Editing Neutral attack

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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
:''"AAA" redirects here. For the Japanese smasher, see [[Smasher:AAA]].''
[[File:Roy Screen-2.jpg|thumb|right|300px|{{SSB4|Roy}}'s neutral attack in ''[[Super Smash Bros. Wii U]]''.]]
[[File:Roy Screen-2.jpg|thumb|300px|{{SSB4|Roy}}'s neutral attack in ''[[Super Smash Bros. for Wii U]]''.]]
A '''neutral attack''' ({{ja|弱攻撃|Jaku kōgeki}}), often referred to as a '''jab''' (and officially '''standard attack''' or '''weak attack'''<!--in Wimpy KO bonus in Melee--> before ''[[Super Smash Bros. Ultimate]]''), is the most basic [[attack]] a character can perform. It is performed by pressing the attack button while standing on the ground, with no input from the [[control stick]]. Typically, neutral attacks are fast, short-ranged, weak attacks meant for easy close-range [[punish]]es or escaping [[pressure]].
A '''neutral attack''' ({{ja|弱攻撃|Jaku kōgeki}}), often referred to as a '''jab''' (and officially '''standard attack''' or '''weak attack'''<!--in Wimpy KO bonus in Melee--> before ''[[Super Smash Bros. Ultimate]]''), is the most basic [[attack]] a character can perform. It is performed by pressing the attack button while standing on the ground, with no input from the [[control stick]]. Typically, neutral attacks are fast, short-ranged, weak attacks meant for easy close-range [[punish]]es or escaping [[pressure]].


Almost all neutral attacks in the series are [[natural combo]]s: a type of attack with multiple stages which lead directly into each other. Just after the first attack is thrown, pressing the attack button again – regardless of whether the first attack connected – will result in an immediate follow-up attack. Certain natural combos also have a third stage, with a few that have a fourth stage. [[Mario]]'s iconic neutral attack, a simple punch-punch-kick combo, is a well-known example of a three-stage neutral attack.
Almost all neutral attacks in the series are [[natural combo]]s: a type of attack with multiple stages which lead directly into each other. Just after the first attack is thrown, pressing the attack button again – regardless of whether the first attack connected – will result in an immediate follow-up attack. Certain natural combos also have a third stage, with a few that have a fourth stage. [[Mario]]'s iconic neutral attack, a simple punch-punch-kick combo, is a well-known example of a three-stage neutral attack.


From ''Brawl'' onwards, holding the attack button instead of pressing it for the first hit of certain neutral attacks will cause the character to continually perform the first attack at a very high speed until it hits an opponent. This property is known as '''consecutiveness''', and can be a helpful way to ensure an opponent will be hit by one without requiring strict timing. Additionally, when a neutral attack connects, regardless of whether it possesses consecutiveness, the next stages can be activated by simply holding the button, rather than pressing it repeatedly like in the previous games.
From ''Brawl'' onwards, holding the attack button instead of pressing it for the first hit of certain neutral attacks will cause the character to continually perform the first attack at a very high speed until it hits an opponent. This property is known as '''consecutiveness''', and can be a helpful way to ensure an opponent will be hit by a jab without requiring strict timing. Additionally, when a neutral attack connects, regardless of whether it possesses consecutiveness, the next stages can be activated by simply holding the button, rather than pressing it repeatedly like in the original ''[[Super Smash Bros.]]'' and ''Melee''.


==Types of neutral attacks==
==Types of neutral attacks==
Since generally all nonfinal stages of a natural combo have the simple purpose of leading into the final one, most neutral attacks are defined by the nature of their final stage. To this end, there are three types of enders:
Since generally all nonfinal stages of a natural combo have the simple purpose of leading into the final one, most neutral attacks are defined by the nature of their final stage. To this end, there are three types of jab enders:


===Standard===
===Standard===
[[File:Wolf_jab.gif|thumb|250px|{{SSBB|Wolf}}'s standard neutral combo in ''[[Brawl]].'']]
[[File:Mario AAA Combo SSBM.gif|thumb|right|250px|{{SSBM|Mario}}'s Standard jab in ''[[Melee]].'']]


Characters like Mario, [[Sonic]], [[Cloud Strife]], and [[Ness]] have neutral attacks that end with a simple final hit, launching opponents away. Certain characters with one-hit neutral attacks that are not natural combos, such as [[Pikachu]], [[Ganondorf]], and [[Roy]], fall into this category as well. Because this is by far the most common type of neutral attack, there is not a universally accepted term for it.
Characters like Mario, [[Sonic]], and [[Ness]] have jabs that end with a simple final hit, launching opponents away. Certain characters with one-hit jabs that are not natural combos, such as [[Pikachu]], [[Ganondorf]], and [[Roy]], fall into this category as well. Because this is by far the most common type of jab, there is not a universally accepted term for it.


===Infinite===
===Rapid jabs===
[[File:Smash 4 - Fox's finishing jab.jpeg|thumb|250px|The final hit of {{SSB4|Fox}}'s neutral infinite in ''[[Smash 4]].'']]
[[File:Smash 4 - Fox's finishing jab.jpeg|thumb|right|250px|The final hit of {{SSB4|Fox}}'s rapid jab in ''[[Smash 4]].'']]
A '''neutral infinite''' (often called a '''rapid jab''', and officially known as a '''flurry attack''' in ''[[Super Smash Bros. Ultimate]]'') is a constantly-looping flurry of incredibly fast and weak attacks that link into each other. Once this attack is launched, it can be indefinitely looped by pressing the attack button repeatedly in ''SSB'' and ''Melee'', or by simply holding it from ''Brawl'' onward. Despite their indefinite nature, neutral infinites can be escaped relatively quickly with proper [[DI]] and [[SDI]], especially prior to ''Smash 4''. Later games mitigate this by speeding up their hit rate and lowering their [[SDI multiplier]]s (as well as weakening SDI itself), as well as slightly pushing the attacker back each hit after landing a certain number of hits.
A '''rapid jab''' (officially known as a '''flurry attack''' in ''[[Super Smash Bros. Ultimate]]'') is a constantly-looping flurry of incredibly fast and weak attacks that link into each other. Once this attack is launched, it can be infinitely looped by pressing the attack button repeatedly in ''SSB'' and ''Melee'', or by simply holding it from ''Brawl'' onward. Despite their infinite nature, rapid jabs can be escaped relatively quickly with proper [[DI]] and [[SDI]], especially prior to ''Smash 4''. Later games mitigate this by speeding up the rapid jabs' hit rate and lowering their [[SDI multiplier]]s (as well as weakening SDI itself), but they instead slightly push the attacker back after landing a certain number of hits.


