 28 mph then you'll crash (well… spin out, like from a banana peel) if you're going at LEAST that speed when you hit certain 'enemies' or 'obstacles' (like Goomba's for example)

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*****Speeds List*****

-Mario Circuit Goomba ~ 2 mph (on average, since it moves, stops, moves, stops, etc.)
-Sherbet Land Red Shy Guys ~ 5 mph (3-7 mph depending on where it is on the Shy Guy[s])
-Peach Beach 1st Red Cataquack (in/near water to the left) when it hits you = 6 mph
-Spin Turn = 7 mph
-Waluigi Stadium Huge Piranha Plant = 7-8 mph
-Dino Dino Jungle 1st Geyser in Cave when it hits you = 10 mph
-Dino Dino Jungle (all 3) Geysers in Cave when it hits you (Time Trials) = 11 mph
-Dino Dino Jungle Last (3rd) Geyser in Cave when it hits you = 11 mph
-Chain Chomp when it hits you = 11-14 mph
-DK Mountain Boulders when it hits you = 11-14 mph
-Piranha Plants when it hit you = 11-14 mph
-Wiggler Train-Bus when it hits you = 11-14 mph
-Peach Beach Cataquacks (while running at you of course) = 13-14 mph
-Reverse(B) = 14 mph
-Dry Dry Desert Tornado = 14-15 mph
-Mushroom Bridge Cars = 14-15 mph (much much closer to 15 mph)
-Dry Dry Desert Tornado when it hits you = 15 mph
-Shells shot Backwards = 15 mph
-Sherbet Land Blue Shy Guys = 15 mph
-Dino Dino Jungle Big Outside Geysers when it hits you = 17 mph
-Peach Beach Cataquacks when it hits you = 18 mph
-Reverse 'Acceleration' with a Star = 19 mph
-Dino Dino Jungle 2nd [Huge] Geyser in Cave when it hits you = 20 mph
-Bowser's Castle Huge Fireballs that the Bowser Statue shoots at you = 22.5 mph
-Mushroom City Slowest Cars = 26 mph
-Daisy Cruiser 'Moving' Tables = 28 mph (at most)
-Birdo/Yoshi's Egg shot Backwards = 30 mph
-Mushroom City Middle Speed Cars = 30 mph
-Reverse Diagonally Against a Wall = UP TO 30 mph (at max)
-Waluigi Stadium speed in air when you go off the Dash Panel Jumps = 30 mph
-Bowser's Castle speed in air when you go off the Dash Panel Huge Jump = 33 mph
-Fireballs shot Backwards = 33 mph
-Mushroom City Fastest Cars = 34 mph
-Green Warp Pipe = 35 mph
-Rainbow Road 'Elevator' = 38 mph
-DK Mountain Boulders = 51-53 mph (varies slightly depending on where it is when it's rolling down the mountain)
-Chain Chomp = 53 mph
-Chain Chomp (special item) = 60 mph
-Shells = 75 mph
-Birdo/Yoshi's Egg = 82.5 mph
-Fireballs = 82.5 mph
-Daisy Cruiser Orange Tunnel shot = 140 mph
-Spiny Shell = 182.5 mph
-DK Mountain Huge Barrel Cannon shot = 195 mph
***Not Downgraded Version of the Wario Car = 280 mph + (see page 21 of your MK:DD instruction booklet)
***F-Zero GX Cars moving at 1000 km/h ~ 621.371 mph
***F-Zero GX Cars moving at 1609.344 km/h ~ 1000 mph

*** = not really in MK:DD, just put there as a stupid joke (ha ha ...>_>)

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Priority: Player 1 > Player 2 > Player 3 > Player 4 with collecting item boxes. In other words, Player 1 has a very slight advantage over the other players, etc. for the other players. This means that it's possible to go into Battle Mode with some heavy car like Boo Pipes, and stay IN an item box and no matter WHAT, as long as you're there, no other player can get that item box and you can use this unfairness of priority to your advantage to win matches [very slightly] easier. Yes it's unfair, but so is life =P

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Mushroom Bridge (and City) Cars/Trucks' Licence Plates:

1UP = Green Truck that says 'Moo Moo Farm'
POW = Red/Yellow/Blue Cars
SMB3 = Blue Truck that says 'P Express'
STR = Blue Bus that says 'Star Travel'
SUN = Red Bus that says 'Peach Beach'
W1-1 = Yellow-Orange Truck that says 'Super Chocolate'

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Juggle or Stack – shows you which characters juggle 2 or 3 mushrooms/shells and which characters stack them on top of each other (the Bombs in Bob-omb Blast [Battle Mode Setting] are ALWAYS stacked though)

JUGGLE……………STACK
Mario….…………….Luigi
Daisy………………..Peach
Yoshi………………..Birdo
Baby Mario………...Baby Luigi
Paratroopa…………Koopa
DK…………………..Diddy
Baby Bowser………Bowser
Waluigi……………...Wario
Toad………………...King Boo
Toadette……………Petey Piranha

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***Battle Mode Items - this will give you anything you ever wanted to know about the items you can get in Battle Mode (Balloon Battle).

---Banana - When you place it, characters will slip on it and spin out once, losing a balloon. Try being sneaky and planting it in unavoidable or hard-to-notice places, or in the middle of small “hallways”. You can also use Bananas to stop [Red] Shells from hitting you. You can throw them forward, but they're not very good that way. The speed that you’re traveling while you throw these affects how far and fast it’s thrown. Also, only 11 Bananas can be on the screen at once, and after somebody throws a 12th Banana onto the course, the 1st Banana placed on the course will disappear to make room for the newly placed Banana.

---Bob-omb - This item explodes after it's placed. The explosion time seems to be sort of random, so if you're unlucky and you're standing around by one it can even explode in less that a second and even hit YOU! Your best bet is to place it where/when your opponents don't know about it, so that you can greatly increase your chances of hitting your foe. Bob-ombs can also be thrown forward, and when they are they're thrown very fast (about the speed of a Green Shell). The speed that you’re traveling while you throw these affects how far and fast it’s thrown. Try to place these in the MIDDLE of "hallways" so that your opponent can't avoid the explosion.

---Bowser's Shell - This is basically the same as a Green Shell, except bigger, stronger, but only 2/3 the speed of a Green Shell (it’s the same speed as Green Shells in ‘races’ though). This item has great priority and can goes through almost anything/everything. However, Fireballs and Giant Bananas can reflect it (the Fireball and Giant Banana will be destroyed in the process through). Again, place these in the middle of "hallways" so that they're unavoidable. This item breaks the 4th time it hits a wall, and the 2nd time it hits a wall when it’s shot backwards. (In 'races', it breaks the 8th time it hits a wall, and the 4th time it hits a wall if it’s shot backwards). Bowser Shells are one of the rarer items.

---Fake Item Boxes - This looks the same as a normal item box, except (1) the ? is up-side-down, and (2) when you're close to it it turns Red in color. These are like Bananas in almost every right except that they hit a foe like Shells instead of making them slip (meaning that they knock/flip them over like when you get hit by a Shell), they bounce [only] ONCE when they're thrown, they don't stop projectiles, and they're generally harder to notice. The speed that you’re traveling while you throw these affects how far and fast it’s thrown. Plant these with other sets of item boxes to improve your chances of hitting your enemy, and don’t try to make it obvious that it’s not a REAL item box. Fake Item Boxes can ONLY be destroyed by Stars (so don’t try to destroy one, and don’t try to hide behind one). Also, only 6 Fake Item Boxes can be on the screen at once.

---Fireballs - In Battle Mode, you shoot 3 of these at a time and it stops when it hits a wall (in 'races' you shoot 5 at a time and it bounces of walls). This item is put to best use in a crowd, as it can hit several foes at once. The best way to dodge one is to either stay to the 'far' (not really THAT far though) left or right of your foe, or just a TEENY bit off from being STRAIGHT in front of your foe (to go in between the Fireballs). Fireballs can reflect Bowser Shells and Green Shells, so remember this (and don't tell anybody). Fireballs are a little bit worse than getting hit by a Giant Banana, as it spins you out twice AND burns/stuns your foe’s “backseat driver” for a bit, so for a [very] short period of time after your enemy 'recovers' from the 2 spins, it can't use any items for a second or two. Fireballs are one of the rarer items.

---Giant Banana - Giant Bananas are like normal Bananas, but they spin you out TWICE (if you hit the actual BIG banana itself), are bigger and harder to dodge, reflect Bowser Shells (and split into 3 bananas when they get hit by Bowser Shells), and after somebody hits it, it "splits" into 3 small (or ‘normal’) Bananas. Giant Bananas destroys normal Shells when Shells hit it, so yes you CAN hide behind these and be safe from MOST things (not from things like Stars though). For the most part, use the same tactics as you would for a normal Banana. Try planting these in the middle of a thin “hallway” so it’s impossible to drive around. Also, only 3 Giant Bananas can be on the screen at once.

---Green Shell – Green Shells are VERY common, along with Bananas. Green Shells move quickly in a straight line, bouncing off walls, until it breaks or hits something. Believe it or not, this item is actually one of the better items in the game for Balloon Battle. If you're a good aimer (like I am), then you can almost always hit your enemy. Just use the spin turn to aim at your target (Spin Turn: stop moving [or move at a very slow speed] and press A+R+L + left or right, NOT THE 'B' BUTTON!!!). Another way to make a good hit is drift turning while circling an enemy to aim up your shot angle right before shoot your Shell. It's not really that hard. Just remember to shoot where they're GOING to be, and NOT where they were when you shot them. Green Shells (and Red Shells) are slightly bigger than they look in a "hitbox size", so it's sort of like this -> [[SHELL]] with the [[ ]]'s representing the invisible hitbox size sticking out from the actual Shell itself. You can use this almost anywhere, bouncing through tunnels, chasing down 'prey' and other stuff. You can also shoot it backwards to defend yourself against projectiles or to hit an unsuspecting enemy following you. This item breaks the 4th time it hits a wall, and it breaks the 2nd time it hits the wall if you shoot it backwards (Green Shells, like Red Shells and Bowser Shells, move much slower when shot backwards) (In 'races' it breaks the 10th time it hits a wall, and the 5th time it hits a wall if it’s shot backwards).

---Mushroom - A very good item. This item gives you a temporary speed boost (between 1 and 2 seconds) and if you hit or ram into an enemy while the boost is in effect, then you can STEAL your foe's balloons if you don't already have all 3 of your balloons.

---Red Shell - Red Shells are pretty much the same as Green Shells, except that it homes in on foes that are in front of you, but it only has about a 90 degree 'homing range' (straight ahead, and 45 degrees each way from left to right, so in other words between NW and NE), so it's not quite as good as in Mario Kart 64(which is good, since they were just unfair then, but they pretty much still are now). Do NOT shoot these behind you (only as a very very very very VERY last resort to defend yourself) as they're crap that way (since they don't home in that way). This item is very very very good, so use it where there is a lot of space without walls and/or obstacles, or on a long passage with no sharp turns (Red Shells are an almost guaranteed hit on the Nintendo Gamecube course). If you throw a Red Shell OVER the ‘enemy’, then the Red Shell will NOT go backwards to home in on him/her, so don’t do that.

---Star - Stars are arguably the best item in Balloon Battle. They work sort of like Mushrooms, as they give you a speed boost and steal balloons from your opponent, but Stars ALSO make you invincible from everything (except falling off the stage in Tilt-a-Kart), so use them when you're near your foe or just before you're about to get hit by something that you think you can't escape. You can only get Stars if you have 1 or 2 balloons remaining. Stars last approximately 7.5 seconds, but in Shine Thief mode it only lasts for 6 seconds.

---Thunderbolt - This item is THE best in Battle mode (well, THE best item in the game), although you can ONLY get this in Shine Thief mode when you're NOT holding the Shine (and in 6th, 7th, or 8th in Grand Prix mode). This item spins out foes twice (just like hitting a Giant Banana) and then shrinks all foes for 9 seconds. By shrinking your foes, it makes them slower, it makes them "light" (so you can run over them) and it also makes them drop any items they were carrying (even the Shine, if they were holding it, so use this at the very last second so you can grab it).

---Triple Green Shells - Same as Green Shells, except now you have 3. You can use all 3 at once to almost guarantee yourself a hit or use them sparingly to try to get a good hit in each time. You could also try moving slightly to the left or right while quickly shooting all 3 at once to make them practically undodgable in the tunnels/hallways.

---Triple Mushrooms - Same as Mushrooms, except now you have 3. Remember, don't use all 3 at once (that would just be a COMPLETE waste), and don't stupidly charge towards someone with a Shell that’s about to shoot you (Mushrooms boosts obviously do NOT go through shells/bananas/etc.). You can only get Triple Mushrooms when you have 1 or 2 balloons remaining.

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***Pipe Plaza Pipes' Paths (for those of you that are stupid, this shows you where each pipe takes you to in the Pipe Plaza Battle Mode stage).

---Upper Left(1) -> Lower Right(3)
---Upper Right(4) -> Lower Left(2)
---Lower Left(2) -> Upper Left(1)
---Lower Right(3) -> Upper Right(4)

so, from left to right, it's:
1 -> 3 -> 4 -> 2 (which goes back to 1)

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*****My Mario Kart: Double Dash Time Trials Records (mostly really old ones, but still pretty good nonetheless)
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Luigi Circuit.............. 1'20"319 ..... 26"604
Peach Beach............ 1'13"454 ..... 23"999
Baby Park................ 1'07"530 ..... 9"154
Dry Dry Desert......... 1'41"844 ..... 33"415
Mushroom Bridge..... 1'26"910 ..... 28"590
Mario Circuit............ 1'33"775 ..... 30"742
Daisy Cruiser........... 1'49"378 ..... 36"312
Waluigi Stadium....... 1'52"591 ..... 36"957
Sherbet Land........... 1'19"546 ..... 26"022
Mushroom City......... 1'47"154 ..... 35"340
Yoshi Circuit............. 1'51"671 ..... 36"539
DK Mountain............ 2'04"641 ..... 40"593
Wario Colosseum..... 2'16"393 ..... 1'08"068
Dino Dino Jungle...... 1'59"795 ..... 39"121
Bowser's Castle....... 2'33"812 ..... 50"597
Rainbow Road......... 3'03"429 ..... 1'00"996***

***for that race, my Rainbow Road best lap time (on lap 2), not a single Mushroom boost was used o_O BTW my real RR best lap time with 1 Mushroom is 1'00"924 which yes I know sucks ***

for better records go here -> http://www.mariokart64.com/mkdd/vids.php

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Rainbow Road Strategy Guide (made by me)

Note: You should be using the Barrel Train car for this.

1) At the beginning, try to get a perfect boost start, by pressing and holding A the 3rd frame of Lakuti's light being Green. If you pause the game at the right time and the timer reads 0.020, then if you press and hold the A button when you unpause it then you'll get a "perfect start".

2) From the start, drive a little tiny bit to the right, and right as you're going off the tip of the boost pad, press and hold up on the control stick to fastfall to the ground quicker. This will help VERY little, but every little tiny bit counts I guess.

3) Before you land, hold R and 'right' (on the control stick of course) to prepare your powerslide. When you land QUICKLY do a straight-a-way powerslide near the right side edge of the stage.

4) After that powerslide, do another powerslide, staying near the right side of the course.

5) Start another powerslide, but this time to the left. Start it wide (start it near the right side wall), change the powerslide color to blue, and then cut the corner as close as you can.

6) Prepare another powerslide to the right ASAP after you're done that other powerslide. This time the turn is slightly sharper (or it seems to be slightly harder to turn it PERFECTLY at least), so try to change the smoke (not essential this time) to orange and cut the corner as close as you can. If you're not cutting it perfectly, then HIT THE BRAKES (with B). Yes, HIT THE BRAKES. It slows you down just enough to cut the corner really close, and it is actually quicker than cutting the corner wide without using the brakes. You don't always need to make this a powerslide and hit the brakes though. Anyway, after you cut the corner, change the powerslide color to blue, then release the powerslide.

7) Now you should be done the last turn and be coming towards the boost-pad-jump. Do a straight-a-way powerslide to the right quickly and then go off the boost pad.

8) As you're in going off the boost pad into air, hold UP on the control stick to fast fall, and then before you land hold DOWN on the control stick. The reason for this is so you don't bounce when you land and so you can get the full effect of the boost pad and so you don't lose any speed.

***9) Between the 2 long boost pads, you can do a powerslide to speed up right before you reach the 2nd boost pad. Start the powerslide about 1/2 way between the 2 boost pads.

10) Hold up on the control stick to fastfall the jump, and prepare a straight-a-way powerslide to the left (hold R and left as you're about to land to start the powerslide right away) and do this very quickly.

11) Hit the first boost pad (there are 12 in all BTW), and after that hit all the boost pads on or near the LEFT side. I usually go for about 9 or so of the boost pads, but if you at LEAST hit every other boost pad, then you should be going pretty fast overall.

***12) Start a powerslide to the left as you go over the last boost pad, and release it a few fractions of a second later. Either do that or just stay on the left side of the course after the last boost pad. If you manage to hit the last boost pad on a powerslide AND cut the corner close towards the left side of the course, then that would be even better, but that's risky.

