Editing Neutral attack

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:''"AAA" redirects here. For the Japanese smasher, see [[Smasher:AAA]].''
[[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]].


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.
[[File:Kirby Jab Wii U SSB4.png|thumb|right|250px|{{SSB4|Kirby}}'s neutral attack in ''[[Super Smash Bros. 4]]''.]]
[[File:Smash 4 - Fox's finishing jab.jpeg|thumb|right|250px|{{SSB4|Fox}}'s jab transitioning into its new "finishing move".]]


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.
A '''neutral attack''', (officially '''standard attack''', also known as a '''jab''', '''neutral A''', '''neutral combo''' or '''AAA'''), is an [[attack]] performed by pressing the attack button, the [[A button]] by default, while one's [[character]] is standing, and the [[control stick]] or [[Wiimote]] [[directional pad]] is in a neutral position. A neutral attack can also be performed by [[crouching]] and tilting the [[Control Stick]] diagonally downwards in the opposite direction the character is facing, as well as by pressing the [[grab]] button right after returning to the standing animation after crouching.  Jabs are typically fast, short-ranged, weak hits that are useful for starting [[combo]]s, or breaking opponents' shields. Many jabs, such as [[Mario]]'s, form natural "neutral" combos of two or three hits, the final hit usually inflicting the most [[damage]] and [[knockback]], while others, such as [[Fox]]'s, initiate rapid, continuous, multi-hit attacks that opponents must often [[DI]] out of. As of [[Super Smash Bros. 4]], consective jabs "always transition into a finishing move".


==Types of neutral attacks==
The speed at which each hit in the sequence of a neutral combo is executed can be controlled through the timing of a player's button taps. In ''[[Super Smash Bros|Melee]]'' and ''[[Super Smash Bros. Brawl|Brawl]]'', neutral combos may be [[Jab cancel|interrupted]] by [[crouch]]ing or [[shield]]ing, in order to restart them, or to perform other moves quickly after canceling them.
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:


===Standard===
Skilled players generally avoid using neutral attacks, because despite their intended use, they usually have high ending lag. The hits can also be [[smash DI]]'ed out of, have poor range, and most are inferior to other ground attacks a character may have, such as [[forward tilt]]s and [[down tilt]]s. Rapid jabs in particular have very high ending lag, can be easily [[punish]]ed, and cannot be ended easily, because tapping the attack button to perform something else only extends the time the rapid jab is held. A notable exception to this is {{SSBB|Ike}}, whose neutral attack and jab combos are one of his most powerful assets.
[[File:Wolf_jab.gif|thumb|250px|{{SSBB|Wolf}}'s standard neutral combo in ''[[Brawl]].'']]


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.
==In ''[[Super Smash Bros.]]''==
In the original ''Super Smash Bros'', standard attacks consisting of consecutive hits, which form neutral combos, are executed by tapping A the appropriate number of times. Characters who possess a rapid jab are able to repeat it steadily and indefinitely if a player repeatedly taps A once the rapid jab is initiated.


===Infinite===
{|class="wikitable sortable"
[[File:Smash 4 - Fox's finishing jab.jpeg|thumb|250px|The final hit of {{SSB4|Fox}}'s neutral infinite in ''[[Smash 4]].'']]
!width="150"|Character
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.
!align="center"|Neutral combo
 
!align="center"|Rapid jab
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]].
!align="center"|Description
 
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.
 
===Choosables===
[[File:GentlemanSSB4.jpg |thumb|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.
 
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.
 
==List of neutral attacks==
Consecutiveness only applies from ''Brawl'' onward, as the feature did not exist in previous games.
 