The neutral infinite ends once the attack button is released. Prior to ''[[Smash 4]]'', this causes the character to simply stop attacking, which in consequence would leave the opponent close enough to potentially punish the user – however, from ''Smash 4'' onwards, neutral infinites have a final hit known as a '''finisher''' that is designed to launch opponents away, and is used once the attack button is released. Since no new button input is made to activate this final hit, it is not its own stage of the natural combo. While most finishers are designed to simply create space between the user and victim, some infinites have KO potential, with notable ones including [[Bowser Jr.]] and [[Bayonetta]].
The rapid jab ends once the attack button is released. Prior to ''[[Smash 4]]'', this causes the character to simply stop attacking – however, from ''Smash 4'' onwards, rapid jabs have a final hit known as a '''rapid jab finisher''' that is designed to launch opponents away, and is used once the attack button is released. Since no new button input is made to activate this final hit, it is not its own stage of the natural combo.


Characters like [[Kirby]], [[Fox]], and [[Sheik]] and are known for possessing neutral infinites. [[Meta Knight]] is unique for having ''only'' a neutral infinite, and no standard neutral attack beforehand. Instead, his [[forward tilt]] is a three-part attack.
Characters like [[Kirby]], [[Fox]], and [[Sheik]] are known for possessing rapid jabs. [[Meta Knight]] is unique for having ''only'' a rapid jab, and no standard jab beforehand. Instead, his [[tilt attack]] is a standard three-hit jab.


===Choosables===
===Choosables===
[[File:GentlemanSSB4.jpg |thumb|250px|{{SSB4|Captain Falcon}}'s [[Gentleman]] in ''Smash 4''.]]
[[File:GentlemanSSB4.jpg |thumb|right|250px|{{SSB4|Captain Falcon}}'s [[Gentleman]] in ''Smash 4''.]]


A '''choosable''' neutral attack is one that can end either in a neutral infinite or in a standard final hit (which, in the context of a choosable, may be referred to as a [[Gentleman]]). The infinite is chosen by repeatedly pressing the attack button during the nonfinal hits of the combo – once it is launched, it functions identically to the typical neutral infinite. Likewise, the Gentleman is chosen by pressing the attack button less frequently, or by simply holding it once the first hit connects with an opponent.
A '''choosable jab''' is one that can end either in a rapid jab or a standard final hit (which, in the context of a choosable, may be referred to as a [[Gentleman]]). The rapid jab is chosen by repeatedly pressing the attack button during the nonfinal hits of the jab – once it is launched, it functions identically to the typical rapid jab. Likewise, the Gentleman is chosen by pressing the attack button less frequently, or by simply holding it once the first hit connects with an opponent.


While choosables appear in every installment, they are much more common in ''Smash 4'' and ''Ultimate''. Characters like [[Captain Falcon]], [[Young Link]], [[Pit]], [[Little Mac]], and [[Corrin]] are known for possessing choosables.
While choosable jabs appear in every installment, they are much more common in ''Smash 4'' and ''Ultimate''. Characters like [[Captain Falcon]], [[Pit]], [[Little Mac]], and [[Corrin]] are known for possessing choosables.


==List of neutral attacks==
==List of jabs==
Consecutiveness only applies from ''Brawl'' onward, as the feature did not exist in previous games.
Consecutiveness only applies from ''Brawl'' onward, as the feature did not exist in previous games.