13) After that powerslide to the right, do 2 more powerslides to the left, then prepare a powerslide to the right to start off the zigzag path. At the zigzag path, start your 'sort-of-straight-a-way' powerslides a little early so you can get them all in. Cut the corner close to the left side as you powerslide it. You can even SLIGHTLY go off the course and back on, but if it's too much, then you'll bounce and lose a lot of speed. Cut it pretty close though.

14) Stay near the middle-left side as you drive straight into the "elevator".

15) As you're going up the "elevator", do nothing(catch your breath if you need to ot whatever I guess). However, JUST before (and I mean JUST before) you reach the apex of the "elevator jump", press and hold up on the control stick. It's quite tricky to do this perfectly, but if done perfectly then you won't bounce when you hit the boost pads. I normally recommend landing ON the long boost pad, but if it's done 100% absolutely perfectly (EXTREMELY difficult; needs precise timing) then you'll land right on the back 'line' between the long boost pad and the ground. This way you won't have ANY bounce, and you'd save a teeny tiny bit of time, but do NOT press and hold UP on the control stick TOO early, because if you land on the ground before the boost pad then there's a 99% chance that you'll lose more speed than you'd normally gain by playing it safe.

16) Hit the 3 in a row boost pads that move up and a bit to the right, skip the one on the far left, and hit the last one on the right. You'll usually hit it if you just go in a straight long from the 3rd boost pad, so try doing that and staying in control of your car so you don't miss it.

17) Prepare a powerslide to the right and release it right when you land. Begin another powerslide, change the smoke to blue, then use a Mushroom when you're up against the right side wall. After or right before the Mushroom ends, HIT THE BRAKES and you should come out right up against the right side ("inner lane") of the spiral path. Release your powerslide when you're coming towards the end. On lap 3, when you normally wouldn't have a Mushroom (if you used your 2 Mushrooms on laps 1 and 2) then after you start your 2nd powerslide and change the powerslide color to blue, then hit the brakes until right near the end, where you should release your powerslide. If you want to be REALLY risky (since if it's not done close to the wall and very quickly it won't help) then you can do 2 powerslides when you land and set up for a 3rd powerslide. I did 2 powerslides in my best overall race though.

***18) OPTIONAL. At the end of laps 1 and 2, do another powerslide after the spiral and just before the "boost ramp" between laps 1-2 and 2-3.

Time - 3'03"429*
Lap 1 - 1'01"224 (boooooooooo!!!)
Lap 2 - 1'00"996 (superb!!!)**
Lap 3 - 1'01"209 (boooooooooo!!!)

World Record Time - 2'57"901

*Not only is this 1/5-1/4 of a second faster than the other 2 laps, BUT it's the only lap I didn't use a Mushroom on. o_O If done around the last spiral, then Mushrooms will speed you up approximately 0.3 seconds, so that means that not only did Laps 1 and 3 suck, but Lap 2 was excellent and it's what basically MADE my race.

**Potentially I could probably increase my total time by up to about 1 second (based on my best laps ever for each lap, it's almost exactly 1 second faster in potential if I lapped my best of all my laps together)

Car I Used - Barrel Train

Video for doing a 2'59"865 Rainbow Road -> http://timetrial.mkdd.free.fr/index_e.htm (scroll down to the Rainbow Road record, Open it and then it should load in like a mere 5 seconds or so)

________________________________________

Item Rarity List (for Grand Prix Mode) (Note that my Item Rarity List just shows you WHAT items you CAN get in each place, NOT how often they occur in each place)

Banana - 1st-3rd
Fake Item Box - 1st-3rd
Green Shell - 1st-3rd
Mushroom - 2nd-6th
Red Shell - 1st-8th (very rare in 1st and 8th, and anything even close to 8th)
Spiny Shell - 3rd-8th (extremely rare in 3rd)
Star - 4th-8th
Thunderbolt - 6th-8th
Triple Mushrooms - 3rd-8th (esp. in 7th and 8th)

Birdo/Yoshi's Egg - 1st-8th
Bob-omb - 1st-7th
Bowser's Shell - 1st-7th
Chain Chomp - 3rd-8th (rare in 3rd and 4th)
Fireball(s) - 1st-7th
Giant Banana - 1st-5th
Golden Mushroom - 2nd-8th
Heart(s) - 2nd-8th (very rare in 2nd and 3rd)
'Random' - 1st-8th (of course)
Triple [Green] Shells - 1st-7th
Triple [Red] Shells - 2nd-7th

--------------------------------------------------

Item Rarity List (for Balloon Battle)
Note: the RARITY of items when you're losing is much greater for the "better" items (you get better items if you're losing, just like you do in races)

---Banana
---Bob-omb
---Bowser's Shell
---Fake Item Box
---Fireball
---Giant Banana
---Green Shell
---Mushroom
---Red Shell
---Star (only when you have 1 or 2 balloons left)
---Triple Green Shells
---Triple Mushrooms (only when you have 1 or 2 balloons left)

--------------------------------------------------

Item Rarity List (for Shine Thief mode)

WITH THE SHINE
.l
V
Bob-omb
Bowser's Shell
Fireball(s)
Red Shell
Star
Thunderbolt (a.k.a. Lightning)
Triple Mushrooms
Triple Green Shells

WITHOUT THE SHINE
.l
V
Banana
Bob-omb
Bowser's Shell
Fake Item Box
Fireball(s)
Giant Banana
Green Shell
Mushroom
Red Shell
Triple Green Shells

________________________________________

Items Ratings list - gives an relative rating of each Item's overall usefulness, to let you know in general ABOUT how overall useful/good each Item is. (Mainly to let you know which ones generally suck and which ones are good and worth really using)

Banana - 3/10
Fake Item Box - 5/10
Green Shell - 4/10
Mushroom - 6/10
Red Shell - 7/10
Spiny Shell - 8/10
Star - 9/10
Thunderbolt - 10/10
Triple Mushroom - 8/10

Fireballs - 7/10
Heart - 5/10
Yoshi's Egg / Birdo's Egg - 9/10
Chain Chomp - 9/10
Triple Green Shells - 8/10
Triple Red Shells - 10/10
Giant Banana - 6/10
Bowser's Shell - 8/10
Bob-omb - 6/10
Golden Mushroom - 10/10
'Random' - 9/10 (varies though, only 9/10 because of lack of reliability)

Note: Random refers to Petey Piranha and King Boo's Special Item, which is, at random (sort of), any character's Special Item. So you could get a Giant Banana, Fireballs, a Bob-omb, etc., but what you get is all luck since it's random what you get.

________________________________________

Top Speeds list (for 150cc/Mirror Mode/Time Trials) This ranks the speeds to EXACT values. For example, Koopa King is slightly faster than BT/BB/DKJ/PP, and they are slightly faster than GF/PC/WC, but they're still less than 1 mph off in top speed.

***57 mph
---Koopa King
---Barrel Train / Bullet Blaster / DK Jumbo / Piranha Pipes
---Green Fire / Parade Car / Wario Car

***56 mph
---Bloom Coach / Turbo Birdo
---Red Fire / Waluigi Racer

***55 mph
---Heart Coach / Turbo Yoshi
---Toad Kart
---Boo Pipes / Koopa Dasher / Rattle Buggy

***54 mph
---Goo-Goo Buggy / Para Wing / Toadette Kart

________________________________________

Off-Road Top Speeds list (top speed when on grass and most stuff like that that slows you down) (for 150cc/Mirror Mode/Time Trials) Note: this is not in ranking order like the Top Speeds list is. In other words, Boo Pipes isn't necessarily faster than Goo-Goo Buggy, etc. etc. etc.

***37 mph
Boo Pipes
Goo-Goo Buggy
Rattle Buggy
Toad Kart
Toadette Kart
Waluigi Racer

.

***35 mph
Koopa Dasher
Para Wing

***34 mph
Barrel Train
Piranha Pipes

***33 mph
Heart Coach

***32 mph
Red Fire
Turbo Yoshi

***31 mph
Bloom Coach
Green Fire
Turbo Birdo

.

***29 mph
Parade Car
Wario Car

***28 mph
DK Jumbo

***27 mph
Bullet Blaster
Koopa King

________________________________________

Weight Rankings list - this shows "who can push who around"

1-3) Boo Pipes / Koopa King / Piranha Pipes
4) DK Jumbo
5-7) Parade Car / Turbo Birdo / Wario Car
8-9) Turbo Yoshi / Waluigi Racer
10-12) Barrel Train / Heart Coach / Red Fire
13) Green Fire
14-16) Bloom Coach / Koopa Dasher / Para Wing
17-20) Goo-Goo Buggy / Rattle Buggy / Toad Kart / Toadette Kart
21) Bullet Blaster




--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------




F-Zero GX

Table of Contents
---Miscellaneous Data
---Top Speeds List
---Body Ratings List
---Booster Size List

________________________________________

MISCELLANEOUS DATA

----------

HOW TO SNAKE - with HEAVY cars like Black Bull or Fat Shark(and some other cars and certain custom cars, but Black Bull and Fat Shark are good examples of good snakers, as well as Fire Stingray and Dark Schneider and some others), when set to MAX ACCELERATION, you can go OVER 2,000 km/h by simply driving while L/R turning back and forth the whole race. In other words, to snake, just drive while constantly pressing L+left then R+right then L+left then R+right, etc. WAY to many people ask this question, and it only takes like a 1/2 hour to master(actually, if you understand it and are doing it right from the start, you'd get it in just a few minutes).

--------------------------------------------------

HOW TO SLIDE - Pick a good heavy car like Black Bull (or Far Shark) or a good custom car like the Pretty Lynx-G4, and then do the following QUICKLY:

---Left Sliding Turn - Press and hold left and R, tap the L button, and release the A button

---Right Sliding Turn - Press and hold right and L, tap the R button, and release the A button

Note: the faster you are going while doing this, the easier it is to perform, and the better it will be when performed (when you attempt to master the sliding technique [which I already mastered after lots of practice], go at least around 1500 km/h [the faster the better] and try practicing on Mute City)

--------------------------------------------------

HOW TO FLY - To "fly", pick a car like Super Piranha or Death Anchor (Death Anchor's harder to do it with, as you have to do a "super sharp turn" to do it [which is explained in the Miscellanous section here somewhere]), or some light and fast turning custom cars(NOT Twin Noritta, as Twin Noritta can NOT fly, contradictory to what F-Zero World says). Anyway, to fly, the settings must be at MAX ACCELERATION, and you go off the course while holding L+left OR R+right, and eventually you'll gain altitude and go upwards in little circles. You can do a HUGE shortcut in Green Plant: Spiral by flying.

--------------------------------------------------

Tips:

1) Hit the EDGE of the yellow boost pads to gain ADDITIONAL speed.

2) To do a sharp right turn, press L then R+right; to do a sharp left turn, press R then L+left.

3) On most jumps, it's best to hold up (points ship's nose DOWN and makes you fall faster) and then land PERFECTLY FLAT (by pressing down on the control stick right before you land) so you don't lose any speed and so you can actually GAIN speed from the momemtum of falling fast transferred into landing. It's better in the long run doing this.

--------------------------------------------------

Body - affects turning/drifting ability, and GENERALLY rates how many hits you can take from crashes, mines, little red lasers (like from the end of the Lightning course on Emerald Cup), etc.

Boost - high letter grade = boosts faster, and GENERALLY uses more boost energy per use (letter grade isn't all that affects it, as Fat Shark clearly shows with his HUGE B-grade boost, doing a whopping 20% per boost) Generally this is VERY important, and you should be using cars with a good boost rating (Usually cars with A or B boost are the only good ones, for the exception of a few such as Hyper Speeder [C] and Black Bull [E], because they are pretty good cars when brought to their full potential)

Grip - affects how much speed is lost while turning and how much speed you lose when you go on uneven terrain [roads].
--Grade A = little speed loss
--Grade E = big speed loss (like with Fat Shark)

Weight - heavier cars GENERALLY...
+++ are good snakers
+++ have a high top speed
+++ push lighter cars far / doesn't get pushed far
--- have low acceleration
--- turn bad
xxx falls fast

--------------------------------------------------

Blue Falcon Top Speeds List (for each graph setting, with 0% being max acceleration on the graph, and 100% being max top speed)

0% - 951 km/h
5% - 957 km/h
10% - 962 km/h
15% - 967 km/h
20% - 972 km/h
25% - 978 km/h
30% - 983 km/h
35% - 988 km/h
40% - 993 km/h
45% - 997 km/h
50% - 1002 km/h
55% - 1006 km/h
60% - 1010 km/h
65% - 1013 km/h
70% - 1017 km/h
75% - 1021 km/h
80% - 1024 km/h
85% - 1027 km/h
90% - 1030 km/h
95% - 1032 km/h
100% - 1034 km/h

--------------------------------------------------

Cosmo Terminal: Trident - What's on each path?

---L = left path
---M = middle path
---R = right path
---PIT ZONE = Reddish-Pinkish spot where you gain back Boost energy

1st Split Path
L - booster / booster
M - booster / PIT ZONE (Best on Lap 2-3)
R - booster / booster (Staff takes on Lap 1)

2nd Split Path
L - booster / PIT ZONE (Staff takes on Lap 1)
M - PIT ZONE / booster
R - PIT ZONE / booster

3rd Split Path
L - booster
M - booster (Staff takes on Lap 1)
R - booster

Paths you can land on from big jump
L - PIT ZONE (closest distance)
M - PIT ZONE (middle distance) (Staff takes on Lap 1)
R - PIT ZONE (farthest distance)

4th Split Path
L - booster / PIT ZONE
M - booster / PIT ZONE
R - booster / PIT ZONE (Staff takes on Lap 1)

--------------------------------------------------

Good Custom Boosters

1) Titan-G4 (B) - Best top speed when set towards or at max top speed settings. Good boost that uses 17% boost energy per boost.

2) Triple-Z (A) - 2nd best top speed when set towards or at max top speed settings. Slightly better(longer) boost than Titan-G4, best booster for "SHIFT-BOOSTS" (go off the course and VERY quickly go back on the course with R or L to gain more speed [there are other ways of doing it, but that's the most common way, ESPECIALLY on Sand Ocean: Lateral Shifts, where it's possible to do up to around 40 or so Shift Boosts, but it's a life risking very advanced move that requires almost perfect timing to excute constantly throughout the entire race). Good boost that uses 19% boost energy per boost.

3) Thunderbolt-V2 (and Devilfish-RX I guess) (A) - Best when set to max or 30% max acceleration settings. Fastest boost of all, but not that great when set to max top speed. Best for snaking(max acceleration) and courses with a lot of boosters like Split Oval and Sonic Oval. Great boost that uses 19% boost energy per boost.

---Punisher-4X (B) is an okay booster, but nothing that Titan-G4 can't do, so you can use that if you have that and not Titan-G4 or Triple-Z boosters (once you get the Titan-G4 or Triple-Z boosters, don't ever go back to Punisher-4X)

---I hear that there's an booster that gives you a great boost (not quite as good as Thunderbolt-V2 / Devilfish-RX) AND a good top speed, but this can only be obtained/unlocked in Japan or with an Action Replay (it's like GameShark).

--------------------------------------------------

Awesome Mine Glitch

---Go to 2-player mode or Practice Mode.
---Go to a course with mines on it, like Aeropolis: Multiplex, or Mute City: Serial Gaps.
---Pick a car with low acceleration, like Fire Stingray, and set it to Max Top Speed settings to make this even easier top do.
---As Player 1, go up to THE EDGE of one of the mines (bombs) on the course very very slowly ('tap' A when you're right next to it, and it might help to tap B as well right after you tap A).
---If done right, you will hit the mine, disappear and then the view will go far back as the game appears to respawn you on the starting spot of the race, but it puts you back near the mines.

---If you're on Vertical split screen (in 2-player mode) and you do this with Player 1, you can see that the game's speed goes up to 2,147,483,648 km/h! You will die from this though so you can't use this in Time Attack mode for "max top speeds". This is the terminal speed that the game goes up to (I tested this with Fire Stingray, Fat Shark, Magic Seagull, Blue Falcon, and some of my custom cars and they all went up to 2,147,483,648 km/h).

---This works in Practice Mode as well but then you will only see the speed go up to 21,474 km/h, and the "74" part of it will literally be through the "km/h" part so it's kinda weird.

---If you used certain cars (like Fire Stingray or Fat Shark for example) then at the same time as this happens, something like this will pop up (it flashes on the screen for only a small split second so I'm not sure if all of this is right): "NaN cam-ing". It says something like that in the upper-middle of the screen in small white letters, and I think the same or almost the same thing appears on 3 lines (one on top of each other). If someone could video tape this (or something like that) so we can see exactly what it says that would be great.

---If you did this trick on Mute City: Serial Gaps (it's by far most noticeable here) then whenever you go off of any of the jumps from platform to platform, the view will change about 180 degrees and the camera will face the front of the car and gives you a really cool yet really hard to control view when you're in the air. When one car does this mine trick, it effects the "air-view" of both Player 1 AND Player 2 (and obviously Player 3 and Player 4 as well).

---Sometimes, when you do this, you're normal view will be very awkward. For example, if done with Magic Seagull, your car will appear more tall and thin than it was, while if you used say, Fat Shark or Fire Stingray, it will appear more short and wide. If you're on 2-player mode however, than if you use the car that DIDN'T use this mine trick, than you can clearly see (if you put the 2 cars next to each other facing each other) than it just APPEARS this way, and doesn't affect any of your cars stats at all.

