Editing Traction

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{{redirect|Friction|aerial friction|Air friction|here}}
{{redirect|Friction|aerial friction|Air friction|here}}
[[File:Luigi-Traction-Brawl.gif|200px|thumb|Because [[Luigi]] has a very small amount of traction, he slides very noticeably after finishing a dash.]]
[[File:Luigi-Traction-Brawl.gif|200px|thumb|Because [[Luigi]] has a very small amount of traction, he slides very noticeably after finishing a dash.]]
'''Traction''' is a measure of how long it takes for a character to stop moving from a sideways force when grounded. Characters with low traction slide farther than others after walking, dashing, [[wavedashing]], being hit by an attack while grounded, and so on. Traction is measured in negative [[unit]]s/[[frame]]².
'''Traction''' is a measure of how long it takes for a character to stop moving from a sideways force when grounded. Characters with low traction slide farther than others after walking, dashing, [[wavedashing]], being hit by an attack while grounded, and so on. Traction is mesured in negative [[unit]]s/[[frame]]²


Having high traction affords greater ground control over a character, so high traction is generally an advantage. Characters with low traction generally require more precise movement across the ground and cannot [[punish]] attacks as effectively [[out of shield]] since they will get pushed further away from the opponent. However, there are cases where low traction is useful: low traction is necessary for a long [[wavedash]] in ''[[Super Smash Bros. Melee]]'' and a long [[dash pivot cancel]] in ''[[Brawl]]'', and there are cases where sliding away from a shielded attack can help escape multiple hits. In ''[[Super Smash Bros.]]'', characters with lower traction get pushed further away when being attacked when in shield, which makes follow-ups and potential [[shield break]]s harder.
Having high traction affords greater ground control over a character, so high traction is generally an advantage. Characters with low traction generally require more precise movement across the ground and cannot [[punish]] attacks as effectively [[out of shield]] since they will get pushed further away from the opponent. However, there are cases where low traction is useful: low traction is necessary for a long [[wavedash]] in ''[[Super Smash Bros. Melee]]'' and a long [[dash pivot cancel]] in ''[[Brawl]]'', and there are cases where sliding away from a shielded attack can help escape multiple hits. In ''[[Super Smash Bros.]]'', characters with lower traction get pushed further away when being attacked when in shield, which makes follow-ups and potential [[shield break]]s harder.
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|'''19'''||{{CharHead|Mii Brawler|SSBU}}||0.12
|'''19'''||{{CharHead|Mii Brawler|SSBU}}||0.12
|-
|-
|rowspan=9|'''20-28'''||{{CharHead|Kirby|SSBU}}||{{rollover|0.116|0.232 with Speed|y}}
|rowspan=9|'''20-28'''||{{CharHead|Kirby|SSBU}}||rowspan=9|{{rollover|0.116|0.232 with Kirby's Speed|y}}
|-
|-
|{{CharHead|Zelda|SSBU}}||rowspan=8|0.116
|{{CharHead|Zelda|SSBU}}
|-
|-
|{{CharHead|Mewtwo|SSBU}}
|{{CharHead|Mewtwo|SSBU}}
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|{{CharHead|Terry|SSBU}}
|{{CharHead|Terry|SSBU}}
|-
|-
|rowspan=9|'''39-47'''||{{CharHead|Pichu|SSBU}}||rowspan=7|0.11
|rowspan=9|'''39-47'''||{{CharHead|Pichu|SSBU}}||rowspan=8|{{rollover|0.11|0.231 with Hero's Acceleratle|y}}
|-
|-
|{{CharHead|Charizard|SSBU}}
|{{CharHead|Charizard|SSBU}}
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|{{CharHead|Bayonetta|SSBU}}
|{{CharHead|Bayonetta|SSBU}}
|-
|-
|{{CharHead|Hero|SSBU}}||{{rollover|0.11|0.231 with Acceleratle|y}}
|{{CharHead|Hero|SSBU}}
|-
|-
|{{CharHead|Sephiroth|SSBU}}||{{rollover|0.11|0.143 in Winged Form|y}}
|{{CharHead|Sephiroth|SSBU}}||{{rollover|0.11|0.143 in Winged Form|y}}
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|{{CharHead|Pyra|SSBU}}
|{{CharHead|Pyra|SSBU}}
|-
|-
|'''87'''||{{CharHead|Ice Climbers|SSBU}}||0.077{{rollover|*|Uniquely, the Ice Climbers do not lose traction if they are standing on ice.|y}}
|'''87'''||{{CharHead|Ice Climbers|SSBU}}||0.077
|-
|-
|rowspan=2|'''88-89'''||{{CharHead|Mii Gunner|SSBU}}||rowspan=2|0.076
|rowspan=2|'''88-89'''||{{CharHead|Mii Gunner|SSBU}}||rowspan=2|0.076

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