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Questions about Air Friction in Smash Ultimate

Courageous Baka

Smash Apprentice
Joined
May 2, 2019
Messages
124
Location
Northeastern United States
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:
  • 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.
It is circumstantial as to whether high or low air friction is good or bad. 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."
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.
 
Last edited:

PURGE THEM LIKE THE

Smash Apprentice
Joined
Apr 18, 2016
Messages
99
I think the best combination is high acceleration and low friction. I'm pretty sure air mobility stats don't affect knockback (not from looking at code but just intuitively from playing the game), so holding away from the blastzone should come into effect at the same time air friction would. You can move while using an aerial, so I doubt having low friction while using nairs will matter.
 
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