--------------------------------------------------

Credits for this part: ShedarKiller

Top Speeds for each Custom Booster Parts (max top speed settings, and with the "very well known and used" body and cockpit parts, which is the Lynx cockpit and the you-know-what body part, and if you don't then ask gamefaqs.com and then you'll find out)

Euros -01: 1021 (E)
Sunrise 140: 1021 (E)
Saturn -SG: 1010 (D)
Bazooka -YS: 1011 (D)
Impulse 220: 1014 (D)
Jupiter -Q: 1016 (D)
Bluster -X: 1011 (C)
Boxer -2C: 1018 (C)
Triangle -GT: 1038 (C)
Scorpion -R: 1038 (C)
Tiger -RZ: 1038 (C)
Comet -V: 1038 (C)
Extreme -ZZ: 1054 (B)
Raiden -88: 1061 (B)
Meteor -RR: 1063 (B)
Punisher -4X: 1110 (B)
Titan -G4: 1126 (B)
Devilfish -RX: 1113 (A)
Thunderbolt -V2: 1114 (A)
Triple -Z: 1124 (A)

Some things of note:
- The Bluster -X is the worst engine in the game. For a C engine, it provides less speed than the E engines, and with far less acceleration.
- The Titan -G4 has the highest top speed without boosting, which explains why it's used so extensively
- If one states that only machines with a top speed over 1100 are usable, then only the Punisher -4X, Titan -G4, Thunderbolt -V2, Devilfish -RX and Triple -Z engines are worth using

Summary of "my" (ShedarKiller's) research:

1. Weight accounts for a relatively small difference in speed compared to the engine.

2. Weight and engine are the only two variables in determining speed. (However, the Cockpit, which determines "Grip" or how much speed you lose when you TURN or go on uneven terrain, also affects your speed when you go on any uneven terrain)

(To give you an idea of about how much weight affects top speed, as an APPROXIMATION, every about 80-100 kg heavier = approximately 1 km/h faster, though it DOES slightly vary with the parts used for the car, the difference between the weights, etc.)

--------------------------------------------------

Big Blue: Drift Highway Strategy Guide (made by me, very very old strategy guide though)

Lap 1

---Cut 1st corner close by SLIGHTLY holding R.

---I do not know the right way to approach this booster, but I usually hit the left side edge with a sharp turn(which is regular L/R turning but pressing the opposite shoulder button JUST before you do the L/R turn, like to sharp turn left you just press R then INSTANTLY afterwards press L+left simultaneously to do a much sharper turn, which I'm sure you all know about since it's ESSENTIAL to getting good records) and then cut the left side corner near the wall pretty close.

---Drive right and, this part is kinda hard to explain on this turn for doing it the fastest OVERALL way, but you should press L+left then R+right then L+left then R+right and you'll move sorta back and forth cutting the wall sorta close(not really though) and what's good about this is you'll go faster in top speed for the short straight-a-way that follows this turn. If you don't believe me then either (1) you're not doing it right or (2) you're not racing your ghost show it'll show that you gain more speed over it.

---Drive straight then and hit the RIGHT side of the booster

---Go over the jump while cutting fairly close the right side wall in the beginning of the small "tunnel".

---Ah, the S-turn. All you have to do is press R then INSTANTLY afterwards press L+left to sharp turn left. After that just press R and right to straighten yourself out. For a REALLY good corner cut, do as small of a "S-turn" as you can so you'll cut the corner close, but don't be TOO risky with this.

---Uh, this part is sorta luck on whether or not you hit the EDGE of these 3 boosters here, but it'll REALLY help your record if you do. Anyway, just sharp turn right of course, and try to make it so that you hit the left or right side EDGE of the 3-in-a-row boosters there. Try to straighten yourself out so that you hit all 3 booster edged in a row.

---When you go into the air, hold UP on the control stick(to fall faster/point the car's nose down) and right before you land press DOWN on the control stick to land FLAT, so you just GAIN speed instead of LOSING speed on the landing.

______________________

Lap 2

---Boost right when you pass the lap, and boost twice before the 1st boost pad, while cutting the corner close with sorta the same "back-forth" turn thing that I mentioned in the 3rd "---" for lap 1, by doing L-left/R-right/L-left/R-right and MAKE SURE YOU DON'T SKID/DRIFT(if you skid/drift you'll probably see some red come from the back of the car, and you'll slow down.

---Try to hit the left side edge of the 1st booster.

---BOOST(so you go faster AND don't drift/skid/lose speed while timing your turn so that you cut the right side corner close(the closer the better, but do it at your own risk)

---Boost again right before you hit the EDGE(doesn't really matter much what side, though TECHNICALLY the right side would be SLIGHTLY quicker) of that booster.

---Boost right after the S-turn

---Sharp turn right while getting ONLY to the (usually I get the left side one)Red Recovery Zone to regain your boost energy. The ONLY reason to hit the boosters there is if you're ONLY going for a "Best Lap" record, since lap 2 is ALWAYS at LEAST a second better than Lap 3 it seems. Other than that, go to the Recovery Zone. Boost right before you leave the Recovery Zone.

---Like always, hold up to fall fast then down right before you land to land flat and not lose and speed.

______________________

Lap 3

---Boost twice while cutting the right side corner close withOUT skidding/drifting right before the 1st booster.

---Do everything else just like in lap 2, but I think it MIGHT be faster to, since you have a little less boost(assuming you don't have much then), DON'T boost before the 2nd booster pad(right before the 2nd of the two tunnels) and instead just boost right after he S-turn. Usually I don't do it that way though, because it's riskier and helps barely at all, IF at all. Also, on the last part with the Red Recovery Zones and 3-in-a-row booster pads, then either: (1) Hit the edge(or try to) of the 3 boosters while holding down to fall fast, then finish with a death kill(I think it helps just a bit, not 100% sure though) or (2) Go to the right side Red Recovery Zone and get a bit of boost power, then you can either hit the RIGHT-SIDE edge of the 2 booster pads while boosting to finish, or if you're REALLY good(and lucky on your position) you can hit just a little bit of the right side Red Recovery Zone, then hit ALL 3 BOOST PADS(press L+left the instant after you touch the Red Recovery Zone, then hit all 3 boost pads, while at least TRYING to hit the edge of as many as you can) to go even faster(slightly, and I THINK this helps VERY slightly) and then of course finish the race while boosting by fast falling the jump, landing flat, and boosting to the finish.

At that Time...
My Time - 1'01"064
Best Lap - 17"482
Car I Used - Strong Phantom-G4

Later with a different strategy with Sliding and Suicide Self-Killing at end...
My Time - 59"032
Best Lap - 17"098
Car I Used - Pretty Phantom-G4

________________________________________

TOP SPEEDS

***for Dark Schneider, you go only 1062 km/h at Max Top Speed settings, BUT with EXACTLY 85% Top Speed settings you go 1065 km/h.

***for Space Angler, you go a fraction of a km/h faster(still 1052 though) when set to 97% max top speed then at max top speed, though Space Angler absolutely SUCKS when set to a high max speed setting because of the way it's graph is(VERY low acceleration and boost power, because Space Angler sucks).

***for Great Star, Max Acceleration settings = normal settings (50% in middle of graph) and vice-versa.

***for Astro Robin, Max Acceleration settings = normal settings (50% in middle of graph) and vice-versa,(though the top speed difference is less than 1 whole km/h).

***for Night Thunder, at normal settings (50% in middle graph) you have higher top speed AND better acceleration than when it's set to Max Acceleration, BUT at Max Acceleration settings it's easier to drift and snake fast.

Measures exact top speed for each car when set to:
Max Acceleration / Middle of Graph / Max Top Speed

00. Dark Schneider - 1004 / 1040 / 1062 (1065)
01. Red Gazelle - 970 / 1026 / 1038
02. White Cat - 960 / 1012 / 1043
03. Golden Fox - 943 / 989 / 1017
04. Iron Tiger - 967-68 / 1021 / 1052
05. Fire Stingray - 990 / 1034 / 1098
06. Wild Goose - 958 / 1009 / 1049
07. Blue Falcon - 951 / 1002 / 1034
08. Deep Claw - 952 / 1001 / 1035
09. Great Star - 1001 / 989 / 1018
10. Little Wyvern - 961 / 1013 / 1045
11. Mad Wolf - 966 / 1018 / 1055
12. Super Piranha - 956 / 1009 / 1024
13. Death Anchor - 975 / 1027 / 1118
14. Astro Robin - 998 / 998 / 1026
15. Big Fang - 1002 / 1052 / 1109
16. Sonic Phantom - 965 / 1016 / 1106
17. Green Panther - 983 / 989 / 1021
18. Hyper Speeder - 994 / 1046 / 1113
19. Space Angler - 967 / 1001 / 1052
20. King Meteor - 957 / 1010 / 1022
21. Queen Meteor - 970 / 1026 / 1038
22. Twin Noritta - 945 / 994 / 1017
23. Night Thunder - 979 / 985 / 1016
24. Wild Boar - 970 / 1019 / 1113
25. Blood Hawk - 939 / 986 / 1008
26. Wonder Wasp - 946 / 995 / 1035
27. Mighty Typhoon - 956 / 1006-07 / 1039
28. Mighty Hurricane - 970 / 1023 / 1057-58
29. Crazy Bear - 974 / 978 / 1015
30. Black Bull - 987 / 1042 / 1130
31. Fat Shark - 1026 / 1091 / 1109
32. Cosmic Dolphin - 938 / 984 / 1013
33. Pink Spider - 946 / 996 / 1034
34. Magic Seagull - 946 / 995 / 1012
35. Silver Rat - 937 / 985 / 1001
36. Spark Moon - 955 / 1005 / 1025
37. Bunny Flash - 949 / 998 / 1021
38. Groovy Taxi - 948 / 995 / 1025
39. Rolling Turtle - 956 / 1006-07 / 1039
40. Rainbow Phoenix - 962 / 1014 / 1050

--------------------------------------------------

MAX ACCELERATION

Fat Shark - 1026
Dark Schneider - 1004
Big Fang - 1002
Great Star - 1001
Astro Robin - 998
Hyper Speeder - 994
Fire Stingray - 990
Black Bull - 987
Green Panther - 983
Night Thunder - 979
Death Anchor - 975
Crazy Bear - 974
Mighty Hurricane / Queen Meteor / Red Gazelle / Wild Boar - 970
Iron Tiger - 967-68
Space Angler - 967
Mad Wolf - 966
Sonic Phantom - 965
Rainbow Phoenix - 962
Little Wyvern - 961
White Cat - 960
Wild Goose - 958
King Meteor - 957
Mighty Typhoon / Rolling Turtle / Super Piranha - 956
Spark Moon - 955
Deep Claw - 952
Blue Falcon - 951
Bunny Flash - 949
Groovy Taxi - 948
Magic Seagull / Pink Spider / Wonder Wasp - 946
Twin Noritta - 945
Golden Fox - 943
Blood Hawk - 939
Cosmic Dolphin - 938
Silver Rat - 937

--------------------------------------------------

[EXACT] MIDDLE OF GRAPH

Fat Shark - 1091
Big Fang - 1052
Hyper Speeder - 1046
Black Bull - 1042
Dark Schneider - 1040
Fire Stingray - 1034
Death Anchor - 1027
Queen Meteor / Red Gazelle - 1026
Mighty Hurricane - 1023
Iron Tiger - 1021
Wild Boar - 1019
Mad Wolf - 1018
Sonic Phantom - 1016
Rainbow Phoenix - 1014
Little Wyvern - 1013
White Cat - 1012
King Meteor - 1010
Super Piranha / Wild Goose - 1009
Mighty Typhoon / Rolling Turtle - 1006-07
Spark Moon - 1005
Blue Falcon - 1002
Deep Claw / Space Angler - 1001
Astro Robin / Bunny Flash - 998
Pink Spider - 996
Groovy Taxi / Magic Seagull / Wonder Wasp - 995
Twin Noritta - 994
Golden Fox / Great Star / Green Panther - 989
Blood Hawk - 986
Night Thunder / Silver Rat - 985
Cosmic Dolphin - 984
Crazy Bear - 978

--------------------------------------------------

MAX TOP SPEED

Black Bull - 1130
Death Anchor - 1118
Hyper Speeder / Wild Boar - 1113
Big Fang / Fat Shark - 1109
Sonic Phantom - 1106
Fire Stingray - 1098
Dark Schneider - 1062(1065)
Mighty Hurricane - 1057-58
Mad Wolf - 1055
Iron Tiger / Space Angler - 1052
Rainbow Phoenix - 1050
Wild Goose - 1049
Little Wyvern - 1045
White Cat - 1043
Mighty Typhoon / Rolling Turtle - 1039
Queen Meteor / Red Gazelle - 1038
Deep Claw / Wonder Wasp - 1035
Blue Falcon / Pink Spider - 1034
Astro Robin - 1026
Groovy Taxi / Spark Moon - 1025
Super Piranha - 1024
King Meteor - 1022
Bunny Flash / Green Panther - 1021
Great Star - 1018
Golden Fox / Twin Noritta - 1017
Night Thunder - 1016
Crazy Bear - 1015
Cosmic Dolphin - 1013
Magic Seagull - 1012
Blood Hawk - 1008
Silver Rat - 1001

________________________________________

BODY RATINGS

(All the decimals are rounded to whole numbers)

---The slow red flashes come at 15-24.999%
---The fast red flashes come at 0-14.999%
---You can't boost again when you have approx. 0.5% of your energy remaining.
---Weight ONLY affects how "quickly" the damage is dealt, NOT how much is done in comparison to yourself. In other words, it will take less time for 2 Blue Falcons to kill each other than it will for 2 Rainbow Phoenixs to kill each other, because Blue Falcon weighs more than Rainbow Phoenix so each os his rams and Side Attacks and Spin Attacks will do a bit more damage than Rainbow Phoenix will do (Blue Falcon weighs 1260 kg and Rainbow Phoenix weights 1080 kg)
---The "Body" rating for custom cars are NOT the only factor that affects it. In general, for custom cars, the heavier parts are generally tougher that lighter parts.
---On this scale, with Fat Shark being 100%, mines do a little over 7% per hit, and the red lasers and exploded mines (the red stuff that damages you when you run over it and comes after you destroy a mine) does a little over 7% per second that you're in them.

***125% - Jewel Bruiser-V2(A)

100% - Fat Shark(A)

86% - Wild Goose(A)

***71% - Strong Cannon-G4(A)

70% - Green Panther(A)

54% - Crazy Bear(A) / Rolling Turtle(A)

***53% - Garnet Horse-Z(B)

50% - Black Bull(A) / Dark Schneider(A)

45% - Wild Boar(A)

43% - Fire Stingray(A) / Iron Tiger(B) / Mad Wolf(B) / Magic Seagull(B)

41% - Blue Falcon(B) / Rainbow Phoenix(B)

39% - Astro Robin(B) / Big Fang(B) / Blood Hawk(B) / Deep Claw(B) / Groovy Taxi(B) / Hyper Speeder(C) / Spark Moon(B) / Super Piranha(B)

35% - King Meteor(E) / Little Wyvern(E) / Mighty Hurricane(E) / Mighty Typhoon(C) / Night Thunder(B) / Pink Spider(C) / Sonic Phantom(C) / White Cat(C)

***34% - Pretty Lynx-G4(D)

32% - Golden Fox(D) / Space Angler(C)

29% - Bunny Flash(D) / Death Anchor(E) / Queen Meteor(E) / Sliver Rat(D) / Wonder Wasp(D)

27% - Cosmic Dolphin(E) / Great Star(E) / Red Gazelle(E) / Twin Noritta(E)

________________________________________

BOOSTER SIZE - how long (how "good") each boost lasts; also, the cars with longer boosts also get longer boosts from the yellow boost pads as well!
---Every time you kill an enemy (computer or human, doesn't matter) then you get 6.66666% or 1/15 of your booster energy back.

