Editing Air friction

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'''Air friction''' is a measure of how long it takes for a character to stop moving from a sideways force when in midair. It is the aerial equivalent to [[traction]], which only applies when grounded. Air friction is measured in negative [[unit]]s/[[frame]]². There is also vertical air friction, which applies in some circumstances when a character is falling faster than their maximum [[fall speed]].
'''Air friction''' is a measure of how long it takes for a character to stop moving from a sideways force when in midair. It is the aerial equivalent to [[traction]], which only applies when grounded.


Air friction only applies when the player is not holding the [[Control Stick]] in a horizontal direction (or the input is being ignored, such as when in [[hitstun]]). If the player is attempting to slow down, [[air acceleration]] applies instead, and air friction is ignored. This allows characters to be designed with several properties:
Air friction only applies when the player is not holding the [[Control Stick]] in a horizontal direction (or the input is being ignored, such as when in [[hitstun]]). If the player is attempting to slow down, [[air acceleration]] applies instead, and air friction is ignored. This allows characters to be designed with several properties:
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Air friction also determines how far a character travels when they are aerial [[grab release]]d (along with [[gravity]] in ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''). A character with low air friction will travel a long horizontal distance whereas characters with high air friction will not travel far at all. This is because air friction acts as a force against the momentum granted by the aerial grab release. This results in characters with higher air friction being left in a more vulnerable position after being aerial grab released. This is especially significant in ''Brawl'', due to the long amount of time the grab released opponent cannot act. Characters with high air friction in ''Brawl'' are much more vulnerable to aerial grab release followups (unless they have extremely high gravity to compensate), especially if they can be forced into an aerial grab release from the ground. This is the reason why {{SSBB|Wario}}'s aerial grab release in ''Brawl'' sends him nowhere horizontally, making him extremely vulnerable to followups.
Air friction also determines how far a character travels when they are aerial [[grab release]]d (along with [[gravity]] in ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''). A character with low air friction will travel a long horizontal distance whereas characters with high air friction will not travel far at all. This is because air friction acts as a force against the momentum granted by the aerial grab release. This results in characters with higher air friction being left in a more vulnerable position after being aerial grab released. This is especially significant in ''Brawl'', due to the long amount of time the grab released opponent cannot act. Characters with high air friction in ''Brawl'' are much more vulnerable to aerial grab release followups (unless they have extremely high gravity to compensate), especially if they can be forced into an aerial grab release from the ground. This is the reason why {{SSBB|Wario}}'s aerial grab release in ''Brawl'' sends him nowhere horizontally, making him extremely vulnerable to followups.
Vertical air friction applies when a character is falling faster than their maximum fall speed, but is not currently [[fast fall]]ing, or is fast falling, but falling faster than their fast fall speed. This can occur if a status increasing a character's fall speed wears off, or starting in ''Brawl'' if a character air dodges while fast falling, which ends the fast falling status, although starting in ''[[Super Smash Bros. 4]]'', using an aerial during a fast fall will instantly bring a character back down to their regular fall speed, bypassing this stat. It can also apply due to the downwards velocity applied by [[stall-then-fall]] aerials, however most of these suppress a fighter's horizontal and vertical air friction for the duration of the move, and thus they won't begin to slow down until the move ends. Finally, in ''[[Super Smash Bros. Ultimate]]'', if a character's fall speed during vertical knockback is higher than their base fall speed, this stat will be applied to slow their descent once [[hitstun]] ends.


It is circumstantial as to whether high or low air friction is good or bad and it is also game dependent (as with the aforementioned ''Brawl'' aerial grab release example). Low air friction means a character will not slow down as much if the player attempts to use a [[neutral aerial]] when moving, and will cause them to travel a bit further during [[combo]]s. But on the other hand, high air friction helps resist being KO'd to a degree, and it may be beneficial in some cases to slow to a stop quicker without providing directional input.
It is circumstantial as to whether high or low air friction is good or bad and it is also game dependent (as with the aforementioned ''Brawl'' aerial grab release example). Low air friction means a character will not slow down as much if the player attempts to use a [[neutral aerial]] when moving, and will cause them to travel a bit further during [[combo]]s. But on the other hand, high air friction helps resist being KO'd to a degree, and it may be beneficial in some cases to slow to a stop quicker without providing directional input.