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|[[Banjo]] & [[Kazooie]]||3||Choosable||{{n|16}}||Banjo swipes his claws forward twice, then either uppercuts a third time or crouches while Kazooie does the Rat-a-tat Rap, where she jabs her beak repetitively.
|[[Banjo]] & [[Kazooie]]||3||Choosable||{{n|16}}||Banjo swipes his claws forward twice, then either uppercuts a third time or crouches while Kazooie does the Rat-a-tat Rap, where she jabs her beak repetitively.
|-
|-
|[[Bayonetta]]||4||Unique||{{n|16}}||Performs three pistol whips, then leans forwards and rapidly thrusts her guns forwards before throwing a downwards gun-spinning punch for a final hit. Unlike most neutral infinites, it ends automatically after a set number of hits. Hits 1-3 and the infinite finisher can be extended with Bullet Arts, while holding attack button during the multi-hit as opposed to mashing will use Bullet Arts to deal more damage.
|[[Bayonetta]]||4||Unique||{{n|16}}||Performs three pistol whips, then leans forwards and rapidly thrusts her guns forwards before throwing a downwards gun-spinning punch for a final hit. Unlike most rapid jabs, it is not infinite.
|-
|-
|[[Bowser]]||2||Standard||{{n|16}}||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Performs a left-handed claw swipe, followed by a second one with his right hand.<br/>{{GameIcon|SSB4}} Throws a left punch, followed by a right.<br/>{{GameIcon|SSBU}} Throws an open hand palm strike at the opponent and then follows up with a punch.  
|[[Bowser]]||2||Standard||{{n|16}}||Strikes forwards with one hand, then the other.
|-
|-
|[[Bowser Jr.]]||3||Infinite||{{y|16}}||Deploys a pair of boxing gloves from the Koopa Clown Car, then uses them to throw a jab, a cross, and then a flurry of rapid punches ending in an uppercut.
|[[Bowser Jr.]]||3||Rapid||{{y|16}}||Deploys a pair of mechanical arms with boxing gloves from the Koopa Clown Car, then uses them to throw a jab, a cross, and then a flurry of rapid punches.
|-
|-
|[[Byleth]]||3||Choosable||{{y|16}}||A knife-hand strike, followed by a roundhouse kick, and finally either a side kick, or a flurry attack with the whip-sword.
|[[Byleth]]||3||Choosable||{{y|16}}||A knife-hand strike, followed by a roundhouse kick, and finally either a side kick, or a flurry attack with the whip-sword.
|-
|-
|[[Captain Falcon]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}} 4<br/> {{GameIcon|SSB4}}{{GameIcon|SSBU}} 3||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}} Infinite<br/> {{GameIcon|SSB4}}{{GameIcon|SSBU}} Choosable||{{y|16}}||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}} Jabs twice, [[Gentleman|strikes with his knee]], and then performs a series of one-handed jabs.<br/> {{GameIcon|SSB4}}{{GameIcon|SSBU}} Jabs twice, then either strikes with his knee or performs a series of one-handed jabs ending in an uppercut.
|[[Captain Falcon]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}} 4<br/> {{GameIcon|SSB4}}{{GameIcon|SSBU}} 3||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}} Rapid<br/> {{GameIcon|SSB4}}{{GameIcon|SSBU}} Choosable||{{y|16}}||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}} Jabs twice, [[Gentleman|strikes with his knee]], and then performs a series of one-handed jabs.<br/> {{GameIcon|SSB4}}{{GameIcon|SSBU}} Jabs twice, then either strikes with his knee or performs a series of one-handed jabs ending in an uppercut.
|-
|-
|[[Charizard]]||3||Standard||{{n|16}}||Throws alternating swipes with its claws, then slashes its wing upwards and inwards.
|[[Charizard]]||3||Standard||{{n|16}}||Throws alternating swipes with its claws, then slashes its wing upwards and inwards.
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|[[Dark Samus]]||2||Standard||{{n|16}}||Jabs, then clubs downwards with her Arm Cannon.
|[[Dark Samus]]||2||Standard||{{n|16}}||Jabs, then clubs downwards with her Arm Cannon.
|-
|-
|[[Diddy Kong]]||{{GameIcon|SSBB}}4<br>{{GameIcon|SSB4}}{{GameIcon|SSBU}}3||{{GameIcon|SSB4}} Choosable<br/>{{GameIcon|SSBB}}{{GameIcon|SSBU}} Standard||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}||{{GameIcon|SSBB}}Slaps twice, kicks forward and rapidly flicks his tail around in front of himself.<br>{{GameIcon|SSB4}} Slaps twice, then either kicks forward or rapidly flicks his tail around in front of himself.<br/>{{GameIcon|SSBU}} Slaps twice, then throws a side kick.
|[[Diddy Kong]]||3||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Choosable<br/>{{GameIcon|SSBU}} Standard||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Slaps twice, then either kicks forward or rapidly flicks his tail around in front of himself.<br/>{{GameIcon|SSBU}} Slaps twice, then throws a side kick.
|-
|-
|[[Donkey Kong]]||2||Standard||{{n|16}}||Punches forwards, then uppercuts.
|[[Donkey Kong]]||2||Standard||{{n|16}}||Punches forwards, then uppercuts.
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|[[Duck Hunt]]||3||Choosable||{{n|16}}||The dog performs a paw swipe, then a headbutt, and then either throws a two-footed kick or lays down while the duck rapidly pecks forwards.
|[[Duck Hunt]]||3||Choosable||{{n|16}}||The dog performs a paw swipe, then a headbutt, and then either throws a two-footed kick or lays down while the duck rapidly pecks forwards.
|-
|-
|[[Falco]]||3||Infinite||{{n|16}}||{{GameIcon|SSBM}} Throws two punches, then a series of kicks with incredible speed.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Slashes inwards and then outwards with his wing, then leans forwards while spinning with both wings outstretched to perform a tornado-like series of rapid strikes before finishing with a final slash {{GameIcon|SSB4}}/heel kick {{GameIcon|SSBU}}.
|[[Falco]]||3||Rapid||{{n|16}}||{{GameIcon|SSBM}} Throws two punches, then a series of kicks with incredible speed.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Slashes inwards and then outwards with his wing, then leans forwards while spinning with both wings outstretched to perform a tornado-like series of rapid strikes before finishing with a final slash {{GameIcon|SSB4}}/heel kick {{GameIcon|SSBU}}.
|-
|-
|[[Fox]]||3||Infinite||{{y|16}}||Throws two punches, then a series of kicks with incredible speed.
|[[Fox]]||3||Rapid||{{y|16}}||Throws two punches, then a series of kicks with incredible speed.
|-
|-
|[[Ganondorf]]||1||Standard||{{n|16}}||Strikes straight forwards with his hand.
