Stats In Asphalt 9 Explained

==Stats==
Stats in Asphalt 9 refers to the in game stats that are displayed when you select a vehicle.
* Stats for cars can be viewed in the Asphalt 9 Database are shown here
* The stats in-game are displayed as shown below:
* There are four attributes:
** TOP SPEED: This value is measured in km/h regardless of unit options. Top Speed measures how fast your car can go. This is the easiest stat to understand
** ACCELERATION: The hardest stat to understand, calculating from 0 to 100mph/160km/h. This can be done by timing how fast your car can accelerate from 0 to 150mph/241km/h. It also determines how fast you deaccelerate on rough areas; higher values means slow deacceleration on said areas and vice versa with lower values.
** HANDLING: Calculates drifting angle/turning arc. This value never goes above 180 degrees and can be done by subtracting your stat from 180 degrees to get your steering angle. It also determines how much speed you lose when you turn or take a corner on a track; higher values help in more technical tracks like Auckland, Greenland and the technical part of Remastered Nevada.
** NITRO: Players have a common misconception about this stat, which is based on nitro efficiency, like in Asphalt 8. In reality, this is based on the top speed; the slower, the longer the nitro. What it actually refers to is nitrous power which is how much nitro can boost acceleration; the higher the stat, the faster your car will accelerate when using nitrous. Even with low efficiency, if your nitrous stat is high, you wont need much to get to top speed, especially combined with a high acceleration stat. This stat also determines whether your car will still slow down in the air after takeoff from a ramp at a bad angle or compensate for that by boosting your speed in the air which will maximise air speed for longer periods of time. Cars with bad nitro or too high(not all cars w/ high accel)/low accel typically don't do good on patchy areas; perfect nitro can slow you down or even worse but possible, orange nitrous slows you down on patchy areas with some cars in the game, typically in particular Mid S-Class Cars.
* OVERALL RANK (shown on top right corner) - Displays car class and rank, which gives you an idea of how good the car is. here is what to expect when you see the rank for the first time.(according to a new player's progression arc.)
** 0-1000 - Starting car, awful when you progress through the game.
** 1000 - 1900 - Good for career and events, horrendous for multiplayer.
** 1900 - 2400 - Events are easy especially if you have the right car. With the right car, like the Porsche 911 Targa 4S, Ford Shelby Mustang GT350R, Ds E-Tense, Dodge Challenger Hemi 392 , Acura NSX 2017, Dodge Viper ACR or Lamborghini Asterion, Multiplayer is playable and you can get to Silver league at least; Gold or Platinum is possible with enough skill.
** 2400+ - Skill matters here. Even when you are up against 4000 rank cars, you can still beat them, but you have to know the track.
** S-Class 3700+ - Your stat build puts you ahead of any car that isn't in your own class so unless you mess up, you are likely to win any race against lower class cars.
==Physical Stability==
Physical Stability is a manual rating of how stable a car is in game. This wasn't mentioned in game and include the following:
* 360 Stability
**360 Stability measures how likely a car is to overspin, gain airtime or two-wheel after or during a 360
* Floating Capability
** Floating Capability determines whether or not a car can float or not; doing a 360 in the opposite direction to a turn whilst using shockwave/double nitrous before drifting to save speed. All cars can do a float, but some cars can do better than others. S class cars are known for having the best floating capability cars in the game.
* Suspension Dampening
** Suspension Dampening determines how soft/hard the suspension is. Softer dampening leads to better floating but at the cost of physical stability issue, while harder dampening results in better physical stability at the cost of handling and corner speed.
==How to upgrade a stat==
*Stats can be upgraded individually to increase their potential. There are three main things you need to know when upgrading:
#Currency for upgrading: Currently, all cars can be upgraded using Credits. Some cars are upgrades using alternate currencies in special events ( Syndicate Coins, Road test Coins), but, as of right now, it only happens in SPECIAL events.
#Blueprints are used to determine how far the player can upgrade a car, the more stars a car has, the further that car can be upgraded in Stages.
#Import Parts that are needed after the player has maxed a base upgrade (normal upgrade) at 1 Star. 
*When a car has reached its maximum possible upgrade stage, it will display a background instead of the regular . 
==Gallery==
<tabber> General = 
Upgrades.png
Taken from original A class cars.png
File:Nsx max .png
</tabber>