==Air friction values==
==Air friction values==
{{incomplete|Vertical air friction values for other games}}
===''[[Super Smash Bros.]]''===
===''[[Super Smash Bros.]]''===
{{technical data|only JPN/NA values here; check for potential EUR/AUS changes}}
{{technical data|only JPN/NA values here; check for potential EUR/AUS changes}}
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===''[[Super Smash Bros. Ultimate]]''===
===''[[Super Smash Bros. Ultimate]]''===
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
!Rank!!Character!!Air friction!!Vertical air friction
!Rank!!Character!!Air friction
|-
|-
|'''1'''||{{CharHead|Mega Man|SSBU|hsize=20px}}||0.05||0.01
|'''1'''||{{CharHead|Mega Man|SSBU|hsize=20px}}||0.05
|-
|-
|'''2'''||{{CharHead|Wario|SSBU|hsize=20px}}||0.04||0.006
|'''2'''||{{CharHead|Wario|SSBU|hsize=20px}}||0.04
|-
|-
|'''3'''||{{CharHead|Jigglypuff|SSBU|hsize=20px}}||0.0375||0.038
|'''3'''||{{CharHead|Jigglypuff|SSBU|hsize=20px}}||0.0375
|-
|-
|'''4'''||{{CharHead|Ness|SSBU|hsize=20px}}||0.0225||0.023
|'''4'''||{{CharHead|Ness|SSBU|hsize=20px}}||0.0225
|-
|-
|rowspan=2|'''5-6'''||{{CharHead|Simon|SSBU|hsize=20px}}||rowspan=2|0.02||rowspan=2|0.015
|rowspan=2|'''5-6'''||{{CharHead|Simon|SSBU|hsize=20px}}||rowspan=2|0.02
|-
|-
|{{CharHead|Richter|SSBU|hsize=20px}}
|{{CharHead|Richter|SSBU|hsize=20px}}
|-
|-
|'''7'''||{{CharHead|Squirtle|SSBU|hsize=20px}}||0.018||0.018
|'''7'''||{{CharHead|Squirtle|SSBU|hsize=20px}}||0.018
|-
|-
|'''8'''||{{CharHead|Mewtwo|SSBU|hsize=20px}}||0.016||rowspan=6|0.015
|'''8'''||{{CharHead|Mewtwo|SSBU|hsize=20px}}||0.016
|-
|-
|rowspan=21|'''9-29'''||{{CharHead|Mario|SSBU|hsize=20px}}||rowspan=19|0.015
|rowspan=21|'''9-29'''||{{CharHead|Mario|SSBU|hsize=20px}}||rowspan=19|0.015
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|{{CharHead|Ice Climbers|SSBU|hsize=20px}}
|{{CharHead|Ice Climbers|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Sheik|SSBU|hsize=20px}}||0.03
|{{CharHead|Sheik|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Ganondorf|SSBU|hsize=20px}}||rowspan=2|0.015
|{{CharHead|Ganondorf|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Olimar|SSBU|hsize=20px}}
|{{CharHead|Olimar|SSBU|hsize=20px}}
|-
|-
|{{CharHead|R.O.B.|SSBU|hsize=20px}}||0.02
|{{CharHead|R.O.B.|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Greninja|SSBU|hsize=20px}}||rowspan=7|0.015
|{{CharHead|Greninja|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Mii Brawler|SSBU|hsize=20px}}
|{{CharHead|Mii Brawler|SSBU|hsize=20px}}
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|{{CharHead|Ridley|SSBU|hsize=20px}}
|{{CharHead|Ridley|SSBU|hsize=20px}}
|-
|-
|{{CharHead|King K. Rool|SSBU|hsize=20px}}||0.008
|{{CharHead|King K. Rool|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Incineroar|SSBU|hsize=20px}}||rowspan=4|0.015
|{{CharHead|Incineroar|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Min Min|SSBU|hsize=20px}}
|{{CharHead|Min Min|SSBU|hsize=20px}}