|[[Ganondorf]]||1||Standard||{{n|16}}||Strikes straight forwards with his hand.
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|[[Isabelle]]||1||Standard||{{y|16}}||Swings a toy hammer downwards for a very fast and weak single hit.
|[[Isabelle]]||1||Standard||{{y|16}}||Swings a toy hammer downwards for a very fast and weak single hit.
|-
|-
|[[Ivysaur]]||3||Infinite||{{GameIcon|SSBB}} {{n|16}}<br>{{GameIcon|SSBU}} {{y|16}}<ref>Repeats the first two whips instead of just the first.</ref>||Whips forwards with one vine, then another, and then performs a rapid storm of vine slaps forwards.
|[[Ivysaur]]||3||Rapid||{{GameIcon|SSBB}} {{n|16}}<br>{{GameIcon|SSBU}} {{y|16}}<ref>Repeats the first two whips instead of just the first.</ref>||Whips forwards with one vine, then another, and then performs a rapid storm of vine slaps forwards.
|-
|-
|[[Jigglypuff]]||2||Standard||{{y|16}}||Throws two alternating punches.
|[[Jigglypuff]]||2||Standard||{{y|16}}||Throws two alternating punches.
|-
|-
|[[Joker]]||3||Standard||{{n|16}}||Slashes inwards, stabs forwards in reverse grip, and then slashes outwards.
|[[Joker]]||3||Standard||{{n|16}}||Slashes inwards, stabs forwards in reverse grip, and then slashes outwards.
|-
|[[Kazuya]]||''Flash Punch Combo:'' 3<br/>''10-Hit Combo:'' 10||Unique||{{n|16}}||''Flash Punch Combo:'' Throws two punches, then a straight punch.<br/>''10-Hit Combo:'' Does a 10 hit combo, comboing with a series of punches and kicks, finishing with a bursting uppercut.
|-
|-
|[[Ken]]||''Tapped:'' 3<br/>''Held:'' 1||Standard||{{y|16}}<ref name="kr">Holding the attack button uses the appropriate held variant of the attack, but the attack can still effectively be made consecutive by repeatedly tapping the attack button quickly.</ref>||''Tapped:'' Throws a straight jab, then a short-straight punch, and then a hook.<br/>''Held (far):'' Swings his leg upwards and then brings it back down for a swift axe kick.<br/>''Held (close):'' Throws an uppercut.
|[[Ken]]||''Tapped:'' 3<br/>''Held:'' 1||Standard||{{y|16}}<ref name="kr">Holding the attack button uses the appropriate held variant of the attack, but the attack can still effectively be made consecutive by repeatedly tapping the attack button quickly.</ref>||''Tapped:'' Throws a straight jab, then a short-straight punch, and then a hook.<br/>''Held (far):'' Swings his leg upwards and then brings it back down for a swift axe kick.<br/>''Held (close):'' Throws an uppercut.
|-
|-
|[[King Dedede]]||3||Infinite||{{n|16}}||Swipes inwards with his hammer, then upwards, and then thrusts it forward while spinning its head like a drill for several hits.
|[[King Dedede]]||3||Rapid||{{n|16}}||Swipes inwards with his hammer, then upwards, and then thrusts it forward while spinning its head like a drill for several hits.
|-
|-
|[[King K. Rool]]||3||Standard||{{y|16}}||Strikes forwards with his palm, slashes inwards with his claws, then kicks straight forwards.
|[[King K. Rool]]||3||Standard||{{y|16}}||Strikes forwards with his palm, slashes inwards with his claws, then kicks straight forwards.
|-
|-
|[[Kirby]]||3||Infinite||{{y|16}}||Jabs twice, then throws a very fast series of punches.
|[[Kirby]]||3||Rapid||{{y|16}}||Jabs twice, then throws a very fast series of punches.
|-
|-
|[[Link]]||3||{{GameIcon|SSB}}{{GameIcon|SSBM}} Choosable<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Standard||{{n|16}}||{{GameIcon|SSB}}{{GameIcon|SSBM}} Slashes twice with the Master Sword, then either stabs forwards a single time or performs a very fast series of forwards stabs.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Slashes twice with the Master Sword, then leans into a final forwards strike.
|[[Link]]||3||{{GameIcon|SSB}}{{GameIcon|SSBM}} Choosable<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Standard||{{n|16}}||{{GameIcon|SSB}}{{GameIcon|SSBM}} Slashes twice with the Master Sword, then either stabs forwards a single time or performs a very fast series of forwards stabs.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Slashes twice with the Master Sword, then leans into a final forwards strike.
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|[[Mega Man]]||3||Standard||{{n|16}}||Fires the Mega Buster straight ahead up to three times in a row.
|[[Mega Man]]||3||Standard||{{n|16}}||Fires the Mega Buster straight ahead up to three times in a row.
|-
|-
|[[Meta Knight]]||1||Infinite||{{n|16}}||{{GameIcon|SSBB}} Unleashes a storm of slashes to cover his entire body.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs several very fast slashes in front of himself before ending with a backflipping slash.
|[[Meta Knight]]||1||Rapid||{{n|16}}||{{GameIcon|SSBB}} Unleashes a storm of slashes to cover his entire body.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs several very fast slashes in front of himself before ending with a backflipping slash.
|-
|-
|[[Mewtwo]]||2||Infinite||{{n|16}}||Performs a dark-powered palm thrust, then leans further forwards to release a stream of dark smoke from that same palm for rapid hits.
|[[Mewtwo]]||2||Rapid||{{n|16}}||Performs a dark-powered palm thrust, then leans further forwards to release a stream of dark smoke from that same palm for rapid hits.
|-
|-
|[[Mii Brawler]]||3||Infinite||{{y|16}}||Throws two jabs, then a barrage of quick punches ending in a swift back kick.
|[[Mii Brawler]]||3||Rapid||{{y|16}}||Throws two jabs, then a barrage of quick punches ending in a swift back kick.
|-
|-
|[[Mii Gunner]]||3||Standard||{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}||{{GameIcon|SSB4}} Performs a pair of bludgeons with the arm cannon, then thrusts it straight forwards accompanied by a near-immediate flame blast.<br/>{{GameIcon|SSBU}} Throws a jab, then a side kick, and then thrusts the arm cannon straight forwards accompanied by a near-immediate flame blast.
|[[Mii Gunner]]||3||Standard||{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}||{{GameIcon|SSB4}} Performs a pair of bludgeons with the arm cannon, then thrusts it straight forwards accompanied by a near-immediate flame blast.<br/>{{GameIcon|SSBU}} Throws a jab, then a side kick, and then thrusts the arm cannon straight forwards accompanied by a near-immediate flame blast.
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|[[Mii Swordfighter]]||3||Standard||{{n|16}}||Slashes inwards, outwards, and then upwards.
|[[Mii Swordfighter]]||3||Standard||{{n|16}}||Slashes inwards, outwards, and then upwards.
