Traction: Difference between revisions

600 bytes added ,  6 months ago
m (Luigi controls the same as Mario in SMB, SMB3, SMW, and the 4 NSMB games, and is different in SMB2, SMBLL, SM64DS, SMG 1 & 2, 3D Land, and 3D World, but his differences don’t include lower traction in SMB2 or SM64DS, so it’s not valid to say he has lower traction in most games, only that he does in most games where he and Mario are different)
Tag: Mobile edit
 
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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 mesured 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 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 the reverse of this functionality: their normally low traction becomes higher on slippery surfaces.
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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!Rank!!Character!!Value
!Rank!!Character!!Value
|-
|-
|'''1'''||{{CharHead|Lucario|SSB4}}||{{rollover|0.0736|Turning into Mega Lucario doesn't affect traction|?}}
|'''1'''||{{CharHead|Lucario|SSB4}}||{{rollover|0.0736|Turning into Mega Lucario doesn't affect traction|y}}
|-
|-
|'''2'''||{{CharHead|Jigglypuff|SSB4}}||0.0718
|'''2'''||{{CharHead|Jigglypuff|SSB4}}||0.0718
|-
|-
|rowspan=3|'''3-5'''||{{CharHead|Little Mac|SSB4}}||{{rollover|0.07|Turning into Giga Mac doesn't affect traction|?}}
|rowspan=3|'''3-5'''||{{CharHead|Little Mac|SSB4}}||{{rollover|0.07|Turning into Giga Mac doesn't affect traction|y}}
|-
|-
|{{CharHead|Wario|SSB4}}||rowspan=2|0.07
|{{CharHead|Wario|SSB4}}||rowspan=2|0.07
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|rowspan=2|'''12-13'''||{{CharHead|Link|SSB4}}||0.064
|rowspan=2|'''12-13'''||{{CharHead|Link|SSB4}}||0.064
|-
|-
|{{CharHead|Mii Swordfighter|SSB4}}||{{rollover|0.064|Assuming perfect weight and height values|?}}
|{{CharHead|Mii Swordfighter|SSB4}}||{{rollover|0.064|Default height and weight|y}}
|-
|-
|rowspan=11|'''14-24'''||{{CharHead|Fox|SSB4}}||rowspan=11|0.06
|rowspan=11|'''14-24'''||{{CharHead|Fox|SSB4}}||rowspan=11|0.06
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|'''27'''||{{CharHead|Bowser|SSB4}}||0.0577
|'''27'''||{{CharHead|Bowser|SSB4}}||0.0577
|-
|-
|rowspan=6|'''28-33'''||{{CharHead|Cloud|SSB4}}||{{rollover|0.055|Cloud's traction is 0.06325 if his Limit Gauge is full|?}}
|rowspan=6|'''28-33'''||{{CharHead|Cloud|SSB4}}||{{rollover|0.055|0.06325 during Limit Break status|y}}
|-
|-
|{{CharHead|Bayonetta|SSB4}}||rowspan=5|0.055
|{{CharHead|Bayonetta|SSB4}}||rowspan=5|0.055
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|'''40'''||{{CharHead|Captain Falcon|SSB4}}||0.05
|'''40'''||{{CharHead|Captain Falcon|SSB4}}||0.05
|-
|-
|'''41'''||{{CharHead|Kirby|SSB4}}||0.0493
|'''41'''||{{CharHead|Kirby|SSB4}}||{{rollover|0.0493|0.07395 with Speed|y}}
|-
|-
|rowspan=2|'''42-43'''||{{CharHead|Diddy Kong|SSB4}}||rowspan=2|0.0484
|rowspan=2|'''42-43'''||{{CharHead|Diddy Kong|SSB4}}||rowspan=2|0.0484
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|{{CharHead|Pac-Man|SSB4}}
|{{CharHead|Pac-Man|SSB4}}
|-
|-
|{{CharHead|Mii Brawler|SSB4}}||rowspan=2|{{rollover|0.045|Assuming perfect weight and height values|?}}
|{{CharHead|Mii Brawler|SSB4}}||rowspan=2|{{rollover|0.045|Default height and weight|y}}
|-
|-
|{{CharHead|Mii Gunner|SSB4}}
|{{CharHead|Mii Gunner|SSB4}}
|-
|-
|rowspan=2|'''53-54'''||{{CharHead|Ike|SSB4}}||rowspan=2|0.044
|rowspan=2|'''53-54'''||{{CharHead|Ike|SSB4}}||rowspan=2|{{rollover|0.044|0.066 with Shulk's Speed|y}}
|-
|-
|{{CharHead|Shulk|SSB4}}
|{{CharHead|Shulk|SSB4}}
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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|0.116
|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=8|0.11
|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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