20% of booster energy used per boost / 5 boosts
Fat Shark

***19% / 5-6 boosts
***Thunderbolt-V2
***Triple-Z

18.5% / 5-6 boosts
Black Bull

18% / 5-6 boosts
Crazy Bear
Green Panther
Golden Fox
King Meteor
Queen Meteor
Red Gazelle
Wild Boar

17.5% / 5-6 boosts
Night Thunder

17% / 5-6 boosts
Blood Hawk
Fire Stingray
Hyper Speeder
Sonic Phantom
White Cat
***Titan-G4

16.66666% / 6 boosts
Death Anchor

16.5% / 6-7 boosts
Big Fang
Cosmic Dolphin
Pink Spider
Wonder Wasp

16% / 6-7 boosts
Deep Claw
Groovy Taxi
Magic Seagull
Space Angler
Spark Moon

15.5% / 6-7 boosts
Bunny Flash
Great Star
Rolling Turtle

15% / 6-7 boosts
Astro Robin
Blue Falcon
Dark Schneider
Iron Tiger
Mighty Hurricane
Mighty Typhoon
Rainbow Phoenix
Twin Noritta

13% / 7-8 boosts
Little Wyvern
Silver Rat

12.5% / 8 boosts
Super Piranha

12% / 8-9 boosts
Mad Wolf

11% / 9-10 boosts
Wild Goose




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Metroid Prime

Table of Contents
---Miscellaneous Data
---Power Beam
---Wave Beam
---Ice Beam
---Plasma Beam
---Phazon Beam
---Grapple Beam
---Missiles
---Super Missiles
---Wavebuster
---Ice Spreader
---Flamethrower
---Bombs
---Power Bombs
---Boost Ball

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Miscellaneous Data

Differences between Normal and Hard Mode:
1) Enemies have twice the life energy (you need to shoot them twice as many times to kill them)
2) Enemies' attacks do 1.5 times normal damage (your defensive strength is only 2/3 of it's normal strength)

--------------------------------------------------

Attack Power

---Normal Missiles and all other Charged Beams Explosion Power is exactly ½ it's normal power; Super Missiles and Ice Spreader is the exception, with it's explosion power being 2/3 of it's max normal power
---Burning (from Plasma and Flamethrower) does 15% per second for 6 seconds (90% total power)

---Power Beam - 1%, 14-25% charged
---Wave Beam - 3%, 11-20% charged
---Ice Beam - 10%, 17-30% charged
---Plasma Beam - 6%, 28-50% charged
---Phazon Beam - Approx. 4-5 or so sets (8-10 sets on Hard) of Phazon shooting at Metroid Prime Form 2 (if you're really, really fast and consistent) or about 23 seconds of shooting it to kill Metroid Prime Form 2
---Missiles - 15% (explosion alone does 7.5%)
---Super Missiles - 90% (explosion alone does 60%)
---Ice Spreader - 75% (explosion alone does 50%)
---Wavebuster - 22% or less for the first second (closer = better) but exactly 24% every second after that
---Flamethrower - 70% or less (depending on how much hits enemy, and distance from enemy)
---Boost Ball - can kill SOME enemies with AROUND 5 HP or less (difficulty level doesn't matter, but I was mainly talking about certain enemies on Normal Mode) but you must be at right angle and timed right and fast enough and stuff for some of the bigger enemies (like Beetles, which ARE possible to kill with Boost Ball, although it may take a few tries to do so)
---Bombs - 10%
---Power Bombs - like Phazon, it generally has no set power; it either kills instantly or doesn't affect at all (Sheegoth, [125 or 200] can die from Power Bombs in one hit, but to Omega Pirate [when he can be damaged when he's invisible, WITHOUT his armor on] it can do up to 125% of his 300 HP [600 HP on Hard] as long as you plant the Power Bomb right next to Omega Pirate at the peak of your Bomb Jump)

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Range

(Note: for "Range" I measured how many times each beam/missile shot bounced back and forth between the 2 Wave Beam doors in Control Tower [in Phendrana Drifts])

1) 8.5 - Ice Beam
2) 8 - Missile
3) 5.1 - Power Beam
4) 3 - Charged Power
5) 2.7 - Charged Plasma
6) 2.3 - Charged Wave, Charged Ice, Super Missile, Ice Spreader
10) 2.1 - Wave Beam
11) ??? - Phazon Beam
12) 1.15 - Plasma Beam
13) 0.5 - Grapple Beam, Flamethrower, Wavebuster (to activate)
16) 0.25 - Power Bombs
17) 0.05 - Bombs

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Enemy HP list (all damages are for Normal Mode; on Hard Mode all HP values are exactly doubled, except for certain cases, like for example, if Zoomer has 3 HP on Normal, and 5 HP on Hard, then it REALLY has 2.5 HP on Normal but that will probably confuse you so I won't write that, I'll just round it up for you so it's more useful to you; only cases that it even COULD matter is something like Aqua Sac which has 7.5 HP on Normal where the explosion of a Missile can kill it, but stuff like that nobody will even care about so I rounded all decimal numbers up)

***Note, thanks to SolidSnake X for some of the HP values.

1) Mega Turret - 45
2) Grizby - (only Missiles work)
3) Zoomer - 3 (5 HP on Hard)
4) Plated Parasite - (only Bombs work)
5) Pulse Bombu - 9 (only Wave attacks works) ("Void Bombu" is the same as Pulse Bombu except invisible, and it's found somewhere in Phazon Mines at the bottom level)
6) Ice Shriekbat - 1 (1 HP on Hard also)
7) Parasite Queen - 200 - APPROXIMATE AVERAGE (varies greatly on where you hit it; shooting it's tail does the least damage, many other spots like the stomach do normal damage, while shooting it DIRECTLY into it's mouth while it's shooting at you with that green beam does the most damage)
8) Scarab - 1 (1 HP on Hard also)
9) Aqua Reaper - (only Charged Plasma blasts can kill it; shooting it with other guns just makes it hide temporarily)
10) Triclops - (only Bombs work)
11) Puffer - 1
12) Glider - invincible (can grapple onto it with the Grapple Beam, which freezes it during that time)
13) Auto Turret - 15 or 30 (weaker ones with 15 HP are near the beginning of the game; Ice PERMANENTLY freezes it [Ice doesn't freeze MEGA Turrets for very long though])
14) Jelzap - 15 (Ice freezes it; Ice + Missile = easy kill)
15) Beetle - 5 (10 HP on Hard, BUT Plasma [6%] = instant kill; Power Beam shots stun it for a split second)
16) Tangle Weed - invincible (can only make it hide temporarily by shooting at it)
17) Flying Pirate - 45 (Missiles stun it, Plasma stuns it and burns it, Charged Plasma = Instant Kill, Charged Wave temporarily paralyzes it, Ice freezes and Ice + Missile breaks it for an easy kill)
18) Hive Mecha - 18 (3 sections of 6 HP each)
19) War Wasp - 2 (the lone War Wasp in Chozo Ruins Main Plaza has only 1 HP though)
20) Bloodflower - 18 HP (only Plasma and Flamethrower [Burns, Charged Plasma kills instantaneously]; [Ice freezes temporarily] Ice + Missile, Super Missiles, Power Bombs, Sap Sac explosions, and shooting the green acid ball that it shoots at you to send a fireball straight toward Bloodflower which kills it work on Bloodflower)
21) Ice Beetle - 15 (Plasma kills instantly; shoot with Power Beam and it will instantly burrow back under ground)
22) Reaper Vine - (only Charged Plasma blasts can kill it; shooting it with other guns just makes it hide temporarily)
23) Aqua Drone - 20 (Plasma and Missiles stuns it for a split second; Charged Plasma = Instant Kill; Charged Wave temporarily paralyzes it)
24) Ice Trooper - 75 (Charged Ice freezes; only Ice and Ice Spreader or [slightly] Charged Ice Beam + Missile works)
25) Sap Sac - 3
26) Flickerbat - 2 (need X-ray visor to see it and Lock on to it, although you can still damage it with any visor on)
27) Wave Trooper - 50 (only Wave and Wavebuster works; [slightly] Charged Wave temporarily paralyzes enemy)
28) Sentry Drone - 20 (Plasma and Missiles stuns it for a split second; Charged Plasma = Instant Kill; Charged Wave temporarily paralyzes it; the Invisible Drone that guards the Power Bombs/Save Point in Phazon Mines has 60 HP, but Wave and especially Wavebuster can literally OWN that robot)
29) Burrower - 1 (unaffected by Plasma)
30) Plazmite - 2
31) Barbed War Wasp - 2
32) Flaahgra - 28 (28% to stun it; shots doesn't affect for the short time right after he "recovers" from the stun; 4 bombs (40 HP) to kill him when he's vulnerable; about 4 quick shots (4%) to the "sunflowers" that "powers him" to make it go up)
33) Scatter Bombu - 9 (only Wave attacks works)
34) Space Pirate - 30 (Missiles stun it, Plasma stuns it and burns it, Charged Plasma = Instant Kill, Charged Wave temporarily paralyzes it, Ice freezes and Ice + Missile breaks it for an easy kill)
35) Parasite - 1
36) Tallon Crab - 1
37) Blastcap - 3 (5 HP on Hard)
38) Aqua Sac - 8 (15 HP on Hard)
39) Lumigek - 1
40) Incinerator Drone - 24 (4 sections of 6 HP each)
41) Eyon - (only charged shots, Ice + Missile, and Power Bombs work)
42) Fission Metroid - 45 to make it split (Tip: use Power Bombs)
-----Yellow (Power) Fission Metroids - 45 or 50 HP (varies)
-----Purple (Wave) Fission Metroids - 45 or 50 HP (varies)
-----White (Ice) Fission Metroids - 20 or 75 HP (varies)
-----Red (Plasma) Fission Metroids - 1 or 96 HP (varies)
43) Oculus - only dies if the platform it's on gets destroyed
44) Meta Ridley - 1305 total / 1000 (in air) / 180 (on ground when slow) / 125 (on ground when fast)
45) Plasma Trooper - 125 (only Plasma and Flamethrower works; Plasma [and Flamethrower] burns enemy as well)
46) Aqua Pirate - 60 (Missiles stun it, Plasma stuns it and burns it, Charged Plasma = Instant Kill, Charged Wave temporarily paralyzes it, Ice freezes and Ice + Missile breaks it for an easy kill)
47) Baby Sheegoth - 28 total / with shell - 25 / without shell - 3 / (uncharged Ice Beam doesn't affect it; uncharged Plasma makes it phase back each hit; Charged Wave temporarily paralyzes it; Charged Plasma = Instant Kill [even on Hard Mode])
48) Seedling - 3 (5 HP on Hard)
49) Plated Beetle - 20 (Missiles stun it, Plasma stuns it and burns it, Charged Plasma = Instant Kill, Charged Wave temporarily paralyzes it, Ice freezes and Ice + Missile breaks it for an easy kill)
50) Sheegoth - 250/200/125 (Missiles work when it's hyperventilating, but Plasma doesn't get absorbed, so you can kill it quicker without having to wait for it to hyperventilate if you have that weapon; however, this doesn't mean it's WEAK against Plasma, you can just hurt it any time with it)
-----Chapel of the Elders - 250 (boss for Wave Beam)
-----Quarantine Cave - 200 (after you beat Thardus)
-----Ice Ruins East - 125
-----Ruins Entryway - 125
51) Stone Toad - (only Bombs work in his mouth when he swallows Samus in Morph Ball form)
52) Metroid - 50 (Ice + Missile = easy kill; Fully Charged Plasma blast = easy kill) ("Alpha" Metroids have 120 HP, which is 2.4 times more HP on normal Metroids have, but that's the only difference between them)
53) Venom Weed - invincible (can only make it hide temporarily by shooting at it)
54) Phazon Elite - 350
55) Metroid Prime Form 2 - about 23 seconds of shooting the Phazon Beam, so if you're really fast and get to the Phazon quickly, about 4 or 5 Phazon shootings can kill him
56) Ice Burrower - 1
57) Flaahgra Tentacle - invincible
58) Elite Pirate - 150
59) Omega Pirate - 300 (when it's vulnerable to attack) (75 HP for each of it's 4 body parts; also, when he's invisible, if at LEAST 51% or more is done to him he will reteleport to one of the other 2 Phazon-recovering locations)
60) Puddle Spore - invincible (shoot with anything to make it hide into it's shell temporarily)
61) Chozo Ghost - 100 (only Power Beam and SUPER Missiles work)
62) Thardus - 1000 (1008 some might say, but they're technically wrong; 16 sets of 63HP [really 62.5HP, since it's 125 on Hard])
63) Shriekbat - 1 (1 HP on Hard also)
64) Hunter Metroid - 75 (Ice + Missile = easy kill, or you could use a Super Missile for another easy kill [on Normal Mode at least])
65) Magmoor - 50 (Ice + Missile = easy kill; Fully Charged Plasma blast = easy kill [on Normal Mode at least])
66) Hive - (only Missiles work)
67) Metroid Prime Form 1 - 1430; 13 sets of 110 each (Ice does 1.5 X damage to Metroid Prime when he turns white, which actually kinda makes sense, seeing how in other Metroid games Metroids are weak against Ice; I recommend you use Super Missiles, Charged Wave Beam shots [or Wavebuster if you have a lot of Missiles to spare], Ice Spreader, and Charged Plasma Blasts [he doesn't really get burned even though he APPEARS to get burned] to beat him super easily)
-----Subchamber 1 (2 sets) - Power & Wave (any order)
-----Subchamber 2 (3 sets) - Power & Wave & Ice (any order)
-----Subchamber 3 (4 sets) - Power & Wave & Ice & Plasma (any order)
-----Subchamber 4 (4 sets) - Randomly changes
68) Shadow Pirate - 35 HP (Missiles stun it, Plasma stuns it and burns it, Charged Plasma = Instant Kill, Charged Wave temporarily paralyzes it, Ice freezes and Ice + Missile breaks it for an easy kill)
69) Ram War Wasp - 2
70) Ice Parasite - (only Missiles and Plasma work)
71) Geemer - (only Missiles and Plasma work [as well as Power Bombs obviously])
72) Crystallite - (only Missiles and Plasma work)
73) Plated Puffer - (only Missiles work)
74) Power Trooper - 63 (125 HP on Hard; only Power Beam and Super Missiles works)

Other:
---Radion/Brinstone - Missiles (or Super Missiles)
---Sandstone/Talloric Alloy - Bombs (or Power Bombs)
---Cordite - Super Missiles
---Bendezium - Power Bombs
---Type 1 Ice (breaks) - Plasma (any type)
---Type 2 Ice (melts) - Uncharged Plasma melts it (charged Plasma strangely doesn't work on this)
---Harmless Birds (from Chozo Ruins) - 1 HP (1 HP on Hard also)
---Breakable Boxes - 2 HP or 3 HP (most are 3 HP, but SOME [some of the boxes from Phendrana Drifts] are 2 HP) (VERY few need a charged shot to be destroyed [mainly the bigger ones])
---Thardus's Homing Rocks he shoots are you - 3 HP (same as 1 Wave Beam shot)
---Metroid Prime's Particle Wave Projectors (Homing Energy Balls) - 15 HP (same as 1 Missile)
---Dying (broken leg) Space Pirates (in very beginning of game, and on the other side of Frigate Crash Site early on in the game) - 4 HP
---Brain Damaged Space Pirate (there's only 1, and it's in the beginning of game) - 15 HP

--------------------------------------------------

***Omega Pirate (300 life energy when vulnerable, and 75 life energy for each body part. Also, when he's invisible, if at LEAST 51% or more is done to him he will reteleport to one of the other 2 Phazon-recovering locations)

Omega Pirate Attack Power:
---Touch Omega Pirate - 20%
---Energy Siphon - N/A (just absorbs your shots)
---"Mega Whack" - 40%
---Wave Quack (shockwave) - 24%
---2 Red Explosive Cannonballs (both) - varies; AVERAGES about 75%
---(touch Phazon on ground for a VERY short time) - 0-5% (if you get off it QUICKLY)
---(touch Phazon on ground and stay there) - Average Rate - 40-50% per second
---(touch Phazon on Walls) - 16% per touch (you'll only hit it if you jump at it)
---Touch _____ Troopers - 8%
---_____ Troopers gun shots - 9-10% each
---_____ Troopers "slash" attack - 16% or 24% (depending on how it hits you; edge of blade is strongest)

How Omega Pirate reacts to what you do:
---shoot him - Energy Siphon (absorbs shots)
---close distance - "Mega Whack"
---average distance - Wave Quake
---far distance - 2 Red Explosive Cannonballs

How you should react to what Omega Pirate does:
---Energy Siphon - just prepare a charged Plasma blast or Super Missile
---"Mega Whack" - RUN! (move backwards)
---Wave Quake - double jump (or just move backwards out of it's range)
---2 Red Explosive Cannonballs - Shoot him with a Super Missile, OR move forward towards Omega Pirate, and right AFTER he shoots BOTH of his Red Explosive Cannonballs, double dodge to the left or right (move towards him because if you're too far away from Omega Pirate, then the Red Explosive Cannonballs will BOUNCE on the ground instead of instantly exploding, giving you time to dodge the explosion from them)
---Releases Power Troopers - Super Missiles
---Releases Wave Troopers - slightly charged Wave Beam shots (if there's a group of ONLY Wave Troopers then use Wavebuster)
---Releases Ice Troopers - a slightly charged Ice Beam shot + Missile, or Ice Spreader (if you have plenty of Missiles use Ice Spreader)
---Releases Plasma Troopers - Plasma blasts (shoot one as soon as you can to at least START the "burning" process and then use Charged Plasma blasts)
***Omega Pirate CAN kill his own guys with his attacks if you let him. On my scale of measuring attack strength (see the beam/bomb/missile information below the Metroid Prime Misc. section) then Omega Pirate's Wave Quake does 30% to the _____ Troopers, as opposed to the 24% it does to Samus.

