Moving onto the motion and animation in the game, Sakurai revealed that he used a posable 4" Microman figurine (abundant in Japan, apparently) to show his artists and animators the basic poses he wanted for each character. He would take 30 to 50 pictures for each character, creating an inventory of available poses that would later be animated together "without the aid of motion capture, everything was done by eye." A series of slides show the fidelity between his Microman pictures and the final Smash character renders, revealing a painstaking process that nevertheless gave Sakurai unique control over the art without a lengthy trial and error process.
The more intangible elements of each character, like weight and inertia, Sakurai did all by hand. Consider the example he gave comparing the jump animation of Mario and Samus in both character's original games. Mario returns to the ground quickly, while "Samus' jump has more float to it than Mario's." The reason for this isn't because "Samus' games take place in outer space" (there goes our theory) but because "players needed to be able to fire at enemies and doors from an arbitrary height" in Metroid. He noted that in the Sonic games, the character transitions from a relatively slow walk to a very fast run, and that transition is "exhilarating" for players. Inversely, Snake is "probably the slowest" human character in the game, but powerful attacks and a variety of weapons balance out that handicap. Above all, when constructing a character, Sakurai says your "initial thoughts on the subject are truly invaluable."