|-
|-
|[[Min Min]]||3||Choosable||{{n|16}}||Kicks forwards, then does a leg sweep, then a series of kicks with incredible speed, finishing off with a straight kick.<br/>Similar to Ryu and Ken, if the button is held rather than tapped, Min Min does a forward tilt instead of a neutral attack.
|[[Min Min]]||''Tapped:'' 3<br/>''Held:'' 1||Choosable||{{n|16}}||''Tapped:'' Kicks forwards, then does a leg sweep, then a series of kicks with incredible speed, finishing off with a straight kick.<br/>''Held:'' Punches forward with her left ARM. Holding it longer decreases lag.
|-
|-
|[[Mr. Game & Watch]]||2||Infinite||{{n|16}}||Pumps insecticide forwards, then begins to pump it much more rapidly.
|[[Mr. Game & Watch]]||2||Rapid||{{n|16}}||Pumps insecticide forwards, then begins to pump it much more rapidly.
|-
|-
|[[Mythra]]||3||Choosable||{{y|16}}||Throws a knifehand strike followed by a sword slash then either a second upwards slash or repeated magic blasts.
|-
|[[Ness]]||3||Standard||{{y|16}}||Throws two jabs, then a side kick.
|[[Ness]]||3||Standard||{{y|16}}||Throws two jabs, then a side kick.
|-
|-
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|[[Pac-Man]]||3||Standard||{{y|16}}||Throws two jabs, then performs a backflipping kick.
|[[Pac-Man]]||3||Standard||{{y|16}}||Throws two jabs, then performs a backflipping kick.
|-
|-
|[[Palutena]]||2||Infinite||{{n|16}}||Thrusts her staff forwards at hip level, then keeps it there while releasing a rapidly-hitting blast of light from it.
|[[Palutena]]||2||Rapid||{{n|16}}||Thrusts her staff forwards at hip level, then keeps it there while releasing a rapidly-hitting blast of light from it.
|-
|-
|[[Peach]]||2||Standard||{{n|16}}||Slaps twice.
|[[Peach]]||2||Standard||{{n|16}}||Slaps twice.
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|[[Pit]]||3||Choosable||{{n|16}}||Slashes twice, then either uppercuts with one of his blades or repeatedly attacks with both of them.
|[[Pit]]||3||Choosable||{{n|16}}||Slashes twice, then either uppercuts with one of his blades or repeatedly attacks with both of them.
|-
|-
|[[Pyra]]||3||Choosable||{{y|16}}||Throws a knifehand strike followed by a sword slash then either a second upwards slash or repeated fiery blasts.
|-
|[[R.O.B.]]||2||Standard||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}||Throws two alternating hooks.
|[[R.O.B.]]||2||Standard||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}||Throws two alternating hooks.
|-
|-
|[[Richter]]||3||Infinite||{{n|16}}<ref name="rs">Holding the attack button instead enables free whip movement.</ref>||Holds a short length of the Vampire Killer in his hands to strike twice with its tip, then rapidly swirls it around in front of himself for multiple hits.
|[[Richter]]||3||Rapid||{{n|16}}<ref name="rs">Holding the attack button instead enables free whip movement.</ref>||Holds a short length of the Vampire Killer in his hands to strike twice with its tip, then rapidly swirls it around in front of himself for multiple hits.
|-
|-
|[[Ridley]]||3||Choosable||{{n|16}}<ref>Holding the attack button completes the entire gentleman sequence.</ref>||Slashes inwards with both claws, then either bites in front of himself or performs a high-speed flurry of tail stabs.
|[[Ridley]]||3||Choosable||{{n|16}}||Slashes inwards with both claws, then either bites in front of himself or performs a high-speed flurry of tail stabs.
|-
|-
|[[Robin]]||3||Choosable||{{n|16}}||Slashes upwards, then downwards with a bronze sword, then either opens up a fire tome to cast an exploding fireball or rapidly flits through pages in a wind tome to create a whirling storm of magic wind slashes.
|[[Robin]]||3||Choosable||{{n|16}}||Slashes upwards, then downwards with a bronze sword, then either opens up a fire tome to cast an exploding fireball or rapidly flits through pages in a wind tome to create a whirling storm of magic wind slashes.
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|[[Samus]]||2||Standard||{{n|16}}||Jabs, then clubs downwards with her Arm Cannon.
|[[Samus]]||2||Standard||{{n|16}}||Jabs, then clubs downwards with her Arm Cannon.
|-
|-
|[[Sephiroth]]||3||Standard||{{n|16}}||A roundhouse kick, followed by a side kick and finally a hilt thrust.
|[[Sheik]]||3||Rapid||{{n|16}}||Throws two knifehands, then a series of spearhand thrusts.
|-
|[[Sheik]]||3||Infinite||{{n|16}}||Throws two knifehands, then a series of spearhand thrusts.
|-
|-
|[[Shulk]]||3||Standard||{{y|16}}||Throws a jab and a side kick, then slashes upwards with the Monado.
|[[Shulk]]||3||Standard||{{y|16}}||Throws a jab and a side kick, then slashes upwards with the Monado.
|-
|-
|[[Simon]]||3||Infinite||{{n|16}}<ref name="rs"/>||Holds a short length of the Vampire Killer in his hands to strike twice with its tip, then rapidly swirls it around in front of himself for multiple hits.
|[[Simon]]||3||Rapid||{{n|16}}<ref name="rs"/>||Holds a short length of the Vampire Killer in his hands to strike twice with its tip, then rapidly swirls it around in front of himself for multiple hits.
|-
|-
|[[Snake]]||3||Standard||{{n|16}}||Throws two jabs and then performs a spinning roundhouse kick.
|[[Snake]]||3||Standard||{{n|16}}||Throws two jabs and then performs a spinning roundhouse kick.
|-
|-
|[[Sonic]]||3||Standard||{{y|16}}||Throws two jabs, then a kick.
|[[Sonic]]||3||Standard||{{y|16}}||Throws two jabs, then a kick.
|-
|[[Sora]]||3||Standard||{{y|16}}||A 3 hit combo consisting of a downward swing, a forward jab, and a rightward 360° swing.
|-
|-
|[[Squirtle]]||3||Standard||{{y|16}}||{{GameIcon|SSBB}} Throws a jab, performs an inwards tail whip, and flips forwards for a downwards tail drop.<br/>{{GameIcon|SSBU}} Throws a jab, performs a jumping kick, and then spins its tail in a modified roundhouse.
|[[Squirtle]]||3||Standard||{{y|16}}||{{GameIcon|SSBB}} Throws a jab, performs an inwards tail whip, and flips forwards for a downwards tail drop.<br/>{{GameIcon|SSBU}} Throws a jab, performs a jumping kick, and then spins its tail in a modified roundhouse.
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|[[Toon Link]]||3||Standard||{{n|16}}||Slashes twice, then stabs straight forwards.
|[[Toon Link]]||3||Standard||{{n|16}}||Slashes twice, then stabs straight forwards.
|-
|-
