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 units/frame². There is also vertical air friction, which applies in some circumstances when a character is falling faster than their maximum fall speed.

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:

  • High acceleration and high friction means a character will change velocity quickly in all situations.
  • High acceleration and low friction means a character will respond quickly to the player's controls, but be very slow to decelerate if the player lets go.
  • Low acceleration and high friction means a character will respond slowly to the player's controls, but be very quick to decelerate if the player lets go. This would lead to an unintuitive situation where a player trying to slow down will take longer than simply allowing friction to take over.
  • Low acceleration and low friction means a character will change velocity slowly in all situations.

Air friction also determines how far a character travels when they are aerial grab released (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 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 falling, 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 combos. 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 valuesEdit

 

Super Smash Bros.Edit

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Rank Character Air friction
1   Jigglypuff 1
2   Kirby 0.5
3   Pikachu 0.45
4-5   Ness 0.4
  Yoshi
6-8   Donkey Kong 0.3
  Fox
  Samus
9-10   Captain Falcon 0.2
  Mario
11   Luigi 0.15
12   Link 0

Super Smash Bros. MeleeEdit

Rank Character Air friction
1   Jigglypuff 0.05
2   Sheik 0.04
3   Ness 0.03
4-9   Donkey Kong 0.02
  Falco
  Fox
  Ganondorf
  Ice Climbers
  Kirby
N/A Male Wire Frame 0.02
10-13   Dr. Mario 0.016
  Mario
  Mewtwo
  Mr. Game & Watch
14   Yoshi 0.013
15-20   Bowser 0.01
  Captain Falcon
  Luigi
  Pichu
  Pikachu
  Samus
N/A Giga Bowser 0.01
21-26   Link 0.005
  Marth
  Peach
  Roy
  Young Link
  Zelda
N/A Female Wire Frame 0.005
N/A Sandbag 0.001

Super Smash Bros. BrawlEdit

Rank Character Air friction
1   Wario 0.08
N/A Wario-Man 0.08
2   Jigglypuff 0.0375
3   Ness 0.0225
4   Sheik 0.021
5   Squirtle 0.018
6-12   Donkey Kong 0.015
  Fox
  Ganondorf
  Ice Climbers
  Kirby
  Meta Knight
  Olimar
13-14   Ivysaur 0.014
  Lucas
15   Falco 0.013
16   Mr. Game & Watch 0.012
17-21   Diddy Kong 0.01
  Mario
  Peach
  Sonic
  Toon Link
N/A Fighting Alloy Team 0.01
22   Yoshi 0.00975
23   Ike 0.009
24-26   Charizard 0.008
  Pit
  Zero Suit Samus
27-31   Bowser 0.0075
  Captain Falcon
  Luigi
  Pikachu
  Samus
N/A Giga Bowser 0.0075
32-33   King Dedede 0.006
  Zelda
34-35   Lucario 0.005
  Snake
36-37   R.O.B. 0.004
  Wolf
38   Link 0.0038
39   Marth 0.00375

Super Smash Bros. 4Edit

Rank Character Air friction
N/A Wario-Man 0.08
1   Mega Man 0.05
2   Wario 0.04
3   Jigglypuff 0.0375
4   Ness 0.0225
5   Mewtwo 0.016
6-19   Bowser Jr. 0.015
  Donkey Kong
  Duck Hunt
  Fox
  Ganondorf
  Greninja
  Kirby
  Mario
  Mii Brawler
  Olimar
  Pac-Man
  R.O.B.
  Sheik
  Ryu 0.015*
N/A Giga Mac 0.015
20   Lucas 0.014
21   Dr. Mario 0.01212
22-23   Meta Knight 0.012
  Mr. Game & Watch
24-32   Falco 0.01
  Mii Gunner
  Palutena
  Peach
  Rosalina & Luma
  Sonic
  Toon Link
  Villager
  Wii Fit Trainer
33-36   Cloud 0.009
  Corrin
  Ike
  Shulk
37-42   Bayonetta 0.008
  Charizard
  Dark Pit
  Diddy Kong
  Pit
  Zero Suit Samus
N/A Giga Bowser 0.008
43-48   Bowser 0.0075
  Captain Falcon
  Little Mac
  Luigi
  Pikachu
  Samus
49   Robin 0.007
50-51   King Dedede 0.006
  Zelda
52-54   Lucario 0.005
  Roy
  Yoshi
N/A Mega Lucario 0.005
55-56   Link 0.0038
  Mii Swordfighter
57-58   Lucina 0.00375
  Marth

* Ryu is a special case thanks to his Fighter ability. If Ryu jumps, his air friction is 0, meaning he will not slow down at all unless the player attempts to decelerate. If Ryu becomes airborne through other means, his air friction is a standard 0.015.

Super Smash Bros. UltimateEdit

Rank Character Air friction Vertical air friction
1   Mega Man 0.05 0.01
2   Wario 0.04 0.006
3   Jigglypuff 0.0375 0.038
4   Ness 0.0225 0.023
5-6   Simon 0.02 0.015
  Richter
7   Squirtle 0.018 0.018
8   Mewtwo 0.016 0.015
9-29   Mario 0.015
  Donkey Kong
  Kirby
  Fox
  Ice Climbers
  Sheik 0.03
  Ganondorf 0.015
  Olimar
  R.O.B. 0.02
  Greninja 0.015
  Mii Brawler
  Pac-Man
  Bowser Jr.
  Duck Hunt
  Inkling
  Ridley
  King K. Rool 0.008
  Incineroar 0.015
  Min Min
  Ryu 0.015*
  Ken
30-32   Ivysaur 0.014 0.014
  Lucas 0.023
  Banjo & Kazooie 0.014
33-38   Mr. Game & Watch 0.012 0.012
  Meta Knight 0.015
  Mii Gunner
  Terry
  Mythra
  Sora 0.014
39   Dr. Mario 0.011472 0.015
40-51   Peach 0.01 0.01
  Daisy
  Falco 0.013
  Sonic 0.01
  Toon Link
  Villager
  Wii Fit Trainer
  Rosalina & Luma
  Palutena
  Isabelle
  Joker 0.015
  Kazuya
52-56   Ike 0.009 0.009
  Shulk
  Cloud
  Corrin
  Pyra
57-66   Pit 0.008 0.008
  Dark Pit
  Zero Suit Samus 0.2
  Charizard 0.008
  Diddy Kong 0.016
  Bayonetta 0.015
  Piranha Plant
  Hero
  Byleth 0.004
  Sephiroth 0.008 0.009
67-75   Samus 0.0075 0.008
  Dark Samus
  Pikachu
  Luigi
  Captain Falcon
  Bowser
  Pichu
  Little Mac
  Steve 0.015
76   Robin 0.007 0.004
77-78   Zelda 0.006 0.006
  King Dedede
79-82   Yoshi 0.005 0.01
  Roy 0.004
  Chrom
  Snake 0.005
83-84   Lucario 0.004
  Wolf 0.01
85-86   Link 0.0038 0.004
  Mii Swordfighter
87-89   Marth 0.00375
  Lucina
  Young Link

* Ryu and Ken are a special case thanks to their Fighter ability. If Ryu/Ken jumps, their air friction is 0, meaning they will not slow down at all unless the player attempts to decelerate. If Ryu/Ken become airborne through other means, their air friction is a standard 0.015.