How to beat Omega Pirate easily:
1) Attack him with Super Missiles (90%) and/or charged Plasma Blasts (28-50%). This is MUCH better than using any other form of attack.
2) The best time to atack him with a Super Missile (or charged Plasma blast) is right AFTER he does his Wave Quake move. Do NOT shoot him when he's using his Energy Siphon (yellow glow from hands that absorbs beams AND missiles)
3) If he has you trapped in a corner and is very close to you swinging at you over and over again and you can't escape without losing a lot of damage, then to escape with only minimal damage, go into Morph Ball and Boost Ball away.
4) Power Bombs do NOT hurt him, they only stun him, UNLESS you were to equip the X-ray visor, Morph Ball towards Omega Pirate, Bomb jump up once, then plant a Power Bomb at the peak of your jump when you were right next to Omega Pirate, and then leave Morph Ball form, and it can do up to about 125% of Omega Pirate's 300 HP (600 HP on Hard Mode).
5) Make sure to collect the Ultra Energy (recovers 1 energy tank) and Large Energy (recovers 20%) that the _____ Troopers SOMETIMES leave behind when they die.
6) Omega Pirate has A LOT of reach, so keep your distance unless he just finished one on his moves with a long lag time. He can and will usually hit you if you try to Morph Ball under his "Mega Whack", so be advised that if you attempt to do that, you'll PROBABLY be hit once.
7) Omega Pirate is faster than he looks (his steps are slow but long); he's just SLIGHTLY slower than Samus when she walks, so don't misjudge him by his size, as that makes him look slower than he really is.
8) When he's invisible (or "cloaked"), Omega Pirate almost always starts in the middle/front of the course (where you started the battle of him). After you deal at LEAST 51% of damage or more to him, he will reappear somewhere else, and after 12 seconds of being invisible have been up, then he'll return to normal with all his armor on (there's only 3 Phazon spots so it's a 50/50 chance from there, since he NEVER appears in the same spot that he teleported from).
9) Use your Radar (upper left corner of screen) to locate Omega Pirate when he reappears if you can't find him (which you SHOULD be able to do) and more importantly you should use your Radar to find the _____ Troopers that come to attack you so you can kill them before they hit you (Note: some of the _____ Troopers do not use guns, they only use their scythes.
10) To avoid the Phazon on the walls, don't jump into it (don't jump when you're right up against the wall). To avoid Phazon on the ground, keep moving around Omega Pirate by holding left or right and TAPPING B. When moving away (backwards usually) from Omega Pirate, move away while double jumping so even if you do hit the Phazon you won't lose more than a few (VERY little) bits of damage.
11) Practice. As simple as this may be, it took me (this was from last year when the game came out) an entire 7-8 tries to beat him on Normal, but after I learned his patterns I beat him on Hard Mode my 1st or 2nd try (I forget which it was). Now I can beat him without even getting hit (seriously I can, and the guide I just gave you to beat him WORKS [skill is needed as well as knowing what to do though], and the main thing to keep in mind is to stay out of his reach and just pummel him with Super Missiles right after he does his Wave Quake move. Just practice learning his "attack patterns" and fight back as necessary. It seems hard the 1st several times but if you know what to do and are skilled enough to do it right then it really isn't very hard to beat him).

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To beat the Spiderball Puzzle in Phazon Mines (1st time):
1) Hit the bottom switch once
2) Go up the BLUE spiderball track to the 2nd floor
3) Hit the switch on the 2nd floor 2 times
4) Go to bottom (again) and hit switch 3 times
5) Go up RED spiderball track to 3rd floor
Note: On the bottom floor, 2 Power Troopers attack you, and a Wave Trooper is on the top floor; all of which you should kill (prepare Super Missiles before you go into that room)

--------------------------------------------------

There's only one YELLOW Sap Sac in the game, and it's near the beginning of the game in Root Tunnel (that's where the first Bloodflower you encounter in the game is).

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---2 Metroids in the game are "Alpha" Metroids(from Phendrana Drifts, or the Ice world), because they have 2.4 times more life energy than normal Metroids have (120 HP, and 240 HP on Hard)
---Research Lab Aether is the room they are in(which is actually the 1st room you ever encounter a Metroid in for the very 1st time; the one with the cutscene where that Metroid breaks out of it's statis tank and attacks you)
---BOTH of the 2 Metroids in the statis tanks in that room are "Alpha" Metroids
---If you scan them (OUT of the statis tank of course) it says this (exactly):
'This High Energy Lifeform is a Metroid Alpha Type

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Glitch: Everlasting Breath - Kill Sheegoth or Baby Sheegoth while it's using it's Ice Breath attack and it will continue using it even after death (until it disappears a few seconds later of course)

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Glitch: Stupid AI - Permanently FREEZE the Ice Trooper in Phazon Mines in Central Dynamo (where you first acquire the Power Bombs from) and from Save Station Mines B, walk to the edge of the door (don't walk out the doot though) and aim at the Ice Trooper to the left with the ICE SPREADER weapon, and it should freeze the Ice Trooper to the right of it. Walk through the door and the frozen Ice Trooper should stay frozen (then simply defeat the other two Ice Troopers with Charged Ice + Missile to kill them quickly) then if you walk up to that frozen Ice Trooper, even after he gets unfrozen, then you can even walk up to him and touch him (you'll get damaged a bit though) or stand in front of him and he still won't move (unless you shoot at him again). Note that you can also do this trick from the Quarantine Access A room, although you shouldn't really bother as it's easier from Save Station Mines B.

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Stupid AI (again) - In Phazon Mines, from Save Station Mines B (again), go backwards into Central Dynamo, into Dynamo Access, then jump up through the Ice Beam Door to get into a room called Omega Research. Now, don't move. A Power Trooper will walk right up to you, look STRAIGHT AT YOU, and walk back again without even noticing you. This is because the enemies don't "notice you" until after you leave the door which connects the two rooms together. This is a perfect example of showing the game's developers overlooks in their game programming, and abusing it to make fun of them. Ha, HAAAAAA!

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Power Beam
Power - 1% (the base standard for measuring other beam powers)
Power When Charged - 14-25%
Range - 5.1
Range When Charged - 3
Rapidness - 8-9 times per second (8 4/7 per second), or 7 frames apart per shot (let's just say I'm a very experienced frame tester)
Speed - Fast / Average speed when charged
Other - 1) This and Super Missiles (NOT regular Missiles) is all that affects Chozo Ghosts, Power Troopers, and Yellow Metroid Prime, though Super Missles are MUCH better to use on them then the Power Beam is.
2) (this is for uncharged shots) If shot from out of water and into water, it will stop at the water's surface.

Wave Beam
Power - 3% (each of the 3 beams that it shoots has the power of 1 uncharged Power Beam shot)
Power When Charged - 11-20%
Range - 2.1
Range When Charged - 2.3
Rapidness - 2 per second
Speed - Slow / Average to Slow speed when charged
Other - 1) Opens Purple Doors / Hurts Wave Troopers, Purple Metroid Prime, etc.
2) When Charged (even if only slightly) it stuns the enemy that was shot (do this constantly on Wave Troopers to beat them easily, without giving them a change to counterattack you since they'd be stunned the whole time)
3) Homes in on enemies if you lock onto them with L

Ice Beam
Power - 10%
Power When Charged - 17-30%
Range - 8.5 (farthest of all shots)
Range When Charged - 2.3
Rapidness - 1 per second (really it's slightly slower, at 1 shot every 1 and 1/60 seconds, or 1 shot every 61 frames)
Speed - Slow / Average to Slow speed when charged
Other - 1) Opens White Doors / Hurts Ice Troopers, White Metroid Prime, etc.
2) Freezes enemies (according to a test on Metroids, freezes for 8 seconds when uncharged, and freezes for only 5 seconds when fully charged, BUT for the exception of Metroids, most enemies get frozen longer by a CHARGED Ice Beam). Only CHARGED Ice Beam blasts freeze Ice Troopers, so you can shatter them with a missile to kill them quickly and easily. PERMANENTLY freezes Auto Turrets, BUT only temporarily freezes Mega Turrets, and it doesn't damage them either.
3) Can shatter (kill) MOST frozen enemies with a missile (example: can't shatter any of the Auto Turrets or Mega Turrets)
4) Believe it or not, with the Ice Beam, it's quicker AND stronger to shoot a normal Ice Beam blast and keep holding A to charge and shoot a slightly charged Ice Beam blast (then continue the process of shooting an uncharged then a slightly charged Ice Beam shot) then it is to keep shooting only uncharged Ice Beam shots. This is because the recovery time of the charged Ice Beam shot is much less than the 1 second lag of a normal Ice Beam shot, and simply put it's easy to tell that it's slightly faster in the long run overall, as well as being stronger (Trust me, I've tested it several times and it's better to do it this way)

Plasma Beam
Power - 6%
Power When Charged - 28-50%
Range - 1.15
Range When Charged - 2.7
Rapidness - about 3 per second
Speed - Very fast (about 1.5 times the speed of an uncharged Power Beam, even though it may appear to look even faster than that)
Other - 1) Opens Red Doors / Hurts Plasma Troopers, Red Metroid Prime
2) Can Burn some enemies (like Space Pirates). Burn damage works like this: burning lasts for 6 seconds doing 90 damage total in burning, (which comes out to 15 damage a second for 6 seconds time). If you shoot another Plasma Blast on an enemy that is already burning, then the burning process "restarts" itself, instead of speeding the burning process up or doubling the burning time (I wish it was that way, but it would also be too easy that way)
3) If it's charged it often kills many enemies in 1 hit, even if they have more than 50 HP. It "dissovles" many enemies (looks really cool). Also, some enemies, like Beetles, which have 5 HP on Normal mode BUT 10 HP on Hard mode, die in one hit from Plasma blasts (charged or uncharged)
4) Breaks Ice (uncharged Plasma blasts is all that melts the ice that can only be destroyed by MELTING/DISSOLVING it)
5) If shot from out of water into water it stops at the water's surface.

Phazon Beam
Power - A LOT! (impossible to measure exactly) On Normal Mode, takes about 23 or so seconds of shooting this to kill Metroid Prime, or 4 or 5 phazon sets if you're really fast and get to it almost instantly after Metroid Prime drops the Phazon (Form 2 of course), and kills Metroid Prime's "babies" (the Metroids/Hunter Metroids/Alpha Metroids he releases) instantly with this (as long as they're not "stunned" or frozen)
Range - Plenty enough to reach Metroid Prime. But seriously, it seems to be a little farther than an uncharged Plasma Beam (it's hard to tell, but it's something like that)
Rapidness - Constant (just hold A)
Speed - Very fast (about same as Plasma, but maybe a bit faster)
Other - 1) Use to kill Metroid Prime's 2nd Form while standing on the blue Phazon he drops. THIS IS THE ONLY TIME IN THE GAME THAT YOU CAN USE THE PHAZON BEAM, WHILE FIGHTING METROID PRIME'S 2ND FORM, so don't even waste time trying to use it any other time.
2) Phazon Beam is a.k.a. Hyper Beam (you go into "Hyper Mode" while using the Phazon Beam)

Grapple Beam
Range ~ 0.5 (can move backwards after you choose where to latch onto, so you can increase the range sort of by walking backwards wafter you lock onto a grapple point)
Speed - Very Slow, BUT you can make it faster while moving towards your Grapple Point and longer by moving away from it after you locked onto a Grapple Point
Other - Used to latch onto Grapple points with the L button and cross large gaps that are normally unaccessable without it. You can also latch onto certain enemies (scan the right enemy and then it becomes obvious)

Missile
Power - 15%
Explosion Power (JUST the explosion) - 7.5% (most "explosions" from most weapons do EXACTLY half the normal damage of the shot if it hits an enemy; especially for Beam weapons)
Range - 8 (2nd farthest in game)
Rapidness - with the special Y+A, Y+A, Y+A trick, it can shoot at an average of about 4-5 times faster (3 shots per second), or about the same as the Plasma Beam's rapidness. HOWEVER, you can only have 3 Missiles on the screen at a time like how you can only have 3 bombs on the screen at a time (doesn't matter if it's a Missile, Super Missile, or Ice Spreader, only 3 of ANY type of Missile can be on the screen at once, regardless of what 'type' of Missile it is)
Speed - Slow
Other - 1) Have a limited amount (can carry up to 250 when you have all the Missile Upgrades)
2) Homes in on enemies if you lock onto them with L
3) Destroys Radion and Brinstone
4) Can shatter most frozen enemies (ice + missile)
5) Opens Missile Hatch Doors (duh)
6) Equip the Power Beam and press Y+A Y+A Y+A etc. (don't press it REALLY fast or it won't work)to shoot Missiles much faster by greatly reducing the recovery time after shooting a Missile [you can shoot Missiles about 4-5 times faster this way])

Super Missiles
Power - 90% (strongest of all)
Explosion Power (JUST the explosion) - 60%
Range - 2.3
Rapidness - 1 shot every 4 seconds
Speed - Slow
Other - 1) Uses 5 Missiles to use a Super Missile (but has the power of 6 Missiles!)
2) Homes in on enemies if you lock onto them with L
3) Destroys "Cordite" (as well as anything a normal Missile can destroy)
4) Good to use especially on Omega Pirate and Metroid Prime when he's Yellow
5) Use these on ALL bosses (unless it's Metroid Prime's 2nd form or one of the bosses near the beginning of the game [before you acquire Super Missiles of course])

Wavebuster
Power - about 12-22% the first second (depending on how close you are, can do even less if you're really far from your enemy), but exactly 24% every second after that
Range ~ 0.5 + (but after you lock on, you can go back as far as you want and still be shooting the enemy, EVEN RIDLEY when he's flying from FAR away [easy way to beat Ridley is using this, and you'll almost kill him by the time you run out of Missiles, by which that time you should be using charged Plasma blasts to finish him off])
Rapidness - constant fire while holding down A
Other - 1) Takes 10 Missiles to start using, and then 5 Missiles per second after that
2) Paralyzes some enemies while electrocuting them
3) Homes in on enemies automatically (VERY useful on that Invisible Security Drone in Phazon Mines, and also useful on Metroid Prime [1st Form] when he's Purple, and useful on Wave Troopers and in rooms filled with a lot of fast and weak enemies)

Ice Spreader
Power - 75%
"Explosion" Power (the ice from when it hits something) - 50%
Range - 2.3 (same as Super Missiles)
Rapidness - 1 shot every 4 seconds
Speed - Slow
Other - 1) Takes 10 Missiles to start using, and then 5 Missiles per second after that
2) Homes in on enemies if you lock onto them with L
3) VERY useful when Metroid Prime (1st Form) turns White, as it does massive damage to him, as well as temporarily freezing him)
4) Freezes [most] enemies pretty long

Flamethrower
Power - 70% per second at very very maximum possible power (at SUPER close range when it ALL hits, although it averages more around 40% or so in most situations that you'll use it)
Range ~ 0.5
Rapidness - constant fire while holding down A
Other - 1) Takes 10 Missiles to start using, and then 5 Missiles per second after that
2) Burns some enemies
3) Doesn't work in water (duh)
4) Sadly, as much as the Flamethrower is FUN to use to burn enemies with, it's pretty useless and you could easily beat the game without it. It's still fun to use though, even though it should've been made better to actually be useful in the game.

Bombs
Power - 10%
Range - 0.1 diameter, 0.05 radius
Rapidness - fast enough; can only plant 3 at a time before having to wait 3 seconds for them to recharge; recharge timer starts after first of the 3 bombs you plant (this is how the triple bomb jump was discovered and performed, abusing this trick although it's EXTREMELY hard to do)
Speed - explodes in about 1 second after you plant it
Other - 1) Used to break "Sandstone" and "Talloric Alloy", as well as some other obstacles
2) Use to attack enemies while in Morph Ball (some enemies can only be affected by bombs)
3) Use to "Bomb Jump" (Double Bomb Jump - place a bomb, then right before it explodes place another bomb, and use your 3rd bomb when you're at the apex of your bomb jump when you're in midair)
4) After you plant the 1st bomb in the 3-at-a-time-maximum bomb set, the 3 second timer starts. Therefore, if timed right, you can plant 5 bombs in a row (and it's EXTREMELY difficult but it's possible to Triple Bomb Jump [I've never been able to quite do it right, but it's definately possible]). Check some official Metroid websites to find out how to do it just right.

