I'm sure somebody else has beaten me to it on some forum somewhere or other, but nonetheless I wanted to give it a shot as well, so... I went ahead and compiled all the numbers from this thread to determine the average KOing power of a given character's top moves--which we know--and also ran some hypothetical scenarios for the numbers that we don't know.
Here's the format you'll be seeing, though it may be confusing at first:
[Character]
Top 3 average: [number]
Relative power known: [percentage]
Best-case average: [number]
Relative power best-case: [percentage]
Worst-case average: [number]
Relative power worst-case: [percentage]
To explain what each of these figures are...
Top 3 average: This is the average percentage a character can KO at, taking into account only the three numbers we know: that character's three strongest attacks. (Four in the case of Wario, Samus, and Zelda.) For example, Mario's top attacks KO at 103, 124, and 136, and the average there is ~121.
Relative power known: A way to compare the individual character's Top 3 KO percentages to the average of all 25 characters' Top 3 KO percentages. For example, Mario's average KO point is 121, but the average among all 25 characters is 104. Dividing 104 by 121 shows that Mario's Top 3 have 85.82% as much power to KO as the average Brawl character's Top 3.
Best-case average: Given what we know, I assumed that, for some set of eleven other moves (ten in the case of Wario/Samus/Zelda), the average KO power of each was 3 higher than the highest of the known moves. For example, for Mario, the average point at which eleven more of his moves could KO would be 139. This is an attempt to estimate the unknown data from the known data.
[Note: Smash characters have twenty moves and I'm estimating numbers out to fourteen of them. This is because I figure that not all moves are meant to be KOs; for example, neutral B attacks, neutral A attacks, and most throws wouldn't be examined for KO power in the first place.]
Relative power best-case: Same as relative power from the known numbers, but this time using the average KO percentages under the best-case assumption.
Worst-case average: Same as best-case, but change "3" to "10." In other words, this is an assumption that the large majority of each character's moveset will have significantly less KOing power than that character's Top 3.
Relative power worst-case: You get the picture.
There'll be some
trivia analysis of these numbers as well as some methodology notes at the bottom of the post.
Mario
Top 3 average: 121
Relative power known: 85.82%
Best-case average: 135
Relative power best-case: 85.97%
Worst-case average: 141
Relative power worst-case: 86.48%
Peach
Top 3 average: 113
Relative power known: 91.9%
Best-case average: 133
Relative power best-case: 87.6%
Worst-case average: 138
Relative power worst-case: 88.05%
Bowser
Top 3 average: 87
Relative power known: 119.36%
Best-case average: 95
Relative power best-case: 122.49%
Worst-case average: 100
Relative power worst-case: 121.2%
Yoshi
Top 3 average: 119
Relative power known: 87.02%
Best-case average: 125
Relative power best-case: 93.27%
Worst-case average: 130
Relative power worst-case: 93.51%
Wario
Top
4 average: 114
Relative power known: 90.89%
Best-case average: 126
Relative power best-case: 92.06%
Worst-case average: 131
Relative power worst-case: 92.69%
Pit
Top 3 average: 118
Relative power known: 88%
Best-case average: 132
Relative power best-case: 87.93%
Worst-case average: 138
Relative power worst-case: 88.37%
Donkey Kong
Top 3 average: 82
Relative power known: 126.64%
Best-case average: 92
Relative power best-case: 126%
Worst-case average: 98
Relative power worst-case: 124.47%
Diddy Kong
Top 3 average: 133
Relative power known: 78.27% (Poor Diddy!)
Best-case average: 142
Relative power best-case: 81.62%
Worst-case average: 148
Relative power worst-case: 82.26%
Samus
Top
4 average: 122
Relative power known: 85.29%
Best-case average: 131
Relative power best-case: 89.03%
Worst-case average: 136
Relative power worst-case: 89.76%
Zero Suit Samus
Top 3 average: 113
Relative power known: 92.17%
Best-case average: 117
Relative power best-case: 99.43%
Worst-case average: 122
Relative power worst-case: 99.4%
Fox
Top 3 average: 114
Relative power known: 91.36%
Best-case average: 125
Relative power best-case: 93%
Worst-case average: 130
Relative power worst-case: 93.25%
Link
Top 3 average: 103
Relative power known: 100.49%
Best-case average: 118
Relative power best-case: 98.46%
Worst-case average: 124
Relative power worst-case: 98.48%
Zelda
Top
4 average: 80
Relative power known: 130.21% (You will say wow. Now.)
Best-case average: 99
Relative power best-case: 117.11%
Worst-case average: 104
Relative power worst-case: 116.71%
Top 3 average, for fun: ~72
Relative power known from Top 3, for fun: 144.44%
Sheik
Top 3 average: 121
Relative power known: 85.82%
Best-case average: 140
Relative power best-case: 83.08% (AKA the nerf stick.)
