Template:Attributes/sandbox

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< Template:Attributes
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Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height Empty landing Lag.
Value {{{weight}}} {{{dash}}} – Initial dash
{{{run}}} – Run
{{{walk}}} {{{trac}}} {{{airfric}}} {{{air}}} {{{baseaccel}}} – Base
{{{addaccel}}} – Additional
{{{gravity}}} {{{fall}}} – Base
{{{ff}}}Fast-fall
{{{jumpsquat}}} {{{jumpheight}}} - Base
{{{shorthop}}} - Short hop
{{{djump}}} {{{ellag}}}
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Usage

{{Attributes
|weight     = 
|rweight    = 
|cast       =
|dash       = 
|rdash      = 
|run        = 
|rrun       = 
|walk       = 
|rwalk      = 
|trac       = 
|rtrac      = 
|airfric    =
|rairfric   =
|air        = 
|rair       = 
|baseaccel  = 
|rbaseaccel = 
|addaccel   = 
|raddaccel  = 
|gravity    = 
|rgravity   = 
|fall       = 
|rfall      = 
|ff         = 
|rff        = 
|jumpsquat  =
|rjumpsquat =
|jumpheight =
|rjumpheight=
|shorthop   =
|rshorthop  =
|djump      =
|rdjump     =
|ellag      =
|rellag     =
}}

If a character has a Fighter ability, such as the abilities to crawl or wall jump, or multiple double jumps, mention it in a bullet point above the character's moveset (the same place we put the mention of the 1v1 multiplier not being present for Ultimate pages).

Quick definition of each attribute

  • Weight: Factor that modifies knockback taken, reducing it the higher it is. Generally, a difference of one unit in weight equals a difference of 1% in damage percentage to KO the character.
  • Dash speed: Two values. Initial dash is the speed at which a character moves during the animation that plays if you flick the control stick forward without further input. Continuing to hold it for a full-on run will transition into the run speed.
  • Walk speed: Self-explanatory.
  • Air speed: The character's maximum horizontal speed in midair.
  • Traction: The character's opposite force to horizontal momentum on the ground; characters with higher traction come to a stop faster and thus slide a shorter distance. Air friction is the aerial equivalent of traction.
  • Falling speed: The character's maximum downward speed while falling with no other input. Fast-falling increases that speed.
  • Air acceleration: The rate at which characters reach their air speed when the control stick is tilted horizontally. Base air acceleration is a static value, while additional air acceleration increases the farther the control stick is tilted, with the listed value being its maximum. For example, if a character's air acceleration is 0.01 base and 0.07 additional, it will be 0.01 with minimum tilting and 0.08 with maximum tilting.
  • Gravity: The rate at which characters accelerate to their maximum falling speed.
  • Jumpsquat: The amount of frames it takes for a character to jump.
  • Jump height: The height which characters can jump. Their grounded, double jump, and short hop are all listed.
  • Empty landing lag: The amount of lag the character incurs when landing from a jump without performing an aerial or during an aerial's autocancel window.

Every field also has a sibling whose name has an R at the start of it. Put the ranking of that stat there (e.g. "5th" for Ganondorf's weight in Ultimate). In "cast", put the number of characters in the game. That completes the ranking.