Power Bombs
Power - VARIES (can kill Sheegoth in 1 hit [125 or 200 HP], and does up to 125% on Omega Pirate [300 HP] when you plant the Power Bomb and then right afterward go back to your X-ray visor mode (or else it won't damage him) but other than that it has NO SET AMOUNT (either kills an enemy in 1 hit or doesn't affect it at all)
Range ~ 0.50 diameter, 0.25 radius
Rapidness - 1 shot every 7 - 7.5 seconds
Speed - very very slow (explosion moving speed) and it explodes a second or so after it's planted
Other - 1) Limited Amount (starts with 4, but you can carry up to a maximum of 8 when you have all the Power Bomb Expansions, but when you first collect them you can only carry 4 at a time)
2) Can break "Bendezium" (as well as anything a normal bomb can destroy of course, except for things such as the breakable blocks that is in the Phazon maze that guards the Artifact of Newborn)
3) Use these on Fission Metroids if you ever wanna get past Metroid Prime and his little annoying Fission Metroids in that big room (actually you can usually, if you go fast and don't stop moving, get to the 1st Red Door with the Missile Recharge in it in that big tall red room with Fission Metroids everywhere, before the 1st Metroid that chases you gets to you. If it does happen to get to you or you don't think you're fast enough then you can always kill it right when you get in that room, and then continure jumping the platforms. After that, right before the next SMALL set of platforms, you can take out 2 Fission Metroids with 1 Power Bomb)

Boost Ball
Power - weak, this only works on small and weak enemies, usually with around 5 HP or less, and it's either an "instant kill" or a "no-damager"
Other - 1) Use to attack some WEAK enemies (like Zoomers, and it's possible but VERY hard to kill Beetles with)
2) Go faster (fastest way to travel, ESPECIALLY when going downhill)
3) Get up sloped surfaces and "HALF-PIPES"




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The Legend of Zelda: The Wind Waker

Table of Contents
---Miscellaneous Data
---Power Statistics
---Speed Statistics

--------------------------------------------------

MISCELLANEOUS DATA

---Link can be swimming for EXACTLY 30 seconds.
---There are 16 parts to the normal magic bar, and 32 to the UPGRADED magic bar that the fairy doubles in size for you.
---A small bottle of magic fills up 4 parts of your magic bar, and the tall, thin onefills up 8 parts of your magic bar.
---You can't use your Deku Leaf, even on the GROUND to blow wind at enemies or other things, of you don't have at LEAST 1 part of your magic meter filled up.
---You can hover with your Deku Leaf for EXACTLY 42 2/3 seconds, which out of 16 or 32 parts(depends if it's an upgraded magic meter or not)of your magic meter, means that 1 part of your magic meter is drained EXACTLY once every 1 and 1/3 seconds, or 80 frames.
---A cool trick I found out about hovering with the Deku Leaf is that if you keep tapping with Deku Leaf Button(whether it be assigned to X, Y, or Z), than you can actually INCREASE the time that you stay hovering, by around 2-3 seconds. When I tested it I got 23 and 46 seconds, instead of 21 1/3 and 42 2/3 seconds without tapping the Deku Leaf button. By tapping the button over and over again, it reopens in air(even though it already IS open while you're hovering) and slighty increases the time you can stay in air. This is really useful if you're trying to beat that "Birdman Race" on that island at the edge of the sea (where the "old" record is 250 yards).
---Magic armor lasts for exactly 32 or 64 seconds, draining exactly 1 level of your magic meter every 2 seconds.
---You can rotate the camera exactly 4 degrees per frame(per 1/60 of a second), or once every 1.5 seconds.
---Link's HURRICANE SPIN move takes 2 seconds to charge
---Link throws his Boomerang approx. 1.9 times farther when he throws it while in his boat(for the rare exceptions of SOME bosses, ex. Ganondorf Puppet)
---Fire and Ice Arrows use 1 part of your magic meter per use, and Light Arrows use 2 parts of your magic meter per use.
---Arrows shoot at a speed of 2 times per second, or once every 1/2 second, and Fire, Ice, and Light Arrows shoot at a rate of once per about 3.8 or 3.9 seconds, assuming it doesn't hit any such things like water, which would allow you to shoot another Special Arrow since the game allows only ONE "SPECIAL" Arrow to be used at the same time on the screen.

--------------------------------------------------

POWER

Normal Sword MOST slashes - 1%
Master Sword MOST slashes - 2%
Normal Sword Spin Attack - 2%
Master Sword Spin Attack - 4%
Normal Sword Last hit in any 4-hit sword combo - 2%
Master Sword Last hit in any 4-hit sword combo - 4%
Normal Sword Jumping Slash - 2%
Master Sword Jumping Slash - 4%
Normal Sword HURRICANE SPIN - 2% per hit
Master Sword HURRICANE SPIN - 4% per hit
Normal Sword "COUNTER" Attacks(press A before an enemy hits you) - 2%
Master Sword "COUNTER" Attacks(press A before an enemy hits you) - 4%
Boomerang - 1%(sometimes does 0% and only stuns some enemies)
Grapple Hook - 1% per hit(sometimes does 0% and only stuns enemies, and also usually takes the items that you'd receive after beating them when you first hit them with this)
Arrow - 2%
Fire Arrow - 4%
Ice Arrow - 4%
Light Arrow - either kills in 1 hit, stuns(Ganondorf), or doesn't affect at all(onl hurts "evil" things
Skull Hammer - 4%
Bombs - 4%
Hookshot - 1% + stuns and grapples enemies
Deku Leaf(on ground) - 0%(stuns)

--------------------------------------------------

SPEED(approximations)

---Boomerang - 3.5-4
---Sailing (with sail) while going the same direction as the wind - 3-3.5
---Backflips and Side Dodges - 1.6
---Moving while USING HURRICANE Spin(moving while spinning) - 1.5
---Rolling (with A) while running - 1.4
---Normal Running - 1 (100%, base value to measure things from)
---Swimming - 1(give or take 5%, but about the same as normal running)
---Moving sideways or backwards in fighting stance(hold L and back) - 70%
---Sailing without the Sail - 60%
---Crawling - 1/3 or 33.333%
---Walking with Iron Boots - 1/4 or 25%
---Crawling with Iron Boots - 22.5%
---Walking while charging your spin attack or HURRICANE Spin with "B" - 1/8 or 12.5%




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Super Smash Brothers Melee

Before I go on with this list, I need to tell you that 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)
---Throwing Power (measuring screaming percentages of all throw moves)
---Horizontal Throwing Power
---Vertical Throwing Power (made by Nobie)
---Horizontal Forward Smash Power (made by guacho8000)
---Fox's Shine (Reflector) move data (made by element_of_fire)

________________________________________

Rules of Priority

1st off, there's more information here on the 10th and 13th posts (which are my posts): 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)

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Dodge Ratings - Here's a list I made of everyone's dodge ratings, statistically proven with frames counts on the frames of the dodge that you're ALWAYS invincible to ALL attacks. The number on the left half of the fraction is the amount of frames you're actually dodging (in other words, how many frames you're invincible and can't be harmed) while the number on the right half of the fraction is the total time that the dodge lasts. The percent of the dodge that you're ALWAYS invincible is written in a percent, and a ..... means it's a repeating decimal. Note: almost all of the dodges start on frame 2, so in other words, for most of the dodges when you start them, you can only be hit the FIRST frame of the dodge. Some characters, like Captain Falcon and Zelda, start their invincible part of the dodge on the 3rd frame, and Bowser starts his on the 4th frame. Note that for 99% of attacks, Zelda is invincible for the 2nd frame + (but certain explosion moves can hit her on the 3rd frame of the move so it still counts as starting it on the 3rd frame)

---Go here for more information about dodging: http://smashboards.com/showthread.php?s=&postid=493089#post493089

63.6363.....% or 14/22 - Dr. Mario / Falco / Fox / Kirby / Link / Luigi / Mario / Pichu / Pikachu / Samus / Sheik / Yoshi / Young Link

62.962962.....% or 17/27 - Ice Climbers / Marth / Ness / Peach / Roy

59.459459.....% or 22/37 - DK

59.375% or 19/32 - Ganondorf

56.25% or 18/32 - Captain Falcon / Zelda

54.054054.....% or 20/37 - Mewtwo

51.88888.....% or 14/27 - Jigglypuff

50% or 21/42 - Bowser

34.375% or 11/32 - Mr. Game and Watch

________________________________________

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)
5% - 165
10% - 175
15% - 185
20% - 195
25% - 205
30% - 215
35% - 225
40% - 235
45% - 245
---------------50% - 255 (4.25 sec)
55% - 265
60% - 275
65% - 285
70% - 295
75% - 305
80% - 315
85% - 325
90% - 335
95% - 345
---------------100% - 355 (5.91666 sec)
105% - 365
110% - 375
115% - 385
120% - 395
125% - 405
130% - 415
135% - 425
140% - 435
145% - 445
---------------150% - 455 (7.58333 sec)
155% - 465
160% - 475
165% - 485
170% - 495
175% - 505
180% - 515
185% - 525
190% - 535
195% - 545
---------------200% - 555 (9.25 sec)
205% - 565
210% - 575
215% - 585
220% - 595
225% - 605
230% - 615
235% - 625
240% - 635
245% - 645
---------------250% - 655 (10.91666 sec)
255% - 665
260% - 675
265% - 685
270% - 695
275% - 705
280% - 715
285% - 725
290% - 735
295% - 745
---------------300% - 755 (12.58333 sec)
305% - 765
310% - 775
315% - 785
320% - 795
325% - 805
330% - 815
335% - 825
340% - 835
345% - 845
---------------350% - 855 (14.25 sec)
355% - 865
360% - 875
365% - 885
370% - 895
375% - 905
380% - 915
385% - 925
390% - 935
395% - 945
---------------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)
5% - 99
10% - 102
15% - 105
20% - 108
25% - 111
30% - 114
35% - 117
40% - 120
45% - 123
---------------50% - 126 (2.1 sec)
55% - 129
60% - 132
65% - 135
70% - 138
75% - 141
80% - 144
85% - 147
90% - 150
95% - 153
---------------100% - 156 (2.6 sec)
105% - 159
110% - 162
115% - 165
120% - 168
125% - 171
130% - 174
135% - 177
140% - 180
145% - 183
---------------150% - 186 (3.1 sec)
155% - 189
160% - 192
165% - 195
170% - 198
175% - 201
180% - 204
185% - 207
190% - 210
195% - 213
---------------200% - 216 (3.6 sec)
205% - 219
210% - 222
215% - 225
220% - 228
225% - 231
230% - 234
235% - 237
240% - 240
245% - 243
---------------250% - 246 (4.1 sec)
255% - 249
260% - 252
265% - 255
270% - 258
275% - 261
280% - 264
285% - 267
290% - 270
295% - 273
---------------300% - 276 (4.6 sec)
305% - 279
310% - 282
315% - 285
320% - 288
325% - 291
330% - 294
335% - 297
340% - 300
345% - 303
---------------350% - 306 (5.1 sec)
355% - 309
360% - 312
365% - 315
370% - 318
375% - 321
380% - 324
385% - 327
390% - 330
395% - 333
---------------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)
10% - 111
20% - 118
30% - 125
40% - 132
---------------50% - 137 (2.28333 sec)
60% - 146
70% - 153
80% - 160
90% - 167
---------------100% - 172 (2.8666 sec)
110% - 181
120% - 188
130% - 195
140% - 202
---------------150% - 207 (3.45 sec)
160% - 216
170% - 223
180% - 230
190% - 237
---------------200% - 242 (4.0333 sec)
210% - 251
220% - 258
230% - 265
240% - 272
---------------250% - 277 (4.61666 sec)
260% - 286
270% - 293
280% - 300
290% - 307
---------------300% - 312 (5.2 sec)
310% - 321
320% - 328
330% - 335
340% - 342
---------------350% - 347 (5.78333 sec)
360% - 356
370% - 363
380% - 370
390% - 377
---------------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)
5% - 84
10% - 92
15% - 100
20% - 108
25% - 116
30% - 124
35% - 132
40% - 140
45% - 148
---------------50% - 156 (2.6 sec)
55% - 164
60% - 172
65% - 180
70% - 188
75% - 196
80% - 204
85% - 212
90% - 220
95% - 228
---------------100% - 236 (3.9333 sec)
105% - 244
110% - 252
115% - 260
120% - 268
125% - 276
130% - 284
135% - 292
140% - 300
145% - 308
---------------150% - 316 (5.2666 sec)
155% - 324
160% - 332
165% - 340
170% - 348
175% - 356
180% - 364
185% - 372
190% - 380
195% - 388
---------------200% - 396 (6.6 sec)
205% - 404
210% - 412
215% - 420
220% - 428
225% - 436
230% - 444
235% - 452
240% - 460
245% - 468
---------------250% - 476 (7.9333 sec)
255% - 484
260% - 492
265% - 500
270% - 508
275% - 516
280% - 524
285% - 532
290% - 540
295% - 548
---------------300% - 556 (9.2666 sec)
305% - 564
310% - 572
315% - 580
320% - 588
325% - 596
330% - 604
335% - 612
340% - 620
345% - 628
---------------350% - 636 (10.6 sec)
355% - 644
360% - 652
365% - 660
370% - 668
375% - 676
380% - 684
385% - 692
390% - 700
395% - 708
---------------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 Flowers 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 also measures STUN TIME, the heavier the character the less time they get stunned from attacks. This list was tested from the Mushroom Kingdom 2 weight scale.

--- 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

--------------------------------------------------

this is for PAL

--- 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
Fox - 2
Mario - 2
Marth - 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)

Note: 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.

Note: anyone with a weight of 85 (not sure about 86) or less can be knocked over by Fox's Reflector.

________________________________________

Item Pick-up speeds - shows how fast characters pick up items lying on the ground when he/she presses A to pick them up.

Best/Average: the 21 characters not mentioned
Pickup Speed: 2 frames
Total Time: 7 frames

Below Average: Captain Falcon / Ganondorf / Marth / Roy
Pickup Speed: 3 frames
Total Time: 7 frames

Worst: Mr. Game and Watch
Pickup Speed: 4 frames
Total Time: 11 frames

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Barrel/Crate Pick-Up Time - shows how long (in frames) it takes characters to pick up Barrels/Crates/Party Balls (first number is the actual starting time when it's technically in your character's hands, and the second number is the total time to fully pick the barrel/crate before you can walk or throw it)

3 / 19 - Bowser
4 / 19 - DK

-

-

-

3 / 23 - Mewtwo / Yoshi

3 / 24 - Captain Falcon / Ganondorf / Samus

-

-

3 / 26 - Dr. Mario / Ice Climbers / Luigi / Mario / Ness

-

-

14 / 29 - Mr. Game & Watch

-

5 / 31 - Peach / Zelda

-

4 / 33 - Kirby

4 / 34 - Link / Young Link

-

-

5 / 37 - Falco / Fox / Sheik

-

4 / 39 - Pichu / Pikachu

-

-

-

4 / 43 - Roy
9 / 43 - Marth

-

-

-

-

-

4 / 49 - Jigglypuff

________________________________________

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. G&W > Bowser
16-20) Samus > Kirby = Mewtwo > Ice Climbers > Ness
21) Ganondorf
22) Luigi
23-24) Link > Peach
25-26) Jigglypuff > Zelda

________________________________________

Average Falling Speed - this list shows approximate average falling speed, in other words it factors in falling speed acceleration AND falling speed top speed, because the test was Mewtwo's up throw on Final Destination on every character, showing the exact percentage that they get KO'd on, which has factors of both falling speed acceleration and top speed (possible 1% or so of it might have to do with Weight). Note that this test isn't "perfect" for testing exact "average" falling speed, as some tests, like with Pikachu and Pichu, Pichu dies 1% earlier than Pikachu even though they have the same exact falling speed and acceleration (because weight is the 2nd factor in how easily you die at the top of the stage) but this list should be pretty useful if you were ever curious about it.

159% - Falco
152% - Fox
151% - Captain Falcon
128% - DK / Roy
118% - Ganondorf / Sheik
117% - Link / Marth / Young Link
116% - Bowser
108% - Pikachu
107% - Pichu / Yoshi
103% - Ness
101% - Dr. Mario / Mario / Mr. Game & Watch
98% - Ice Climbers
97% - Mewtwo
96% - Kirby / Peach
95% - Luigi / Samus
92% - Zelda
86% - Jigglypuff

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Falling Speed - shows how fast characters fall, in their TOP speed (not to be confused with "falling speed ACCELERATION", which Fox is by far the fastest in)

a ">" means that the character to the left of the ">" ACCELERATES to his/her top speed QUICKER than the character to the right of the ">"

a "=" means the two or three characters between the "=" have the same exact acceleration.

Example: Sheik > Link = Young Link
this means that Sheik starts her fall quicker than Link and Young Link, and that Link starts his fall at the same exact speed as Young Link, but all 3 of those characters have the same top speed in a normal fall.

1) Falco
2) Captain Falcon
3) Fox***
4-5) Roy > DK
6) Marth
7-9) Sheik > Link = Young Link
10) Ganondorf
11) Yoshi
12-14) Bowser > Pichu = Pikachu
15) Ness
16-18) Dr. Mario = Mario = Mr. Game and Watch
19-21) Ice Climbers > Kirby > Luigi
22-23) Mewtwo > Peach
24-25) Zelda > Samus
26) Jigglypuff

***Fox may have the fastest acceleration in falling speed (that means when he starts to fall, he starts falling the quickest for the 1st 1/2 a second or so) but Captain Falcon and Falco have a faster top speed in falling speed. Test it at Hyrule Temple if you don't believe me, and that's probably why there is so much arguments between who falls faster, Falco or Fox. Fox has quicker acceleration, but Falco (and also Captain Falcon) has a higher top speed when they fall.

________________________________________

Fast-Fall Falling Speed - this is when you tap down on the control stick to fall faster, values may not be exact, but I assure you they are accurate to at LEAST 0.5%, but I have tried yet failed to get them to 0.1% accuracy (it's a hell 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 - Depending on which character Kirby spits out, if the character (in the shape of a yellow star) hits a foe it can do anywhere between 9-19% (not 11% though). Usually the star does more % to any unlucky foe who gets hit by it if the character Kirby's spitting out is big and/or heavy (for some exceptions like with Fox and Falco, who are relatively small for their power and it's a little weird since Fox does more damage than Falco does to enemies)

---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 in the air (or the frame that you WOULD be in air if you timed it perfectly) you'd jump and then you'd 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 sometimes HRC, and even in real fights with other people) 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, Dr. Mario, and Luigi's Down B, 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)

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 - this shows how fast a character moves left and right in the air.

Just as a side note: Yes, Dr. Mario falls faster and farther horizontally in the air than Mario does. Test it yourself if you don't believe me.

Note: Unlike all the other characters, Jigglypuff travels FASTER in air than on the ground while running (however, it's faster to travel by Rollout in courses like the F-Zero 1-Player Adventure Mode Stage).

