Editing Neutral attack
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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 '''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. | ||
The neutral infinite ends once the attack button is released. Prior to ''[[Smash 4]]'', this causes the character to simply stop attacking | The neutral infinite ends once the attack button is released. Prior to ''[[Smash 4]]'', this causes the character to simply stop attacking – 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. | ||
Characters like [[Kirby]], [[Fox]], | Characters like [[Kirby]], [[Fox]], [[Sheik]] and [[Bowser Jr.]] 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. | ||
===Choosables=== | ===Choosables=== | ||
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|[[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 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. | ||
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|[[Bowser]]||2||Standard||{{n|16}}|| | |[[Bowser]]||2||Standard||{{n|16}}|| Throws an open hand strike the opponent and then follows up with a punch. | ||
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|[[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||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. | ||
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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. | ||
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|[[Diddy Kong]]|| | |[[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. | ||
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|[[Donkey Kong]]||2||Standard||{{n|16}}||Punches forwards, then uppercuts. | |[[Donkey Kong]]||2||Standard||{{n|16}}||Punches forwards, then uppercuts. | ||
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*[[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. | *[[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. | ||
*[[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. | *[[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. | ||
*[[Ike]]'s neutral attack in ''Brawl'' is notable | *[[Ike]]'s neutral attack in ''Brawl'' is notable for being used for combos by only using the first and second part via crouch-cancelling the third. This allows for easy damage multipliers and combos. The attack also has a powerful knockback at high percent which will KO characters around 170%. | ||
*[[Mega Man]]'s neutral attack | *[[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. | ||
*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—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. | *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—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. | ||
*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. | *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. | ||
*[[Ryu]] has two different attacks which can be achieved through a neutral attack input; in ''Ultimate'', he and his | *[[Ryu]] has two different attacks which can be achieved through a neutral attack 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 combo. However, the second and third stages 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 neutral attacks 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. | ||
*[[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. | *[[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''. | *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''. |