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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 | '''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. | ||
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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[[Luigi]] is well-known for having the least traction of any character in all games except ''[[Super Smash Bros. Ultimate]]''; this originates from his low traction in most of the ''Mario'' platformers in which his abilities differ from those of [[Mario]], which balances out his higher jumping in such games. | [[Luigi]] is well-known for having the least traction of any character in all games except ''[[Super Smash Bros. Ultimate]]''; this originates from his low traction in most of the ''Mario'' platformers in which his abilities differ from those of [[Mario]], which balances out his higher jumping in such games. | ||
Traction is also affected by [[terrain]]. For instance, nearly all characters have decreased traction on slippery surfaces such as ice. However, the [[Ice Climbers]] uniquely have | Traction is also affected by [[terrain]]. For instance, nearly all characters have decreased traction on slippery surfaces such as ice. However, the [[Ice Climbers]] uniquely have their traction completely unaffected by slippery surfaces. | ||
==Traction rankings== | ==Traction rankings== | ||
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===''[[Super Smash Bros. Melee]]''=== | ===''[[Super Smash Bros. Melee]]''=== | ||
During certain character states in Melee, the traction applied is doubled if the character's horizontal velocity exceeds their [[Walk speed|Walk Speed]] (maximum). For example: Peach has 0.1 traction and 0.85 walk speed. So if her velocity is 1 it becomes 0.8 on the next frame (1 - (0.1*2) = 0.8). This does not apply during [[dash|Dash or RunBrake]], but it does during landing states. This includes "[[helpless|LandingFallSpecial]]", which means that [[wavedash|Wavedash & Waveland]] can go further the higher Walk Speed you have. | |||
{|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!!Value | !Rank!!Character!!Value | ||
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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}}| | |rowspan=9|'''20-28'''||{{CharHead|Kirby|SSBU}}||{{rollover|0.116|0.232 with Speed|y}} | ||
|- | |- | ||
|{{CharHead|Zelda|SSBU}} | |{{CharHead|Zelda|SSBU}}||rowspan=8|0.116 | ||
|- | |- | ||
|{{CharHead|Mewtwo|SSBU}} | |{{CharHead|Mewtwo|SSBU}} | ||
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|{{CharHead|Terry|SSBU}} | |{{CharHead|Terry|SSBU}} | ||
|- | |- | ||
|rowspan=9|'''39-47'''||{{CharHead|Pichu|SSBU}}||rowspan= | |rowspan=9|'''39-47'''||{{CharHead|Pichu|SSBU}}||rowspan=7|0.11 | ||
|- | |- | ||
|{{CharHead|Charizard|SSBU}} | |{{CharHead|Charizard|SSBU}} | ||
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|{{CharHead|Bayonetta|SSBU}} | |{{CharHead|Bayonetta|SSBU}} | ||
|- | |- | ||
|{{CharHead|Hero|SSBU}} | |{{CharHead|Hero|SSBU}}||{{rollover|0.11|0.231 with Acceleratle|y}} | ||
|- | |- | ||
|{{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 | |'''87'''||{{CharHead|Ice Climbers|SSBU}}||0.077{{rollover|*|Uniquely, the Ice Climbers do not lose traction if they are standing on ice.|y}} | ||
|- | |- | ||
|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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