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 travel 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 - This shows the difference in how far apart (in frames) each particular punch, kick, sword stab, laser blast, etc. is in a rapid attack. For example, Kirby's rapid attack speed for his rapid punch attack (a, a, a, a...) is 4 frames apart per punch, which means he can punch 15 times with one hand per second (wow, talk about fast). Also, so you know my method and won't ask me later, my method is done like this. 1) Go to training mode. 2) Pick the computer as anyone, and pick yourself as someone with a rapid attack, suck as Sheik with her quick rapid punches. 3) Go to 1/4 speed, and make sure you have a stopwatch or some sort of clock with you that tells time in seconds. 4) Start the rapid attack, count them, and then stop when 60 seconds are up. 5) Multiply this number by 4 (since it's on 1/4 speed). 6) Divide this number by 60 (because it's 60 fps). 7) Do this: "60 divided by X" (X represents the answer to step six) and you will get your answer in how far apart each frame is from each other in the rapid attack. If the answer has a decimal, then the answer is usually whatever it rounds closest to. It sounds complicated, but it's really not. Oh, I forgot to mention, before you do this go to options and change the sound bar over to the far right, so you can't hear the music in the courses (and in the whole game for that matter) but you can hear the characters punches, kicks, etc. and their movements. Doing this makes it easier to count each of the punches, kicks, sword stabs, etc. Once I got better at frame testing then I used other methods as well which I really don't feel like explaining right now :P since it requires a lot more knowledge on frame testing and related stuff that wouldn't do you any real good to have me explain to you anyway :P. Here's the list on the information I've gotten so far.


***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 (me editing fixing his "rough draft")

________________________________________

Grabbing Power - this measures how much damage 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 - measures the starting time and total time of each characters' grabs (Peach and Ice Climbers are fastest overall)

Bowser
Grab - 9 frames / Total Time - 40 frames
Dash Grab - 10 frames / Total Time - 50 frames
Forward B - 16 frames / Total Time - 59 frames

Captain Falcon
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Up B - 13 frames starting time

Dr. Mario
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames

DK
Grab - 8 frames / Total Time - 30 frames
Dash Grab - 10 frames / Total Time - 50 frames

Falco
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 12 frames / Total Time - 40 frames

Fox
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 12 frames / Total Time - 40 frames

Ganondorf
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames
Up B - 13 frames starting time

Ice Climbers
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 7 frames / Total Time - 40 frames

Jigglypuff
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames

Kirby
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames

Link
Grab - 11 frames / Total Time - 85 frames
Dash Grab - 12 frames / Total Time - 94 frames

Luigi
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames

Mario
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames

Marth
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 10 frames / Total Time - 40 frames

Mewtwo
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 9 frames / Total Time - 40 frames

Mr. Game & Watch
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames

Ness
Grab - 8 frames / Total Time - 30 frames
Dash Grab - 10 frames / Total Time - 40 frames

Peach
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 7 frames / Total Time - 40 frames

Pichu
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames

Pikachu
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 11 frames / Total Time - 40 frames

Roy
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 10 frames / Total Time - 40 frames

Samus
Grab - 18 frames / Total Time - 94 frames
Dash Grab - 18 frames / Total Time - 74 frames

Sheik
Grab - 7 frames / Total Time - 30 frames
Dash Grab - 8 frames / Total Time - 40 frames

Yoshi
Grab - 18 frames / Total Time - 79 frames
Dash Grab - 12 frames / Total Time - 70 frames

Young Link
Grab - 11 frames / Total Time - 85 frames
Dash Grab - 14 frames / Total Time - 94 frames

Zelda
Grab - 12 frames / Total Time - 30 frames
Dash Grab - 12 frames / Total Time - 40 frames

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Grab + Attack Starting Speed - Measures the starting time of each characters A attack while they're holding you(in a grab), from fastest to slowest. On an interesting note, when both Ice Climbers are present(and you press A really fast), and for Mew2, Pichu, Pikachu, and Zelda, you stun a grabbed character for 5 frames, where-as the other characters only stun a foe for 3 frames.

-

-

3 frames - Pichu / Pikachu

-

5 frames - Captain Falcon / Falco / Fox / Ganondorf

-

7 frames - Marth / Roy / Zelda

-

-

10 frames - Bowser / DK / Kirby / Link / Samus / Sheik / Yoshi / Young Link

11 frames - Jigglypuff

12 frames - Mewtwo

13 frames - Ice Climbers(1) / Mr. Game & Watch

14 frames - Peach

-

16 frames - Ness

17 frames - Dr. Mario / Luigi / Mario

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Taunt Total Time - measures how long each characters taunt is in frames. For example, if a taunt has a time of 100 frames, then it means that it lasts for 1 2/3 or 1.66666..... seconds and you can block or attack on the 101st frame, since that's the frame after the last frame that the taunt is being used at. Here's the list, from longest to slowest (not that it really matters how long a taunt is).

1) Young Link - 200 frames, or 3.33333 seconds

2) Mario - 180 frames, or 3 seconds

3) Bowser - 140 frames, or 2.33333 seconds

4-5) Mewtwo / Roy - 120 frames, or 2 seconds

6) Falco - 115 frames, or 1.9166666 seconds

7) Fox - 110 frames, or 1.833333 seconds

8-11) Ganondorf / Jigglypuff / Link / Sheik - 100 frames, or 1.66666 seconds

12) Marth - 93 frames, or 1.55 seconds

13) Zelda - 90 frames, or 1.5 seconds

14-15) Dr. Mario / Peach - 85 frames, or 1.4166666 seconds

16-17) Luigi* / Samus - 70 frames, or 1.166666 seconds

18) Yoshi** - 67 frames, or 1.1166666 seconds

19-26) Captain Falcon / DK / Ice Climbers / Kirby / Mr. Game & Watch / Ness / Pichu***(same length of time regardless of which direction Pichu is facing, meaning it's the same length in both taunts) / Pikachu*** - 60 frames, or 1 second

* - Luigi's 1% Taunt Kick, hits on frame 46, or after 0.766666 seconds
** - Yoshi's taunt actually lasts for 80 frames, but you can block after frame 67
*** - Pikachu and Pichu's taunt actually lasts for 90 frames like with Zelda, but you can block after frame 60 so I counted it as 60

________________________________________

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)

----------

*(Ness's PK Fire) shot from/on flat ground lasts for only 19 frames (because Ness is so short it hits the ground one frame sooner than it would normally disappear. This was most likely overlooked by one of HAL's game designers when they made the slope of the PK Fire just barely too steep for it's potential length/lasting time)

**(Mr. Game & Watch's Sausages) in rapidness, if you hold B the whole time each shot after the first shot then it's 32 frames apart per shot, BUT if you press B right after Mr. Game & Watch releases another Sausage, then you can bring the Sausage Pan down again and it will reduce lag time by a maximum possible amount of 15 frames. Press B on the ---2nd frame--- that Mr. Game & Watch's Sausage is UP, and that's the soonest that it's possible to press B again to bring the pan down again)

***(Link/Young Link's Bombs), from the time that you press Down B you grab the Bomb on frame 16, but when the Bomb is taken all the way out and you can actually move again, it's then frame 40. Therefore, you have Control of the Bomb until it explodes 4.6166666 seconds (277 frames) after you take it out completely (until it explodes on frame 278). However, the Bomb TECHNICALLY lasts for 301 frames (and explodes on the 302nd frame)

***(Young Link's Bombs) lasts 8 frames, and it works like this: frames 1 and 2 are the 2 frames for the 1st explosion, frame 3 is nothing, frame 4 and 5 are the 2 frames for the 2nd explosion, frame 6 is nothing, and frames 7 and 8 are the 2 frames for the 3rd/last explosion. So it looks like this -> 1-2 .. (3) .. 4-5 .. (6) .. 7-8

_____________________________________

Throwing Power - I made this list measuring the lowest damage that a character (doesn't matter who, see whole paragraph for details) needs for the crowd to cheer really loud from that character being thrown. Note: For Mewtwo's forward throw I measured both Pichu and Bowser when thrown, since the screaming percentage doesn't stay the same with it. Normally, THROWS(and ONLY throws) do not vary in screaming percentages. In other words, throwing Bowser won't make it take longer AT ALL then it would for the screaming percentage to occur than it would for Pichu, it'd be at the SAME EXACT DAMAGE. Please note, that this is ONLY for throws, and as for regular attacks WEIGHT DOES MATTER! FALLING SPEED NEVER EVER EVER AFFECTS SCREAMING PERCENTAGE, ONLY WEIGHT DOES). Try it with Bowser's up smash on a light fast-faller like Fox, and then on a heavy slow-faller like Samus, and even though Samus will be sent farther than Fox will, the SCREAMING PERCENTAGE won't occur for Samus until AFTER Fox's does. Anyway, here's the list of screaming percentages for each throw.

Dr. Mario Forward Throw - 148%
Dr. Mario Back Throw - 84%
Dr. Mario Up Throw - 199%
Dr. Mario Down Throw - 520%

Mario Forward Throw - 168%
Mario Back Throw - 96%
Mario Up Throw - 225%
Mario Down Throw - 706%

Luigi Forward Throw - 187%
Luigi Back Throw - 116%
Luigi Up Throw - 252%
Luigi Down Throw - 626%

Bowser Forward Throw - 207%
Bowser Back Throw - 207%
Bowser Up Throw - N/A
Bowser Down Throw - N/A
Koopa Klaw Forward - 574%
Koopa Klaw Back - 80%
Koopa Klaw Back(in air) - 88%

Peach Forward Throw - 99%
Peach Back Throw - 226%
Peach Up Throw - 375%
Peach Down Throw - 706%

Yoshi Forward Throw - 287%
Yoshi Back Throw - 287%
Yoshi Up Throw - 599%
Yoshi Down Throw - 906%

DK [Carry] Forward Throw - 195%
DK Back Throw - 139%
DK [Carry] Back Throw - 195%
DK Up Throw - 306%
DK [Carry] Up Throw - 547%
DK Down Throw - 318%
DK [Carry] Down Throw - 615%

Captain Falcon Forward Throw - 209%
Captain Falcon Back Throw - 187%
Captain Falcon Up Throw - 296%
Captain Falcon Down Throw - 362%
Captain Falcon Up B - 116%

Ganondorf Forward Throw - 209%
Ganondorf Back Throw - 187%
Ganondorf Up Throw - 296%
Ganondorf Down Throw - 516%
Ganondorf Up B - 92%

Falco Forward Throw - 207%
Falco Back Throw - 270%(no laser contact)
Falco Up Throw - 340%(no laser contact)
Falco Down Throw - 30%

Fox Forward Throw - 217%
Fox Back Throw - 270%
Fox Up Throw - 340%
Fox Down Throw - 30%

Ness Forward Throw - 409%
Ness Back Throw - 92%
Ness Up Throw - 252%
Ness Down Throw - 505%

Ice Climbers Forward Throw - 259%
Ice Climbers Back Throw - 388%
Ice Climbers Up Throw - 609%
Ice Climbers Down Throw - 543%

Kirby Forward Throw - 138%
Kirby Back Throw - 195%
Kirby Up Throw - 190%
Kirby Down Throw - 529%

Samus Forward Throw - 286%
Samus Back Throw - 341%
Samus Up Throw - 318%
Samus Down Throw - N/A

Zelda Forward Throw - 154%
Zelda Back Throw - 116%
Zelda Up Throw - 233%
Zelda Down Throw - 607%

Sheik Forward Throw - 234%
Sheik Back Throw - 235%
Sheik Up Throw - N/A
Sheik Down Throw - 684%

Link Forward Throw - 294%
Link Back Throw - 296%
Link Up Throw - 204%
Link Down Throw - 618%

Young Link Forward Throw - 294%
Young Link Back Throw - 296%
Young Link Up Throw - 213%
Young Link Down Throw - 618%

Pichu Forward Throw - 301%
Pichu Back Throw - 189%
Pichu Up Throw - 453%
Pichu Down Throw - 706%

Pikachu Forward Throw - 301%
Pikachu Back Throw - 189%
Pikachu Up Throw - 453%
Pikachu Down Throw - 706%

Jigglypuff Forward Throw - 104%
Jigglypuff Back Throw - 302%
Jigglypuff Up Throw - 277%
Jigglypuff Down Throw - 722%

Mewtwo Forward Throw - 558-782%
Mewtwo Back Throw - 93%
Mewtwo Up Throw - 116%
Mewtwo Down Throw - 297%

Mr. Game & Watch Forward Throw - 181%
Mr. Game & Watch Back Throw - 181%
Mr. Game & Watch Up Throw - 324%
Mr. Game & Watch Down Throw - 395%

Marth Forward Throw - 430%
Marth Back Throw - 311%
Marth Up Throw - 210%
Marth Down Throw - 347%

Roy Forward Throw - 367%
Roy Back Throw - 367%
Roy Up Throw - 179%
Roy Down Throw - 245%

_____________________________________

Horizontal Throwing Power

This rates the relative power of every horizontal throw, showing the lowest damage a Bowser, from starting position on Yoshi's Island Past Stage (exact middle of top platform on the stage) needs to have to be KO'd to the right side of the stage, and the throwing character right next to Bowser on the 2nd to the right "respawn cloud" (where you go after you get KO'd). This was done in Training Mode. More details explained at very bottom.

Lower Damage = Stronger Throw (KO's sooner)

Dr. Mario Forward Throw - 254%
Dr. Mario Back Throw - 167%

Mario Forward Throw - 284%
Mario Back Throw - 187%

Luigi Forward Throw - 314%
Luigi Back Throw - 222%

Bowser Forward Throw - 335%
Bowser Back Throw - 329%
Bowser Forward B Forward Throw - N/A
Bowser Forward B Back Throw - 141%
Bowser Forward B Back Throw in air - 157%

Peach Forward Throw - 151%
Peach Back Throw - 413%

Yoshi Forward Throw - 435%
Yoshi Back Throw - 433%

DK Carry + Forward Throw - 423%
DK Carry + Back Throw - 416%
DK Carry + Down Throw - 920%
DK Back Throw - 227%

Captain Falcon Forward Throw - 339%
Captain Falcon Back Throw - 289%
Captain Falcon Up B - 183%

Ganondorf Forward Throw - 339%
Ganondorf Back Throw - 288%
Ganondorf Up B - 147%

Falco Forward Throw - 321%
Falco Back Throw - 625% (without lasers hitting foe)

Fox Forward Throw - 340%
Fox Back Throw - 632%

Ness Forward Throw - KO (just barely doesn't KO)
Ness Back Throw - 139%

Ice Climbers Forward Throw - 448%
Ice Climbers Back Throw - ABOUT 920% - 925%

Kirby Forward Throw - ABOUT 300%
Kirby Back Throw - 475%

Samus Forward Throw - 430%
Samus Back Throw - 498%

Zelda Forward Throw - 270%
Zelda Back Throw - 219%

Sheik Forward Throw - 383%
Sheik Back Throw - 369%

Link Forward Throw - 500%
Link Back Throw - 469%

Young Link Forward Throw - 508%
Young Link Back Throw - 475%

Pichu Forward Throw - 494%
Pichu Back Throw - 332%

Pikachu Forward Throw - 492%
Pikachu Back Throw - 331%

Jigglypuff Forward Throw - 235%
Jigglypuff Back Throw - 572%

Mewtwo Forward Throw - 733%
Mewtwo Back Throw - 172%

Mr. Game & Watch Forward Throw - N/A
Mr. Game & Watch Back Throw - N/A

Marth Forward Throw - 796%
Marth Back Throw - ABOUT 750%
Marth Down Throw - 597%

Roy Forward Throw - 633%
Roy Back Throw - ABOUT 870%
Roy Down Throw - 551%

--------------------------------------------------

1) Ness Back Throw - 139%
2) Bowser Forward B Back Throw - 141%
3) Ganondorf Up B - 147%
4) Peach Forward Throw - 151%
5) Bowser Forward B Back Throw in air - 157%
6) Dr. Mario Back Throw - 167%
7) Mewtwo Back Throw - 172%
8) Captain Falcon Up B - 183%
9) Mario Back Throw - 187%
10) Zelda Back Throw - 219%
11) Luigi Back Throw - 222%
12) DK Back Throw - 227%
13) Jigglypuff Forward Throw - 235%
14) Dr. Mario Forward Throw - 254%
15) Zelda Forward Throw - 270%
16) Mario Forward Throw - 284%
17) Ganondorf Back Throw - 288%
18) Captain Falcon Back Throw - 289%
19) Kirby Forward Throw - ABOUT 300%
20) Luigi Forward Throw - 314%
21) Falco Forward Throw - 321%
22) Bowser Back Throw - 329%
23) Pikachu Back Throw - 331%
24) Pichu Back Throw - 332%
25) Bowser Forward Throw - 335%
26-27) Captain Falcon/Ganondorf Forward Throw - 339%
28) Fox Forward Throw - 340%
29) Sheik Back Throw - 369%
30) Sheik Forward Throw - 383%
31) Peach Back Throw - 413%
32) DK Carry + Back Throw - 416%
33) DK Carry + Forward Throw - 423%
34) Samus Forward Throw - 430%
35) Yoshi Back Throw - 433%
36) Yoshi Forward Throw - 435%
37) Ice Climbers Forward Throw - 448%
38) Link Back Throw - 469%
39-40) Kirby/Young Link Back Throw - 475%
41) Pikachu Forward Throw - 492%
42) Pichu Forward Throw - 494%
43) Samus Back Throw - 498%
44) Link Forward Throw - 500%
45) Young Link Forward Throw - 508%
46) Roy Down Throw - 551%
47) Jigglypuff Back Throw - 572%
48) Marth Down Throw - 597%
49) Falco Back Throw - 625%(without lasers hitting foe)
50) Fox Back Throw - 632%
51) Roy Forward Throw - 633%
52) Mewtwo Forward Throw - 733%
53) Marth Back Throw - ABOUT 750%
54) Marth Forward Throw - 796%
55) Roy Back Throw - ABOUT 870%
56) DK Carry + Down Throw - 920%
57) Ice Climbers Back Throw - ABOUT 920% - 925%
58) Ness Forward Throw - KO (just barely doesn't KO)
59-60) Mr. Game & Watch Forward and Back Throw - N/A
61) Bowser Forward B Forward Throw - N/A

