SSBM Statistics: Character Running Speeds

Super Smash Brothers Melee Character Running Speed Statistics.

New: For All Stats -> SSBM Statistics Master List

Running Speed

Character running speed from a standing start. This table shows the average running speed for each character in meters per second, and miles per hour. The list is in descending order, with the fastest character on top.

As with all of my statistics, this was compiled frame by frame using high precision coordinate values. Therefore, the values given should be of higher accuracy than any others found around the net.

The game records in meters. I manually converted to mph for those that do not understand meters. The '100m sprint' values are empirically based times; I ran and recorded the time for each character to pass the 100 meter mark. Thus, these are not theoretical times, they are actual times, from a standing start.

For a comparison, Usain Bolt's fastest segment clocked him in at 12.42 m/s. At the time of writing, Usain Bolt is the fastest man in the world. So yeah, he's slightly slower than Fox.

The character with the fastest average running speed is Captain Falcon. The character with the slowest average running speed is Zelda.
RankCharacterSpeed (m/s)Speed (mph)100m sprint (s)
1c.falcon13.5430.307.38
2fox12.9628.997.72
3marth10.7524.059.30
4sheik10.6423.809.40
5pikachu10.6223.769.42
6pichu10.2923.029.72
7roy9.6321.5410.38
8y.link9.5821.4410.43
9donkey kong9.4621.1710.57
10yoshi9.4521.1410.58
11falco8.8819.8511.27
11mr game&watch8.8819.8511.27
13dr.mario8.8619.8311.28
13mario8.8619.8311.28
15bowser8.8519.8011.30
16ice climbers8.3818.7511.93
17ness8.2918.5412.07
17kirby8.2918.5412.07
17samus8.2918.5412.07
17mewtwo8.2918.5412.07
21ganondorf7.9817.8512.53
22luigi7.9317.7312.62
23link7.7817.4112.85
24peach7.6917.2113.00
25jigglypuff6.5914.7515.17
26zelda6.5114.5715.35
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Posted in Super Smash Bros. Melee
4 comments on “SSBM Statistics: Character Running Speeds
  1. Mofo says:

    Firstly I want to say that I love what you’re doing here… I hope more people find this as interesting as I do.

    I think that while this methodology gives interesting results, they are not very useful. I think the better method would be to take the difference between the X distance of the farthest hurtbox tangent before starting the grab, and the farthest hitbox tangent of the farthest grab frame. Do you have any way of calculating the positions of hurt/hitbox tangents based on position/size of the hurt/hitbox?

    • antd says:

      It’s a good point.
      I don’t have hurtbox data at the moment, which is what stopped me from trying something similar to what you suggested.
      Though, I can calculate basic hitbox properties: position, size, etc.

      If I get time, I will to try to decipher hurtbox properties…

      Thanks for the suggestion.

    • antd says:

      Got the hurtbox properties! And boy, aren’t there a lot of them..

  2. Mofo says:

    Sorry… that comment was meant for the grab range entry!

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