Worst-case average: 145
Relative power worst-case: 83.68%
Kirby
Top 3 average: 93
Relative power known: 111.26%
Best-case average: 101
Relative power best-case: 115.12%
Worst-case average: 106
Relative power worst-case: 114.28%
Meta Knight
Top 3 average: 118
Relative power known: 88.25%
Best-case average: 130
Relative power best-case: 89.57%
Worst-case average: 135
Relative power worst-case: 89.95%
King Dedede
Top 3 average: 84
Relative power known: 124.12%
Best-case average: 102
Relative power best-case: 113.91%
Worst-case average: 108
Relative power worst-case: 113.14%
Lucas
Top 3 average: 84
Relative power known: 123.13%
Best-case average: 91
Relative power best-case: 127.48%
Worst-case average: 97
Relative power worst-case: 125.85%
Ike
Top 3 average: 76
Relative power known: 137.24%
Best-case average: 92
Relative power best-case: 126.78%
Worst-case average: 97
Relative power worst-case: 125.21%
Pikachu
Top 3 average: 99
Relative power known: 105.25%
Best-case average: 114
Relative power best-case: 102.05%
Worst-case average: 119
Relative power worst-case: 101.9%
Ice Climbers
Top 3 average: 117
Relative power known: 88.5%
Best-case average: 129
Relative power best-case: 90.17%
Worst-case average: 134
Relative power worst-case: 90.53%
Olimar
Top 3 average: 90
Relative power known: 114.96%
Best-case average: 100
Relative power best-case: 115.86%
Worst-case average: 106
Relative power worst-case: 114.98%
Squirtle
Top 3 average: 116
Relative power known: 89.52%
Best-case average: 134
Relative power best-case: 86.66%
Worst-case average: 140
Relative power worst-case: 87.14%
Ivysaur
Top 3 average: 86
Relative power known: 121.22%
Best-case average: 101
Relative power best-case:115.2%
Worst-case average: 106
Relative power worst-case: 114.36%
Charizard
Top 3 average: 94
Relative power known: 110.47%
Best-case average: 102
Relative power best-case: 114.07%
Worst-case average: 107
Relative power worst-case: 113.29%
Trivia:
1) Some characters have the power of their Top 3 model (both the average and "relative power known" figures) elevated significantly because of one or two moves. Those characters are:
-King Dedede: His mind-blowing forward smash nets a KO 59 points faster than his second-strongest move.
-Peach: Her up smash KOs 44 points earlier.
-Ike: His forward smash KOs 38 points ahead.
-Ivysaur: His up smash KOs 37 points sooner.
-Pikachu: His down special (if sweet-spotted, presumably) KOs 29 points before.
2) Samus is the only character with a neutral special in her Top 4. (More specifically for her case, her Top 2.)
3) Zero Suit Samus and Zelda are the only two characters whose forward smash is nowhere in their Top 3 strongest attacks. In Zelda's case, it's not in her Top 4.
4) Link and Sheik have forward smashes with two hits; it's unknown which of the two hits the Famitsu figures are using for their numbers.
5) It's also unknown whether Famitsu is judging by one Ice Climber or both, but I'm assuming both; the Climbers would still
compare favorably to beat out the likes of Mario, Diddy Kong, and Samus on any scale I'm using. Edit: And Meta Knight and Pit. They also beat Squirtle under either assumption scenario.
6) It's also unknown whether Kirby's forward B has equal knockback in the air as on the ground--or, for that matter, which of the two cases Famitsu is using.
7) Olimar's numbers will vary wildly in-game.
8)
Don't read too much into the numbers; they aren't meant to (nor could they) prove anything about the game definitively, but only to help pass the time as we all wait for Brawl, by providing a really vague idea of comparative character strength. (It might not work in the case of Lucas, but more on that in a moment.) After all, many of the moves in the characters' Top 3 were exceptionally difficult to connect with in Melee outside of four-player free-for-alls: Bowser's forward smash and down special, Link's down air, Kirby's forward special and down special, the sweet spot of Pikachu's down special.
9) You might notice that Lucas has the same Top 3 average as King Dedede, and the same worst-case as Ike, but their percentages differ; that's because the Top 3 and worst-case numbers are rounded off for my purposes, but still calculated behind the scenes in Excel.
10) You might also notice that, from the known figures, Lucas has more power than anyone not named Donkey Kong, Zelda, King Dedede, or Ike. And if I make either best-case or worst-case assumptions, he's the absolute strongest character. Seems odd? Well, remember how the asusmptions work: I figured that eleven other moves would KO at either 3 or 10 more damage than the strongest known move. Lucas is a special case because all of his Top 3 (the known moves) KO at 90 damage or less, which no other character can match (except Zelda when her known fourth-best move isn't accounted for), putting him ahead of the game when I make estimations out that far. It could be that, in reality, Lucas' smashes are all exceptionally strong but the rest of his moves have very little KO power. We'll see soon enough. As I said,
don't read too much into the numbers.
Edit:
11) I keep saying "don't read too much into the numbers," but it occurred to me that I should add,
don't read too much into the words either.
I'm using the terms "best-case" and "worst-case" pretty loosely.
The literal best case would be to assume all a character's unknown attacks can KO at exactly 1 more damage than that character's known third-strongest, but I assumed an average of 3 instead and only added 10-11 other moves in the first place instead of the full moveset.
And the literal worst-case would be to assume a character's unknown attacks has no KOing power even against a 999% opponent. Even putting that aside, my figure of the 11 other attacks needing the opponent to have 10 more damage is pretty generous for something I'm calling a "worst-case" assumption. I could have assumed 30 more damage or something, so make of things what you will!