Property of certain moves (usually multi-hit attacks) that keeps victims suspended close, guaranteeing that follow-up hits connect. Hits that drag can be steered to set up advantageous situations. For instance, with a five-hit air attack that drags, you can catch an opponent with the first hit, then fast-fall, dragging them downward with the rest of the hits. This usually ends with the opponent forced to tech or wake up, scoring you a situation to read and punish their sudden defensive reactions.