{| class="wikitable sortable"
|-
|-
! Character !! Stages !! Last stage !! Cons. !! Description
|{{SSB|Captain Falcon}}
|align="center"|3 hits
|align="center"|launches after 3rd hit
|align="center"|Does a fast hit 2%-3%, and then another fast hit for 3%-4%, and then the "[[Gentleman]]" hit (2%-4%). It then leads to a series of punches that deal 1% damage each.
|-
|-
|[[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.
|{{SSB|Donkey Kong}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Does a fast jab (2%-4%), followed by a uppercut (2%-4%)
|-
|-
|[[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.
|{{SSB|Fox}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|Does two fast jabs (4% each), followed by a series of rapid kicks (1% each). Series is continuous if the [[A button]] is pushed rapidly.
|-
|-
|[[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.  
|{{SSB|Jigglypuff}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Does two jabs. The first hit does 3% while the second hit does 4%-7%.
|-
|-
|[[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.
|{{SSB|Kirby}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|Does two jabs similar to how Jigglypuff does them (First does 3% and second does 4%). This then follows with weak, long ranged punches that do 1% each.
|-
|-
|[[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.
|{{SSB|Link}}
|align="center"|3 hits
|align="center"|launches optionally after 2nd hit
|align="center"|Does two sword swipes (first hit does 4%-5% and second does 3%), followed by a stab that does 4%. The third hit can be replaced by a series of rapid jabs that do 1% each if he is close to his opponents.
|-
|-
|[[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.
|{{SSB|Luigi}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Does a jab (2%), a punch (2%-4%), and a kick (4%-8%). A [[natural combo]].  
|-
|-
|[[Charizard]]||3||Standard||{{n|16}}||Throws alternating swipes with its claws, then slashes its wing upwards and inwards.
|{{SSB|Mario}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Does a jab (2%), a punch (2%-4%), and a kick (4%-8%). This was directly taken from ''Super Mario 64''. Is capable of doing a [[jab grab]]
|-
|-
|[[Chrom]]||1||Standard||{{n|16}}||Slashes upwards in front of himself.
|{{SSB|Ness}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Does two punches and a side kick. First hit does 2%, second does 2%-4%, third does 4%-8%.
|-
|-
|[[Cloud]]||3||Standard||{{y|16}}||Throws two kicks, then slashes outwards with the Buster Sword.
|{{SSB|Pikachu}}
|align="center"|1 hit
|align="center"|{{n}}
|align="center"|Headbutts forward itself for 2%. Can also do a [[jab grab]].
|-
|-
|[[Corrin]]||3||Choosable||{{n|16}}||Stabs forwards with a draconic spear arm, slashes with Omega Yato, and then either strikes forwards with Omega Yato again or leans forwards and performs a rapid series of bites with an arm-mounted draconic mouth.
|{{SSB|Samus}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Does a jab for 3%, and then swings her arm cannon downwards for 7%.
|-
|-
|[[Daisy]]||2||Standard||{{n|16}}||Slaps twice.
|{{SSB|Yoshi}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Double kicks, first hit does 3% and second does 5%-8%.
|}
 
==In ''[[Super Smash Bros. Melee]]''==
 
Similarly to the original ''Smash Bros'', in ''Melee'', standard attacks that form neutral combos are executed by tapping A the appropriate number of times, and characters who possess a rapid jab are able to repeat it steadily and indefinitely if a player repeatedly taps A once the rapid jab is initiated. Many CPUs use this attack often.
 