|[[Villager]]||{{GameIcon|SSB4}} 2<br/>{{GameIcon|SSBU}} 3||{{GameIcon|SSB4}} Standard<br/>{{GameIcon|SSBU}} Infinite||{{y|16}}<ref>Repeats the first two punches instead of just the first.</ref>||{{GameIcon|SSB4}} Throw a pair of alternating hooks.<br/>{{GameIcon|SSBU}} Throws a pair of alternating hooks, then begins to throw a faster chain of hooks ending with a straight punch.
|[[Villager]]||{{GameIcon|SSB4}} 2<br/>{{GameIcon|SSBU}} 3||{{GameIcon|SSB4}} Unique<br/>{{GameIcon|SSBU}} Rapid||{{y|16}}<ref>Repeats the first two punches instead of just the first.</ref>||{{GameIcon|SSB4}} Throw a pair of alternating hooks.<br/>{{GameIcon|SSBU}} Throws a pair of alternating hooks, then begins to throw a faster chain of hooks ending with a straight punch.
|-
|-
|[[Wario]]||2||Standard||{{n|16}}||Throws a pair of alternating hooks.
|[[Wario]]||2||Standard||{{n|16}}||Throws a pair of alternating hooks.
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|[[Young Link]]||3||Choosable||{{n|16}}||Slashes twice with the Kokiri Sword, then either stabs forwards a single time or performs a very fast series of strikes.
|[[Young Link]]||3||Choosable||{{n|16}}||Slashes twice with the Kokiri Sword, then either stabs forwards a single time or performs a very fast series of strikes.
|-
|-
|[[Zelda]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} 1<br/> {{GameIcon|SSBU}} 2||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Standard<br/> {{GameIcon|SSBU}} Infinite||{{n|16}}||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Releases three magic sparks from her outstretched palm.<br/> {{GameIcon|SSBU}} Releases two magic sparks from her palm, then braces herself slightly as she unleashes a larger surge of magic for several hits.
|[[Zelda]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} 1<br/> {{GameIcon|SSBU}} 2||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Standard<br/> {{GameIcon|SSBU}} Rapid||{{n|16}}||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Releases three magic sparks from her outstretched palm.<br/> {{GameIcon|SSBU}} Releases two magic sparks from her palm, then braces herself slightly as she unleashes a larger surge of magic for several hits.
|-
|-
|[[Zero Suit Samus]]||3||Standard||{{y|16}}||Throws a jab, strikes inwards with the Paralyzer, and then thrusts her elbow forwards.
|[[Zero Suit Samus]]||3||Standard||{{y|16}}||Throws a jab, strikes inwards with the Paralyzer, and then thrusts her elbow forwards.
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==Notable neutral attacks==
==Notable neutral attacks==
[[File:Brawl Meta Knight Jab.gif|thumb||250px|{{SSBB|Meta Knight}}'s infinite in ''Brawl''.]]
*[[Pikachu]], [[Pichu]], and [[Isabelle]] all have incredibly fast jabs that hit once and, from ''[[Brawl]]'' onwards, are consecutive. Each one is easily capable of chaining into itself, especially at low damage percentages. This may lead to the false conception that they are rapid jabs. [[Villager]]'s jab in [[SSB4]] also had this effect, but it was changed to a true rapid jab in Ultimate.
*The fastest neutral attacks come out on frame 1, making them some of the fastest moves in the game. The only two fighters who possess frame 1 neutral attacks are [[Zero Suit Samus]] and [[Little Mac]], with Little Mac's neutral attack in ''Smash 4'' also having [[Priority#Moves_that_cannot_rebound|anti-rebounding priority]].
*[[Meta Knight]] is the only character with a one-stage rapid jab. Even pressing the attack button once causes him to commit to at least one full cycle of the attack, leading an in-game [[tip]] to humorously state that Meta Knight "doesn't do 'standard attacks'." In ''Brawl'', it is also one of only two jabs in the series to hit all around the character instead of just in front of them.
*[[Pikachu]], [[Pichu]], [[Isabelle]] and [[Steve]] all have incredibly fast neutral attacks that hit once and, from ''[[Brawl]]'' onwards, are consecutive. Each one is easily capable of chaining into itself, especially at low damage percentages. This may lead to the false conception that they are neutral infinites.
*[[Olimar]]'s jab in ''Brawl'' consists of two headbutts that deal direct [[damage]] and [[knockback]]; however, the resultant flicks from his antenna have their own hitboxes which strike for extra damage, but deal no knockback. This makes it the only jab in the series to have a damaging hitbox which does not make opponents flinch.
*[[Ganondorf]], [[Roy]] and [[Chrom]] have the distinction of possessing single-hit neutral attacks that, unlike the characters mentioned above, are not designed to chain into themselves.
*[[Ike]]'s jab in ''Brawl'' was notable for being used for combos due canceling the third jab and only using the first and second jab. This allowed for easy damage multipliers and combos. The attack also had a powerful knockback at high percent which will KO characters around 170%.
**In Ganondorf's case, his neutral attack in ''Melee'' is based off the first hit of [[Captain Falcon]]'s neutral attack, with it having a larger hitbox, an [[electric]] effect, and more base knockback and damage, but higher ending lag; its fast startup of frame 3 and decent knockback makes it commonly used to start combos. Starting from ''Brawl'', it has been retooled into a strong palm strike with the ability to KO at high percents, at the cost of very slow startup (frame 7-8), which significantly weakens its ability as a defensive option, although it is typically one of Ganondorf's fastest attacks.
*[[Mega Man]]'s neutral attack is the only one that is a [[projectile]]. It also flows freely with his near-identical forward tilt and neutral aerial, effectively allowing Mega Man to fire his Mega Buster while walking and jumping without interruption.
**Roy's neutral attack in ''Melee'' is similarly based on his base character [[Marth]], only dealing a single hit with adjusted knockback angles for the purposes of starting combos, although it is rather poor for this purpose. Hitbox and knockback changes to the move from ''Smash 4'' onwards have improved its combo ability significantly, with the version in ''Ultimate'' commonly considered one of the best neutral attacks in the game thanks to its speed and ability to combo into almost any option, along with its hitbox being wide enough to hit ledge-hanging opponents. Chrom's version lacks a sweetspot or sourspot, although it is generally considered better due to its consistency and slightly higher horizontal range.
*The first hit of [[Wii Fit Trainer]]'s jab combines a spear hand with a back kick for an attack that hits on both sides of their body, being one of only two jabs to do so alongside Meta Knight's in ''Brawl''. Also unique to Wii Fit Trainer's jab is that the third hit, when sweet spotted at the foot, can [[bury]] opponents. It is the only jab capable of burying or inflicting any movement-inhibiting effect for that matter.