Extra Info:
---Ness, Link and Young Link's Forward Throw's throw all characters (at the same damage) the same distance, regardless of the character's weight. There might be a few more, but I was tired of testing after the day of SSBM research was over so I didn't fell like doing it. Maybe if some of you are bored you can test it and post the ones not affected by weight here in this topic.
---N/A means it kills at the top so I couldn't find it's value, or it just doesn't KO, even at 999%.
---Bowser's Forward B throws are slightly weaker if you GRAB the foe in air(it doesn't matter whether or not you throw them in air, only if you GRAB them in air)
---Sometimes I drop directly to the platform below the starting point to lower the altitude so Bowser won't get "star KO'd" at the top of the screen so I can see the throw's horizontal throwing power and sometimes I also use the bunny hood with Bowser to make him fall faster so he won't die at the top of the screen as much.
---Master/Crazy Hands throws are far more powerful than these shown and tested, and I can't test Giga Bowser, who's a bit stronger than Bowser in throw power.
---Some throws that can KO at the side but aren't technically side throws, like DK's Carry and down throw and Marth/Roy's down throw, and some that are sort of throws, like Bowser's Forward B and Captain Falcon/Ganondorf's Up B, I still put down since some consider them throws.
---Some moves which are the exact same in power, like Captain Falcon and Ganondorf's back throw, vary slightly in damage that Bowser get's KO'd at (For example, for Captain Falcon it's 289% and for Ganondorf it's 288%) I still put at 289% and 288%, because it's still how far it knocked the character from a standing position. It's only because Ganondorf's legs are longer does he kill at 1 damage earlier than Captain Falcon, because the release point is slightly closer to the stage's "KO point", and it will still be like that in normal battle anyway, so I still write down the exact lowest KO damage for each throw for each character. However, some throws, that vary by like 15-20%(or something close to that), and are almost the same throw, like Falco and Fox's forward throw, do have slightly different release points, but Falco has more KO power in his forward throw than Fox regardless of the fact that he has a SLIGHTLY farther release point in his throw.
---This test isn't going to be exact for the TRUE throw power, because a lot of things are factors, such as the character, stage length, and BY FAR most of all, POWER RANGE. An example of Power Range is how a 30% Warlock Punch knocks sandbag farther at 156%+ than a tip-hitting Warlock Punch does, but normally (at 0% and anything lower than 156%) a tip-hit from the Home Run Bat knocks Sandbag farther. This is a pretty big distance for an average distance to the "KO-Point" in my test, so another test with shorter distance to the KO-Point might vary, but this is fairly highly accurate to give you a relative idea on the powers of each throw so you know who you should KO characters with.

________________________________________

Vertical Throwing Power

The trouble with testing any attack against just one character in Melee is that there are weight differences, different rates at which attacks become more powerful, and different platform and ceiling heights, so throwing just one character won't give an accurate portrayal of overall strength. What this list does is use 3 test subjects: Purin / Jigglypuff (the lightest vertically, a.k.a. slowest faller), Mario (the standard measurement often considered to be the "average" in almost anything), and Falco (the heaviest vertically, a.k.a. fastest faller), all tested on Final Destination. This list shows what percentage each character has to be at to hit the magnifying glass (the ceiling of FD is pretty high, so the velocity of thrown opponents at non-death percentages is also important) and also the percentage that will turn the throw into a killing throw. Then, all 6 of these numbers are averaged to come up with an overall percentage which the characters are ranked by (from strongest to weakest up throw).

Key:

/#\ = % Purin / Jigglypuff hits magnifier
^#^ = % Purin / Jigglypuff dies
|#| = % Mario hits magnifier
{#} = % Mario dies
(#) = % Falco hits magnifier
[#] = % Falco dies
# = Average of the above

Notes: All percentages are before the throw is performed. For example, Mario is at 101% when Mewtwo throws him up, Mario will then be dealt 12% damage and will die at 113%. Also, no directional influence has been used.


1) Mewtwo - /18%\ , ^86%^ , |30%| , {101%} , (90%) , [159%] , 80.667%

2) Roy - /79%\ , ^151%^ , |96%| , {170%} , (160%) , [232%] , 148%

3) Link - /98%\ , ^171%^ , |112%| , {186%} , (175%) , [249%] , 165.167%

4) Dr. Mario - /94%\ , ^173%^ , |112%| , {191%} , (185%) ,[263%] , 169.667%

5) Marth - /91%\ , ^175%^ , |111%| , {196%} , (185%) , [269%] , 171.167%

6) Kirby - /101%*\ , ^173%^ , |121%*| , {190%} , (188%*) , [257%] , 171.667%

7) Zelda - /96%\ , ^123%^ , |115%| , {216%} , (205%) , [305%] , 176.667%

8) Young Link - /114%\ , ^185%^ , |128%| , {201%} , (192%) , [263%] , 180.5%

9) Mario - /108%\ , ^196%^ , |128%| , {216%} , (210%) , [296%] , 192.333%

10) Samus - /54%\ , ^230%^ , |82%| , {263%} , (223%), [404%] , 209.333%

11) Ness - /75%\ , ^211%^ , |104%| , {236%} , (288%) , [357%] , 211.833%

12) Luigi - /122%\ , ^222%^ , |145%| , {244%} , (236%), [334%] , 217.167%

13) Purin / Jigglypuff - /38%\ , ^223%^ , |83%| , {266%} , (263%) , [446%] , 219.833%

14) Donkey Kong - /127%\ , ^250%^, |149%| , {276%} , (253%) , [380%] , 239.167%

15) Mr. Game & Watch- /105%\ , ^ 266%^ , |140%| , {301%} , (284%) , [445%] , 256.833%

16) Ganondorf - /142%\ , ^261%^ , |171%| , {288%} , (283%) , [398%] , 257.167%

17) Captain Falcon - /145%\ , ^263%^ , |174%| , {290%} , (286%) , [401%] , 259.833%

18) Fox - /138%\ , ^285%^ , |167%| , {317%} , (302%) , [448%] , 276.167%

19) Falco** - /162%\ , ^320%^, |161%| , {341%} , (278%) , [453%] , 285.833%

20) Donkey Kong Carry Jump*** - /56%\ , ^354%^ , |101%| , {402%} , (296%) , [613%] , 303.667%

21) Peach - /172%\ , ^318%^ , |200%| , {349%} , (332%) , [478%] , 308.167%

22) Pikachu - /190%\ , ^389%^ , |236%| , {434%} , (425%) , [619%] , 382.167%

23) Pichu - /198%\ , ^394%^ , |245%| , {440%} , (433%) , [624%] , 389%

24) Donkey Kong Carry - /195%\ , ^442%^ , |242%| , {493%} , (456%) , [706%] , 422.333%

25) Yoshi- /278%\ , ^501%^ , |324%| , {551%} , (516%) , [741%] , 456.833%

26) Ice Climber**** - /135%\ , ^471%^ , |201%| , {543%} , (497%) , [838%] , 447.5%

27) Ground Koopa B-> Forward***** - /52%\ , ^587%^ , |241%| , {895%} , (788%) , [1232%*******] , 632.5%

28) Air Koopa B-> Forward***** - /55%\ , ^587%^ , |244%| , {898%} , (789%) , [1232%*******] , 634.167%

29) Sheik - /467%\ , ^1074%******^ , |569%| , {1293%******} , (1845%) , [2267%*******] , 1252.5%

30) Koopa********- /N/A\ , ^N/A^ , |N/A| , {N/A} , (N/A) , [N/A] , N/A


*Kirby bounces after doing the up throw, which can throw off the magnifier a bit.
**Falco's laser during throws at lower percentages stops the target, but at higher percentages actually produces knockback.
***Donkey Kong's Carry Jump is at maximum height of the jump.
****The Ice Climbers can make their throws more powerful by tacking on hits using the partner. To give you a basic idea of how much it adds, an Up Smash, uncharged, will lower killing percentages by about 5%.
*****The Koopa Klaw forward throw was performed before Koopa / Bowser could get any bites in.
******These Sheik throws cannot KO any character in Final Destination. However, distance IS increased with damage. Knowing this, and also the knowledge that the height of Final Destination is a little under halfway between the main platform and the middle two platforms of Battlefield, these percentages were reached.
*******These throws cannot KO the opponent at 999% on Final Destination and not even 999% at the top of Battlefield. Finding the proportional rate at which the opponent increases height using Mario as a standard for the thrower gave these percentages. They are probably a bit inaccurate.
********Koopa's / Bowser's Up Throw always sends opponents the same distance no matter what the percentage.

Credits: Nobie, who made this here list, and Formula, who helped him test out some of the percentages to save time.

________________________________________

Horizontal Forward Smash Power (measuring in FEET, tested in HRC at center of platform with sandbag at EXACTLY 100%):

1) Bowser: 493.4
2) C. Falcon: 326.1
3) Mr. G&W: 312.6
4) Marth: 307.7
5) Pikachu: 301.1
6) Dr. Mario: 293.4
7) Jigglypuff: 282.8
8) DK: 274.9
9) Roy: 274.2
10) Pichu: 254.9
11) Ness: 239.8
12) Luigi: 233.9
13) Y. Link: 2 hits: 231.3
14) Mario: 230.0
15) Falco: 223.1
16) Link: First hit: 102.1; Second hit: 219.8
17) Zelda: 218.1
18) IC: 216.8
19) Ganondorf: 209.3
20) Yoshi: 196.5
21) Samus: 182.4
22-23) Fox/Mewtwo: 161.0
24) Kirby: 160.4
25) Sheik: (1 hit): 72.5; (2 hits): 87.2
26) Peach: pan: 24.2; club: 58.7; tennis: 66.2

---------------------------------------------------------

and this is for fully charged smashes at 100%...

1) Bowser: 1105.3 tipper, 1151 close hit
2) C. Falcon: 685.7
3) DK: 639.1
4) Pikachu: 625.0
5) Mr. G&W: 608.2
6) Jigglypuff: 596.1
7) Dr. Mario: 558.0
8) Marth: 534.4
9) IC: 515.1 (double smash)
10) Ganondorf: 469.1
11) Roy: 463.2
12) Mario: 452.7
13) Ness: 452.1
14) Luigi: 435.3
15) Falco: 423.9
16) Zelda: 394.7
17) Pichu: 354.3
18) Yoshi: 352.0
19) Samus: 340.8
20) Mewtwo: 332.3
21) Fox: 313.6
22) Kirby: 297.5
23) Link: First hit: 217.5; Second hit: 276.9
24) Y. Link: 2 hits: 243.4
25) Peach: pan: 56.4; club: 195.5; tennis: 83.3
26) Sheik: (1 hit): 105.3; (2 hits): 97.3

Credits: guacho8000 for making this list.

________________________________________

Fox's shine distance along the ground (Reflector = Shine)

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 Destination.. 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 think.

Credits: element_of_fire for making this list.

________________________________________

I hope you liked my SSBM Statistics list, because I spent a countless amount of time on it (around 1000 hours), and I did NOT make any of it up, I swear! ^_^



	
	
More Crap about Me & Video Games & Stuff that no one cares about

I have beaten many video games with 100% completion and that's basically all I do, video games. The list for the amount of games I've beaten is WAY too long to post here, so I simply won't post it.

Anyway, when I'm bored, I play Time Trials (Time Attack in F-Zero GX). I have a really good Mario Kart: Double Dash record on Rainbow Road of 3'03"429 (best lap WITHOUT USING A SINLGE MUSHROOM - 1'00"996) and two awesome F-Zero GX [non-snaking] records (Big Blue: Drift Highway - 59"032; best lap - 17"098) (Green Plant: Intersection - 2'12"779; best lap - 39"983, loooooooong time ago). My is 3'03"429 [splits-1'01"224-1'00"996-1'01"209] time is overall just "meh" good I personally think (my lap 1 was bad and my lap 3 was HORRIBLE, but at least my lap 2 was pretty good).

Twice (I think it was twice at least) I beat the Baby Park Staff Ghost in Mario Kart: Double Dash... with...... 3 fingers (I swear I'm not lying) and without using a single mushroom either. I had my thumb on control stick, my pointer finger on the A button, and my middle finger on the R button when I did this with 3 fingers. I beat it under those conditions by about a tenth of a second or so. It's quite funny actually.

Also, some of my Super Smash Bros. Melee Event Mode records are ranked really high compared to the World Record; for example, my Event 2 record is the 2nd best known record in all of North America (**** Japanese with their absurd records make me look bad v-v). Some of my other records are pretty good too in Event Mode. I also hold the World Record in Pokemon Snap (Magmar - 6810 points, old WR was 6710 which I tied twice and beat once) which I STILL hold (and I made that a long long time ago back in the N64 era) even now.

Once when I was bored, I made this huge 733 X 477 pixel size maze, --- PIXEL --- BY --- PIXEL --- (you'll need to magnify the maze down to 8 times to actually do the maze) filling up the ENTIRE page with all maze, and it took a little over 100 hours total to make it (and yes, it IS possible to beat). If you would like to see it, Instant Message me at ooVideoGameGodoo and I'll send it to you.

My EXTREMELY old event mode records from like 2002.

Event 1 - Trouble King - 8:43
Event 2 - Lord of the Jungle - 6:67
Event 3 - Bomb-fest - 3:11
Event 4 - Dino-wrangling - 0:55
Event 5 - Spare Change - 13:28
Event 6 - Kirbys on Parade - 6:55
Event 7 - Pokemon Battle - 11:72
Event 8 - Hot Date on Brinstar - 10:95
Event 9 - Hide ‘n' Sheik - 2:43
Event 10 - All-Star Match 1 - 13:68
Event 11 - King of the Mountain - 13 KOs
Event 12 - Seconds, Anyone? - 0:41
Event 13 - Yoshi's Egg - 5 KOs
Event 14 - Trophy Tussle 1 - 11:26
Event 15 - Girl Power - 17:13
Event 16 - Kirby's Air-raid - 12:43
Event 17 - Bounty Hunters - 0:93
Event 18 - Link's Adventure - 11:87
Event 19 - Peach's Peril - 2 KOs
Event 20 - All-Star Match 2 - 22:78
Event 21 - Ice Breaker - 6:43
Event 22 - Super Mario 128 - 1:08:67
Event 23 - Slippy's Invention - 12:63
Event 24 - The Yoshi Herd - 49:28
Event 25 - Gargantuans - 4:40
Event 26 - Trophy Tussle 2 - 19:60
Event 27 - Cold Armor - 26:45
Event 28 - Puffballs Unite! - 16:72
Event 29 - Triforce Gathering - 29:63
Event 30 - All-Star Match 3 - 18:01
Event 31 - Mario Bros. Madness - 30 KOs
Event 32 - Target Acquired - 6 KOs
Event 33 - Lethal Marathon - 27:10
Event 34 - Seven Years - 11:92
Event 35 - Time for a Checkup - 9:90
Event 36 - Space Travelers - 44:55
Event 37 - Legendary Pokemon - 28:92
Event 38 - Super Mario Bros. 2 - 11:67
Event 39 - Jigglypuff Live! - 24:58
Event 40 - All-Star Match 4 - 24:82
Event 41 - En Garde! - 13:05
Event 42 - Trouble King 2 - 5:73
Event 43 - Birds of Prey - 11:82
Event 44 - Mewtwo Strikes! - 16:10
Event 45 - Game & Watch Forever! - 15:33
Event 46 - Fire Emblem Pride - 33:88
Event 47 - Trophy Tussle 3 - 25:65
Event 48 - Pikachu and Pichu - 10:73
Event 49 - All-Star Match Deluxe - 48:11
Event 50 - Final Destination Match - 38:88
Event 51 - The Showdown - 47:53

Hope you liked my site, I tried to put my boredom to good use.
 

Witchking_of_Angmar

Smash Lord
Joined
Jun 5, 2007
Messages
1,846
Location
Slowly starting to enjoy my mothertongue again. :)
Amazing, Witchking, but a quick heads up: M2K's "bible" is not longer hosted, but it's saved somewhere.... I just don't know the link. And seanson's hitbox thing doesn't download well. A LOT of stuff has changed recently, I guess.... :(
Dammit how could I forget lol. I put in a link to Grunt's post.

Edit nvm found a good backup site.

http://m2k.galaxy64.com/ssbm.html
 

Skrlx

Smash Champion
Joined
Jan 18, 2008
Messages
2,673
Haha. yeah that's my website www.galaxy64.com
i posted his site (indexed it) for him as a subdomain of my website.

his melee bible is TOO GOOD
he also has statistics for mario kart and other games.. just click the link on the top or the bottom to go home..
 

Bets

Smash Journeyman
Joined
Oct 15, 2008
Messages
279
Location
NORCALLLLLLLL
i'm so glad you made this thread. The info is amazing. this will help my metagame a lot :]
 
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