Maximum height in projectile motion
Use this maximum height calculator to figure out what is the maximum vertical position of an object in projectile motion.


The Maximum Height Calculator is a tool for finding the highest vertical position a launched object reaches during projectile motion. Whether you throw a ball, kick a soccer shot, or run a classroom experiment, it helps you answer one simple question: “How high will it go?”
It quickly links your inputs (launch speed, angle, and initial height) to peak height. It can also work in reverse: if you know the peak height, it can help you back-calculate other values.
Students checking homework, athletes and coaches sanity-checking a throw, makers building launchers, and anyone who wants a fast, unit-safe answer.
The calculator uses standard constant-acceleration physics with gravity. It assumes no air resistance and a constant gravitational acceleration.
A projectile rises until gravity slows the vertical motion to a stop. At the very top of the trajectory, the vertical velocity is:.
The 3 key ideas (no heavy math):
If you launch at(perfectly horizontal), thenand the projectile never rises above the launch height. So:.
You can use this calculator in a “textbook” direction (give it the launch conditions and read the peak height), or in a “reverse” direction (give it peak height and solve for missing inputs). Either way, it’s designed for quick what-if experiments.
Enter the launch velocity
Type the initial speed and choose units (for example, ft/s or m/s).
Enter the launch angle
Use degrees or radians. The calculator handles conversions. Remember:is straight up.
(Optional) Enter initial height
If you launch from a platform, enter the starting height. If you launch from the ground, set it to 0.
Read the maximum height
The maximum height updates instantly. If you change any input, the peak height will follow.
Screenshot / diagram

The diagram is a visual reminder: only the vertical motion determines the peak height.
Suppose you kick a ball atwith an angle offrom ground level. Ignoring air resistance, the peak height is:
So it tops out at about 12.35 ft — just under the 13 ft fence. To clear it, you’d need a bit more speed, or a slightly different angle.
Now let’s use SI units:,, and.
The projectile peaks at about 12.2 m above the ground. Notice how the initial height simply shifts the final answer upward.
Inputs:
Result:
Great for quick “will it clear the bar?” checks.
Inputs:
Result:
Useful in labs and simple engineering demos.
Inputs:
Result:
Balance “arc height” so jumps feel right.
Inputs:
Result:
Cross-check hand calculations quickly.
Inputs:
Result:
Back-calculate vertical launch speed from data.
Want the full picture (range + time + max height)? Try the Projectile Motion Calculator.
This is the classic setup. Enterandand read.
If you can estimate(video analysis, a marked wall, or a sensor), the calculator can help infer vertical launch speed.
Forthe motion is purely vertical. Forit becomes a horizontal launch.
Golf balls, feathers, long-range ballistics, and high-speed projectiles can deviate a lot from the no-drag model. In that case, treat this calculator as a baseline approximation.
Most real throws are somewhere betweenand. If you type extreme angles, the calculator is still correct, but the scenario may not match reality.
Peak height scales with. If your answer looks 10× too big, it’s often a unit mix-up (mph vs m/s, ft vs m).
If you keepthe same (even if you change the horizontal speed), the peak height stays the same.
If your next question is “How far?” or “How long?”, jump toRangeorTime of flightcalculators.
Important: this calculator ignores air resistance. If your object is very light or slow (like a shuttlecock), real-life peak height will likely be lower than the idealized estimate.
The maximum height comes from the vertical motion with constant acceleration. Start with the vertical velocity equation:
Variables (what each symbol means)
At the highest point,. Solve for the time to peak:
The vertical displacement equation is:
Plug inand add the initial height:
Projectile motion is two independent motions: a horizontal motion with (approximately) constant speed, and a vertical motion with constant acceleration. The peak height is controlled byandonly.
With no drag, the equations for height don’t include mass. In real life, mass can matter indirectly because it changes how air resistance affects the object.
Once you have, you may want to compute the full flight path or landing distance. Use the Projectile Range Calculator or the Projectile Motion Calculator.
Usewhere. If you throw straight up, thenand.
For a fixed launch speed, flight time depends on the vertical component, so it’s longest at. A common approximation iswhen launching and landing at the same height.
In the ideal no-drag model: no. The peak height depends on,,, and. With air resistance, different masses and shapes can behave differently.
The big one is aerodynamic drag (air resistance). Wind, spin (Magnus effect), and even changingslightly with altitude can matter in precise applications.
Because the vertical componentincreases with(up to), and.
Yes. Rearrange the formula:. Then useif you also know.
Most commonly: air resistance, launch speed overestimated, or the launch angle is not what you think. Small angle errors matter becausechanges quickly at steep angles.
Use it as a baseline only. Long-range ballistics require drag models, and sometimes Earth curvature and varying air density.
This calculator uses an ideal projectile model: no air resistance, no wind, and constant gravity. Use it for education, planning, and rough estimates — not as a substitute for professional engineering or safety analysis.
Calculus: Early Transcendentals (Ninth Edition)
Stewart, James; Clegg, Dan; Watson, Saleem (2021)
ISBN: 978-1-337-61392-7 | p.919
Doing Physics with Scientific Notebook: A Problem Solving Approach
Gallant, Joseph (2012)
ISBN: 978-1-119-94194-1 | p.132
View on Google Books →
Classical Mechanics
Tatum (2019) | Chapter 7
PDF Link →
Classical Dynamics of Particles and Systems
Stephen T. Thornton; Jerry B. Marion (2007)
ISBN: 978-0-495-55610-7 | p.59
View on Google Books →
Classical Mechanics: Point Particles and Relativity
Walter Greiner (2004)
ISBN: 0-387-95586-0 | p.181
View on Google Books →
Two New Sciences
Galileo Galilei (1638) | p.249
Historic original research on projectile motion
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