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|{{CharHead|Ken|SSBU|hsize=20px}}
|{{CharHead|Ken|SSBU|hsize=20px}}
|-
|-
|rowspan=3|'''30-32'''||{{CharHead|Ivysaur|SSBU|hsize=20px}}||rowspan=3|0.014||0.014
|rowspan=3|'''30-32'''||{{CharHead|Ivysaur|SSBU|hsize=20px}}||rowspan=3|0.014
|-
|-
|{{CharHead|Lucas|SSBU|hsize=20px}}||0.023
|{{CharHead|Lucas|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Banjo & Kazooie|SSBU|hsize=20px}}||0.014
|{{CharHead|Banjo & Kazooie|SSBU|hsize=20px}}
|-
|-
|rowspan=6|'''33-38'''||{{CharHead|Mr. Game & Watch|SSBU|hsize=20px}}||rowspan=6|0.012||0.012
|rowspan=6|'''33-38'''||{{CharHead|Mr. Game & Watch|SSBU|hsize=20px}}||rowspan=6|0.012
|-
|-
|{{CharHead|Meta Knight|SSBU|hsize=20px}}||rowspan=4|0.015
|{{CharHead|Meta Knight|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Mii Gunner|SSBU|hsize=20px}}
|{{CharHead|Mii Gunner|SSBU|hsize=20px}}
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|{{CharHead|Mythra|SSBU|hsize=20px}}
|{{CharHead|Mythra|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Sora|SSBU|hsize=20px}}||0.014
|{{CharHead|Sora|SSBU|hsize=20px}}
|-
|-
|'''39'''||{{CharHead|Dr. Mario|SSBU|hsize=20px}}||{{rollover|0.011472|Value is stored in-game as the same as Mario, then multiplied by 0.7648.|y}}||0.015
|'''39'''||{{CharHead|Dr. Mario|SSBU|hsize=20px}}||{{rollover|0.011472|Value is stored in-game as the same as Mario, then multiplied by 0.7648.|y}}
|-
|-
|rowspan=12|'''40-51'''||{{CharHead|Peach|SSBU|hsize=20px}}||rowspan=12|0.01||rowspan=2|0.01
|rowspan=12|'''40-51'''||{{CharHead|Peach|SSBU|hsize=20px}}||rowspan=12|0.01
|-
|-
|{{CharHead|Daisy|SSBU|hsize=20px}}
|{{CharHead|Daisy|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Falco|SSBU|hsize=20px}}||0.013
|{{CharHead|Falco|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Sonic|SSBU|hsize=20px}}||rowspan=7|0.01
|{{CharHead|Sonic|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Toon Link|SSBU|hsize=20px}}
|{{CharHead|Toon Link|SSBU|hsize=20px}}
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|{{CharHead|Isabelle|SSBU|hsize=20px}}
|{{CharHead|Isabelle|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Joker|SSBU|hsize=20px}}||rowspan=2|0.015
|{{CharHead|Joker|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Kazuya|SSBU|hsize=20px}}
|{{CharHead|Kazuya|SSBU|hsize=20px}}
|-
|-
|rowspan=5|'''52-56'''||{{CharHead|Ike|SSBU|hsize=20px}}||rowspan=5|0.009||rowspan=5|0.009
|rowspan=5|'''52-56'''||{{CharHead|Ike|SSBU|hsize=20px}}||rowspan=5|0.009
|-
|-
|{{CharHead|Shulk|SSBU|hsize=20px}}
|{{CharHead|Shulk|SSBU|hsize=20px}}
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|{{CharHead|Pyra|SSBU|hsize=20px}}
|{{CharHead|Pyra|SSBU|hsize=20px}}
|-
|-
|rowspan=10|'''57-66'''||{{CharHead|Pit|SSBU|hsize=20px}}||rowspan=9|0.008||rowspan=2|0.008
|rowspan=10|'''57-66'''||{{CharHead|Pit|SSBU|hsize=20px}}||rowspan=9|0.008
|-
|-
|{{CharHead|Dark Pit|SSBU|hsize=20px}}