*[[Samus]]' neutral attack is infamous for being the only one where the first hit does not combo into the second at any reasonable percent, allowing an opponent to always shield the second hit, or even interrupt it with a neutral attack (or similarly fast attack) of their own. Unlike other attacks that have unintentional interactions due to coding or hitbox problems, her neutral attack is deliberately designed to be unreliable, as the ingame [[tip]]s in ''Smash 4'' and ''Ultimate'' mention that it is "safer to just hit with the first attack and then flee".
*Both [[Robin]]'s standard jab ender and rapid jab involve the use of tomes, and thereby have the unique ability both to affect their special moves and be affected by them. [[Arcfire]] and Robin's standard jab ender draw from the same durability meter, as do [[Elwind]] and their rapid jab. The longer the rapid jab is held, the more durability will be sapped from Elwind. If one or both of these tomes is broken, the relevant jab ender(s) cannot be used until it respawns.
*[[Meta Knight]] is the only character with no "normal" neutral attacks before he begins the infinite. Even pressing the attack button once causes him to commit to at least one full cycle of the attack, leading an in-game tip to humorously state that Meta Knight "doesn't do 'standard attacks'." In ''Brawl'', it is also one of only two neutral attacks in the series to hit all around the character instead of just in front of them.
*[[Ryu]] has two different attacks which can be achieved through a jab input; in ''Ultimate'', he and his new echo fighter [[Ken]] each have three. For both characters, quickly pressing the attack button instead of holding it results in a three-stage jab. However, the second and third stages of this jab can only be accessed upon a successful hit. Otherwise, repeatedly tapping the button will simply cause the first hit to be used repeatedly, in a modified form of consecutiveness. Both of these properties are unique to Ryu and Ken. Holding the button results in a different attack altogether, which is not a natural combo. In ''Ultimate'', Ryu and Ken are also the only fighters to have proximity normals, of which their jabs are an example. Holding the attack button while close to opponents results in them performing an attack similar to their held [[up tilt]], but with virtually no knockback.
*[[Olimar]]'s neutral attack in ''Brawl'' consists of two headbutts that deal direct [[damage]] and [[knockback]]; however, the resultant flicks from his antenna have their own hitboxes which strike for extra damage, but deal no knockback. This makes it the only neutral attack in the series to have a damaging hitbox which does not make opponents flinch.
*[[Inkling]]'s rapid jab covers opponents in [[ink]]. If Inkling runs out of ink, the rapid jab can still be used, but it will possess no hitboxes.
*[[Ike]]'s neutral attack in ''Brawl'' is notable for its multiple strengths: it has high range (especially the second hit), has high knockback which can KO characters around 140%, and is well-known for being used for combos by [[jab cancel]]ing the first and second hits with a crouch, allowing it to combo into itself or other moves. These strengths make it considered one of the best neutral attacks in ''Brawl''. While its range and KO potential were nerfed in future installments (with its jab cancel properties being outright removed), Update 13.0.1 of ''Ultimate'' restored its power back to its original state, once again making it a KO option.
*If the attack button is held instead of pressed during [[Simon]] and [[Richter]]'s jab, they will hold the Vampire Killer forwards in front of themselves and remain stationary. Input from the control stick, while the button is being held, will cause them to rotate their whip, loosely flinging a short section of it in the held direction. This can destroy small projectiles, and its weak knockback can be used for unusual [[gimp]]s, but its overall utility is rather limited.
*[[Mega Man]]'s neutral attack fires three pellets from his Mega Buster; it is the only neutral attack that is a [[projectile]]. It also flows freely with his near-identical forward tilt and neutral aerial, effectively allowing Mega Man to fire his Mega Buster while walking and jumping without interruption.
*Particularly in ''[[Smash 4]]'', [[Villager]]'s jab functions quite unlike any other in the series. It is a two-hit [[natural combo]] whose second hit can be canceled back into the first hit, allowing for an endless volley of repeating punches. It is also a consecutive jab that uniquely repeats both hits instead of just the first one. Both of these factors may lead players to the conclusion that it is a rapid jab, but this is inaccurate, as it lacks a finishing hit. Its nature as a repeating and consecutive natural combo also means the time between hits can be shortened by rapidly pressing the attack button instead of holding it, which cannot be done for any true rapid jab. In ''[[Ultimate]]'', a true rapid jab was added as a third stage of the natural combo, giving it a proper final hit, but its unique two-hit consecutiveness remains.
*The first hit of [[Wii Fit Trainer]]'s neutral attack combines a spear hand with a back kick for an attack that hits on both sides of their body, being one of three neutral attacks to do so&mdash;the others being {{SSBM|Ness}}' in ''Melee'' and {{SSBB|Meta Knight}}'s in ''Brawl'', though Meta Knight's doesn't hit both sides simultaneously. Also unique to Wii Fit Trainer's neutral attack is that the third hit, when sweetspotted at the foot, can [[bury]] opponents. It is the only neutral attack capable of burying or inflicting any movement-inhibiting effect for that matter.
*In all games, there is only one character with a four-stage neutral attack[[Captain Falcon]] prior to ''Smash 4'', and [[Bayonetta]] from ''Smash 4'' onwards. Both are unique in other ways, as well.
