Official Physical Attribute Chart for Smash 64

Physics attribute

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. The original page can be found 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. To view the document itself (for custom sorting), click here. However, it’s embedded below for convenience..

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, jump power has several confusing parameters, so it’s not included.  

Donkey Kong
Captain Falcon
Walk Speed Factor0.30.320.40.340.380.350.450.420.30.320.280.28
Initial Dash Speed546068564061816050806850
Dash Speed Deceleration2.83.55.431.55104.52.865.43
Run Speed444842545048605540704042
Jumpsquat Length367353333436
Aerial X-axis Movement0.0250.0250.
Maximum Aerial X-axis Speed303031284028363726312835
Aerial X-axis Deceleration0.20.300.
Falling Acceleration 2.433.
Maximum Fall Speed445664425548605242605538
Maximum Fastfall Speed7089102678879968367.510088.2560
Maximum Jumps222226222226
Dash to Run Frames141816141614121314161416
Jab Combo Frame Window242824302424302424222424
Body MaterialFleshFleshFleshSteelFleshFleshFleshFleshFleshFleshFleshFlesh
Shield Radius260330260330Special270280288270290320400

Explanation of Jargon

Walk Speed Factor

This value multiplied by the stick input (maximum value from left to right is 80) is the character’s walk speed. Every value is ⅓ cm.


Represents how quickly a character can stop when on the ground.

Initial Dash Speed

The initial speed of every character when they start their dash.

Dash Speed Deceleration

All dashes slow down after a period of time passes. This value represents the loss of speed per frame in this state.

Run Speed

The character’s speed when they run. Put simply, the faster this value, the faster they can run.

Jumpsquat Frames

Right before every character jumps, they are still on the ground, preparing to jump. Jumpsquat Length is the number of frames the character is on the ground after the jump input but before they leave the ground.

Aerial X-axis Movement

Determines how much horizontal aerial movement control a character has.

Maximum Aerial X-axis Speed

Determines the maximum horizontal aerial movement speed of each character. 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.

Aerial X-axis Deceleration

Determines how quickly your speed reaches zero when keeping the control stick in the neutral position while airborne.

Falling Acceleration

How quickly the character accelerates when falling. The higher this value, the more quickly they will fall.

Maximum Fall Speed

Determines the maximum fall speed.

Maximum Fastfall Speed

When fastfalling, you immediately fall at this speed, and from that point onwards will continue to fall at this speed.

Maximum Number of Jumps

This number includes the number of midair jumps possible. Normal characters have two, but Kirby and Jigglypuff have more.


Character weight is directly proportional to how far you get knocked back. The base is 1, and the lower the value, the heavier the character. You can even compare character weights by using a see-saw or a balance.

Dash to Run Frames

Running is performed by continuing to hold the control stick after inputting a dash. This value is the number of frames that the control stick must be held from dash to start running.

Jab Combo Frame Window

The timeframe where you can proceed to the next move in a Jab combo.

Body Material

Determines the “spray” effect that appears when the character loses a stock. Normally, it’s like a spray of water, but Samus wears metal armor, so for her it’s a firework-like effect.

Shield Radius

Determines the size of each character’s shield, in radius size. Shield size is different depending on the character. However, separate from this is a value called “Model Scale,” and Shield Radius and Model Scale together determine the size of a character’s shield, so even identical Shield Radius values don’t result in identical shield sizes. For example, Giant Donkey Kong and Donkey Kong have the same Shield Radius. 

There many other parameters and values in the game that aren’t listed here, such as the Initial Y-axis Speed after Shield Break, Shadow Radius, Nudging Radius, Nudging Movement,* Terrain Size, Ledgesnap Coordinates, Item Grab Range, Model Scale, Jump Relation**,  Aerial Jump Relation, and much more.


*This refers to the values that determine what happens when you have one character walk slowly past another, and they start pushing each other, or when they “nudge” each other and finally slip through.

**I don’t know what this means.


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One comment

  1. Always interesting getting to look into the creative choices behind the earlier games. Still kind of funny, how Yoshi was a lightweight in the Mario spinoffs at the time but the 3rd heaviest in Smash 64.

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