Character & vehicle stats

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Both characters and vehicles have statistics which affect performance. Although the game features stat bars on the vehicle selection screen, they are inaccurate overall, and many hidden stats are missing.

Stat table

A comprehensive resource for the stats of each vehicle and character can be found on this sheet.

List of statistics

  • Speed: Increases maximum speed, including during a boost or while in offroad. It is the most important stat in most circumstances, except when moving with high EV, because the speed cap of 120 u/f is not affected.
  • Turning speed: On manual drift only, reduces the IV loss from turning outside of a drift. Has no effect on automatic drift.


  • The "acceleration" of a vehicle, as in how quickly IV increases to max speed, is affected into many statistics. Acceleration is a function of current IV divided by current max speed. The acceleration curve is made up of 4 stages; if the vehicle is drifting, a different acceleration curve is used, with 2 stages.
    • T1, T2, T3: Values between 0 and 1, which determine at what percentage of maximum speed each acceleration stage begins. There are 3 acceleration classes, depending on the T1/T2 values: 0.65/0.85, 0.2/0.8, 0.2/0.9.
    • A0, A1, A2, A3: The acceleration rates when IV over max speed is equal to 0, T1, T2, and T3, respectively. All other points in the acceleration curve are linearly interpolated between two successive stages, or equal to A3 after T3.
    • Drift A0, A1, T1: Same as the other parameters, but only used while the vehicle is drifting.


  • Offroad: Decreases the maximum speed penalty while driving on most offroad collision types: light, medium, heavy, and slippery road 2. It notably does not affect max speed while driving on solid out of bounds, while the speed stat does.
  • Traction: Affects rotation acceleration on slippery collision (all offroad types and slippery road 1). On higher traction combos, the IV vector is able to rotate more quickly, mitigating the low traction effect of slippery terrain. Higher traction generally allows for tighter turning on slippery terrain, but negatively affects superhopping.


  • Miniturbo: Increases the duration of regular and super miniturbos.


  • Weight: Has no relevance in a time trial setting. Weight affects bumps, pushing other racers further and reducing pushes by others.
  • Bump deviation: Also has no relevance in a time trial setting. Affects the change in facing direction when the vehicle gets bumped.
  • Weight class: Whether the vehicle is a lightweight, mediumweight, or heavyweight. Heavier vehicles have lower trick angles.


  • Handling: Increases turning ability while not drifting. There are different stats for manual and automatic drift types.
  • Handling reactivity: Affects how quickly the vehicle can change its turning direction as the horizontal stick input changes. On manual drift, affects slowdown when turning without a boost.


  • Drift: Increases turning ability while drifting. There are different stats for manual and automatic drift types.
  • Drift reactivity: Affects how quickly the vehicle can change its turning direction while drifting as the horizontal stick input changes.


  • Slack: Determines how much the wheel hitboxes can be displaced from their original position, e.g. by landing from airtime. Higher slack means the maximum displacement is larger. Different values for front and back tire(s).
  • Suspension: Affects suspension force when the wheels are displaced. Higher suspension means the vehicle tends to be bouncier when the wheel is displaced. Different values for front and back tire(s).
  • Speed suspension: Affects suspension force according to the wheel's vertical speed when it is displaced.


  • Tilt: Affects how much karts tilt while turning. Not a statistic for bikes.


  • Mega scale: Increases the scale factor when using a Mega Mushroom. This stat increases the speed cap, and maximum IV for slow wheelie glitch, while using a Mega Mushroom.
  • Wheel distance: The distance between the vehicle body and the wheel hitboxes. Also used as the scale factor while shrunk.


Additionally, every vehicle has its own unique hitbox data. This includes the origin point, used for checkpoint and out of bounds detection, and the position and radius of the hitbox spheres for the vehicle body and wheels. The data and graphs for all vehicles' hitbox data is listed here.

Character stats

Character choice has a small effect on certain stats: speed, turning speed, acceleration (A0, A1, Drift A0, Drift A1), offroad, traction, weight, handling, and drift.

All stats are coded following a base value, plus an integer multiplied by an increment. However, the increments of characters and karts differ for weight, acceleration, offroad (on slippery road 2), handling, drift, and miniturbo.