The timeframe where you can proceed to the next move in a Jab combo.ĭetermines the “spray” effect that appears when the character loses a stock. This value is the number of frames that the control stick must be held from dash to start running. Running is performed by continuing to hold the control stick after inputting a dash. You can even compare character weights by using a see-saw or a balance. The base is 1, and the lower the value, the heavier the character. Normal characters have two, but Kirby and Jigglypuff have more.Ĭharacter weight is directly proportional to how far you get knocked back. This number includes the number of midair jumps possible. When fastfalling, you immediately fall at this speed, and from that point onwards will continue to fall at this speed. The higher this value, the more quickly they will fall. How quickly the character accelerates when falling. If you keep holding horizontally on the control stick, you will accelerate based on the character’s Aerial X-axis Movement until you reach this terminal velocity.ĭetermines how quickly your speed reaches zero when keeping the control stick in the neutral position while airborne. Jumpsquat Length is the number of frames the character is on the ground after the jump input but before they leave the ground.ĭetermines how much horizontal aerial movement control a character has.ĭetermines the maximum horizontal aerial movement speed of each character. Right before every character jumps, they are still on the ground, preparing to jump. Put simply, the faster this value, the faster they can run. This value represents the loss of speed per frame in this state. The initial speed of every character when they start their dash.Īll dashes slow down after a period of time passes. Represents how quickly a character can stop when on the ground. This value multiplied by the stick input (maximum value from left to right is 80) is the character’s walk speed. However, jump power has several confusing parameters, so it’s not included. It’s a bunch of numbers that might be annoying to look at, but if you want to look at who’s the fastest, for example, take a look. However, it’s embedded below for convenience. To view the document itself (for custom sorting), click here. Some of this information is already public knowledge, and the other stuff isn’t really that helpful, so it’s more of a novelty post than anything. This post is a translation/re-post of a table of official attributes that can be found on the official Japanese Smash 64 site, maintained by Sakurai himself. Official Physical Attribute Chart for Smash 64