|{{CharHead|Dark Pit|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Zero Suit Samus|SSBU|hsize=20px}}||0.2
|{{CharHead|Zero Suit Samus|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Charizard|SSBU|hsize=20px}}||0.008
|{{CharHead|Charizard|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Diddy Kong|SSBU|hsize=20px}}||0.016
|{{CharHead|Diddy Kong|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Bayonetta|SSBU|hsize=20px}}||rowspan=3|0.015
|{{CharHead|Bayonetta|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Piranha Plant|SSBU|hsize=20px}}
|{{CharHead|Piranha Plant|SSBU|hsize=20px}}
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|{{CharHead|Hero|SSBU|hsize=20px}}
|{{CharHead|Hero|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Byleth|SSBU|hsize=20px}}||0.004
|{{CharHead|Byleth|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Sephiroth|SSBU|hsize=20px}}||{{rollover|0.008|0.0084 in Winged Form.|y}}||{{rollover|0.009|Unaffected by Winged Form.|y}}
|{{CharHead|Sephiroth|SSBU|hsize=20px}}||{{rollover|0.008|0.0084 in Winged Form.|y}}
|-
|-
|rowspan=9|'''67-75'''||{{CharHead|Samus|SSBU|hsize=20px}}||rowspan=9|0.0075||rowspan=8|0.008
|rowspan=9|'''67-75'''||{{CharHead|Samus|SSBU|hsize=20px}}||rowspan=9|0.0075
|-
|-
|{{CharHead|Dark Samus|SSBU|hsize=20px}}
|{{CharHead|Dark Samus|SSBU|hsize=20px}}
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|{{CharHead|Little Mac|SSBU|hsize=20px}}
|{{CharHead|Little Mac|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Steve|SSBU|hsize=20px}}||0.015
|{{CharHead|Steve|SSBU|hsize=20px}}
|-
|-
|'''76'''||{{CharHead|Robin|SSBU|hsize=20px}}||0.007||0.004
|'''76'''||{{CharHead|Robin|SSBU|hsize=20px}}||0.007
|-
|-
|rowspan=2|'''77-78'''||{{CharHead|Zelda|SSBU|hsize=20px}}||rowspan=2|0.006||rowspan=2|0.006
|rowspan=2|'''77-78'''||{{CharHead|Zelda|SSBU|hsize=20px}}||rowspan=2|0.006
|-
|-
|{{CharHead|King Dedede|SSBU|hsize=20px}}
|{{CharHead|King Dedede|SSBU|hsize=20px}}
|-
|-
|rowspan=4|'''79-82'''||{{CharHead|Yoshi|SSBU|hsize=20px}}||rowspan=4|0.005||0.01
|rowspan=4|'''79-82'''||{{CharHead|Yoshi|SSBU|hsize=20px}}||rowspan=4|0.005
|-
|-
|{{CharHead|Roy|SSBU|hsize=20px}}||rowspan=2|0.004
|{{CharHead|Roy|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Chrom|SSBU|hsize=20px}}
|{{CharHead|Chrom|SSBU|hsize=20px}}
|-
|-
|{{CharHead|Snake|SSBU|hsize=20px}}||rowspan=2|0.005
|{{CharHead|Snake|SSBU|hsize=20px}}
|-
|-
|rowspan=2|'''83-84'''||{{CharHead|Lucario|SSBU|hsize=20px}}||rowspan=2|0.004
|rowspan=2|'''83-84'''||{{CharHead|Lucario|SSBU|hsize=20px}}||rowspan=2|0.004
|-
|-
|{{CharHead|Wolf|SSBU|hsize=20px}}||0.01
|{{CharHead|Wolf|SSBU|hsize=20px}}
|-
|-
|rowspan=2|'''85-86'''||{{CharHead|Link|SSBU|hsize=20px}}||rowspan=2|0.0038||rowspan=5|0.004
|rowspan=2|'''85-86'''||{{CharHead|Link|SSBU|hsize=20px}}||rowspan=2|0.0038
|-
|-
|{{CharHead|Mii Swordfighter|SSBU|hsize=20px}}
|{{CharHead|Mii Swordfighter|SSBU|hsize=20px}}

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