Courageous Baka
Smash Apprentice
Copied from SmashWiki's page on air friction,
"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 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:
Can anyone think of any more situations in which low or high air friction is useful? Is air friction really all that useful in the grand scheme of things and largely unimportant to know? What characters' air games really benefit from the air friction being the way it is? All responses are appreciated.
"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 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.
Can anyone think of any more situations in which low or high air friction is useful? Is air friction really all that useful in the grand scheme of things and largely unimportant to know? What characters' air games really benefit from the air friction being the way it is? All responses are appreciated.
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