Dictates how well the machine holds the track during turns. Note that many "high-grip" machines (e.g., Wild Goose ) actually suffer from poor traction in practice.
Here’s a clean draft for , organized by the key in-game parameters. You can use this as a reference sheet, wiki entry, or guide section. f-zero gx vehicle stats
After two decades of competitive play, the community has settled on these rankings: Dictates how well the machine holds the track during turns
F-Zero GX features over 40 machines (including custom parts). They generally fall into four archetypes based on stat distribution. You can use this as a reference sheet,
Master the stats, master the machine, and you might just survive to see Captain Falcon’s victory pose. Good luck, pilot. The next turn comes at 2,000 kilometers per hour.
You cannot create a vehicle that has max Body, max Boost, and max Grip. The game uses a "point budget" system.