*Both [[Robin]]'s standard finisher and neutral infinite involve the use of tomes, and thereby have the unique ability both to affect their special moves and be affected by them. [[Arcfire]] and Robin's standard finisher ender draw from the same durability meter, as do [[Elwind]] and their infinite. The longer the infinite is held, the more durability will be sapped from Elwind. If a tome is broken, the relevant neutral attack part will not be usable until the tome respawns.
**Particularly in ''[[Melee]]'', the third hit of Captain Falcon's neutral attack – a knee strike – is quick, safe, highly damaging, and overall an excellent way to end close-range strings. However, on the NTSC version of the game, it is notoriously difficult to trigger this attack without also using the notoriously slow and ineffective rapid jab that follows it. Because of the difficulty in utilizing this attack, combined with its importance in Captain Falcon's moveset, this portion of the attack became well-known enough to garner its own nickname, the [[Gentleman]].
*[[Ryu]] has two different attacks which can be achieved through a neutral attack input; in ''Ultimate'', he and his Echo Fighter [[Ken]] each have three, as a result of them being the only characters with proximity-based neutral attacks.
**Bayonetta's rapid jab is the only one in the series that cannot be held indefinitely. After being held for sufficiently long, even if it isn't hitting anything, the rapid jab's final hit will come out with no input from the player, and the attack will end.
**For both characters, quickly pressing the attack button instead of holding it results in a three-stage combo; however, the second and third stages can only be accessed upon a successful hit, as repeatedly tapping the button without connecting with anything will simply cause the first hit to be repeated. Both of these properties are unique to Ryu and Ken.
**Holding the button results in a different attack altogether, which cannot be special-canceled. Ryu performs his standing heavy kick from ''Street Fighter II'', which has good range and is a capable KO option, although its high hitbox means it can miss smaller opponents. Ken performs the Inazuma Kick, a two-hit axe kick which deals high damage and shield damage, but sometimes has trouble connecting both hits.
**In ''Ultimate'', holding the attack button while close to opponents results in them performing a proximity neutral attack: its animation is identical to their held [[up tilt]], but with high damage and virtually no knockback. This can be special-canceled, which grants them an accessible KO combo into their special moves at any percent.
*[[Inkling]]'s neutral infinite covers opponents in {{b|ink|status}}. If Inkling runs out of ink, it can still be used, but it will possess no hitboxes.
*If the attack button is held instead of pressed during [[Simon]] and [[Richter]]'s neutral attack, they will hold the Vampire Killer forwards in front of themselves and remain stationary. Input from the control stick, while the button is being held, will cause them to rotate their whip, loosely flinging a short section of it in the held direction. This can destroy small projectiles, and its weak knockback can be used for unusual [[gimp]]s, but its overall utility is rather limited. It is overall similar to Sheik's [[Chain]] in ''Melee'' and ''Brawl''.
*In ''[[SSB4]]'', [[Villager]]'s neutral attack functions as a two-hit [[natural combo]] with a unique function: its second hit can be canceled back into the first hit, allowing for an endless volley of repeating punches. It is also a consecutive move that uniquely repeats both hits instead of just the first one. Both of these factors may lead players to the conclusion that it is an infinite, but this is inaccurate, as it lacks a finishing hit. Its nature as a repeating and consecutive natural combo also means the time between hits can be shortened by rapidly pressing the attack button instead of holding it, which cannot be done for any true neutral infinite. In ''[[Ultimate]]'', a true infinite was added as a third stage of the natural combo, giving it a proper final hit, but its unique two-hit consecutiveness remains.
*[[Bowser Jr.]]'s neutral infinite finisher is notable for having the most knockback of any neutral attack and by far the most of any neutral infinite, able to KO at around 120% near the ledge. This is in addition to having a large [[disjoint]], making it a relatively safe, reliable KO move.
**In ''Ultimate'', [[Bayonetta]]'s neutral infinite finisher is similarly one of the strongest in the game as of Update 12.0.0, giving it potent KO potential near the ledge. This is hampered by it being one of the slowest neutral attacks in the game at frame 9, although it is still Bayonetta's fastest grounded KO option.
*[[Kazuya]] has one of the most unique neutral attacks in the series, with two variations depending if the third button press is delayed or not. If the button press is delayed, Kazuya performs the Flash Punch Combo, which functions as a standard three hits jab, but deals significantly more damage (15% base) and knockback than other moves of this kind. Otherwise, if the third press is not delayed, Kazuya transitions to the 10-Hit Combo, an unique series of 10 attacks that moves Kazuya forward. If all hits connect, the combo deals an impressive 38% base damage, and the last hit is [[unblockable]]. However, because of its high [[SDI]] multiplier, it's very difficult to connect the entire 10-Hit Combo without the opponent falling out. As such, Kazuya players usually prefer to use the Flash Punch Combo, while the 10-Hit Combo is used mostly as a mixup to push opponents off the edge and interrupting it early to capitalize on sloppy escape options.


==Gallery==
==Gallery==
<gallery>
<gallery>
Mario AAA Combo SSBM.gif|{{SSBM|Mario}}'s standard neutral combo in ''[[Melee]].''
Neutral attack Brawl.png|The first hit of {{SSBB|Mario}}'s neutral attack in ''Brawl''.
Neutral attack Brawl.png|The first hit of {{SSBB|Mario}}'s neutral attack in ''Brawl''.
Wolf_jab.gif|{{SSBB|Wolf}}'s three hit neutral attack in ''Brawl''.
BowserJrTargetBlast3DS.jpg|{{SSB4|Bowser Jr.}}'s neutral attack in {{for3ds}}.
BowserJrTargetBlast3DS.jpg|{{SSB4|Bowser Jr.}}'s neutral attack in {{for3ds}}.
</gallery>
</gallery>
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[[Category:Neutral attacks|*]]
[[Category:Neutral attacks|*]]
[[Category:Ground attacks]]
[[Category:Ground attacks]]
[[es:Ataque normal]]

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