{|class="wikitable sortable"
!width="150"|Character
!align="center"|Neutral combo
!align="center"|Rapid jab
!align="center"|Description
|-
|-
|[[Dark Pit]]||3||Choosable||{{n|16}}||Slashes twice, then either uppercuts with one of his blades or repeatedly attacks with both of them.
|{{SSBM|Bowser}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Scratches with his left claw, and then his right claw. 8%-11% damage when both hits connect. Noticeable KO potential at higher percentages.
|-
|-
|[[Dark Samus]]||2||Standard||{{n|16}}||Jabs, then clubs downwards with her Arm Cannon.
|{{SSBM|Captain Falcon}}
|align="center"|3 hits
|align="center"|launches after 3rd hit
|align="center"|Jabs twice, then knees opponent, followed by several fast jabs. First two jabs do around 2-3% each, the "gentlemen" kneeing does 8%, and each jab after does 1% each. A fast and somewhat short-ranged jab-attack, this move is good for disrupting an enemy's approach.
|-
|-
|[[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.
|{{SSBM|Dr. Mario}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Does a weak punch forward, followed by a second weak punch before a stronger kick forward. Damage in respective order: 3-4%, 2-4%, 5-6%
|-
|-
|[[Donkey Kong]]||2||Standard||{{n|16}}||Punches forwards, then uppercuts.
|{{SSBM|Donkey Kong}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|A jab then an uppercut. 4%, then 6% damage.
|-
|-
|[[Dr. Mario]]||3||Standard||{{y|16}}||Throws two punches, then a straight kick.
|{{SSBM|Falco}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|Two quick jabs, both doing 4% damage each, which can easily jab cancel into each other, and then a series of fast kicks. Each kick does 1% damage. His second jab makes him move forward slightly.
|-
|-
|[[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.
|{{SSBM|Fox}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|Jabs forwards with his paw, followed by a short series of fast kicks. A versatile jab that can combo into several other attacks, including up smash (similar to in ''Smash 64''). Very useful against shields, to jab reset, and into shine cancels. More useful against lightweights than heavyweights (such as Jigglypuff). The second jabs makes Fox move forward a bit. 2-4% damage on the first jab, 4% damage on the second jab, and 1% damage on the kicks.  
|-
|-
|[[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}}.
|{{SSBM|Ganondorf}}
|align="center"|1 hit
|align="center"|{{n}}
|align="center"|A quick jab that will do 7% damage. Has actual KO potential at higher %s. Since he jabs directly in front of him, some smaller characters can easily duck under it. Ganondorf's fastest attack, it is often use in combos with his other attacks, especially his down aerial.
|-
|-
|[[Fox]]||3||Infinite||{{y|16}}||Throws two punches, then a series of kicks with incredible speed.
|{{SSBM|Ice Climbers}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Two hammer swings in front. 1-2% first hit (usually adds up to 3%), then both Climbers do 4% on the next hit, for a total of 11% damage.
|-
|-
|[[Ganondorf]]||1||Standard||{{n|16}}||Strikes straight forwards with his hand.
|{{SSBM|Jigglypuff}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Two fast jabs. The first hit does 2-3%, the second does 3-5%. The first hit, though low in range, has good enough hitstun to be jab cancelled into a grab, into a tilt, or into itself. The second hit is good for spacing.
|-
|-
|[[Greninja]]||3||Choosable||{{n|16}}||Performs two alternating palm strikes, then either explodes a burst of water from both of its palms or performs a rapid series of watery slashes.
|{{SSBM|Kirby}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|Jabs forwards with his hand, followed by a short series of fast punches. Each punch does around 1%-2%.
|-
|-
|[[Hero]]||3||Standard||{{n|16}}||Swings his sword straight upward, then straight downward, and then inward.
|{{SSBM|Link}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|His combo from ''Smash 64''. It can consist of two types of attacks; one is done by tapping A three times, which makes Link do two slashes and one stab, while tapping A constantly makes him follow this with a flurry of even faster sword stabs. First hit does 4-5%, second 2-3%, then 6%, followed by 1% per strike.
|-
|-
|[[Ice Climbers]]||2||Standard||{{n|16}}||Swing their hammers outwards, then upwards and inwards.
|{{SSBM|Luigi}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|A three-hit attack consisting of two jabs followed by a hip bump. Useful as a low-damage opener. Because the third strike of the combo knocks the opponent away with a medium amount of lag, many players elect to omit the third strike of the combo. Luigi can repeat the first strike of the neutral attack by jab cancelling. The attack consists of two jabs, both doing 1-3% damage, and the last hit does 2-5%.
|-
|-
|[[Ike]]||3||Standard||{{y|16}}||Throws a jab, then a stepping-forwards kick, and then slams Ragnell downwards onto the ground.
|{{SSBM|Mario}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Does a weak punch forward, followed by a second weak punch before a stronger kick forward. This entire combo was in ''[[Super Mario 64]]''. 2-3%, 1-2%, 4-5% damage respectively.
|-
|-
|[[Incineroar]]||3||Standard||{{n|16}}||Throws a straight spearhand, then a knee jab, and then a leaning-forwards elbow bash.
|{{SSBM|Marth}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Swings upward, back and forth, with the first hit resembling his up tilt. Useful for both offensive and defensive spacing, especially when used with wavedashing, due to the move's non-commital nature with regards to movement. Due to its speed and disjoint and relative power for a jab, the move is also highly useful for edgeguarding linear reoveries. The second jab, while not as useful as the first jab, the fact that one can chain the 2 jab hits continuously can be used to cover many unorthodox recovery options (such as the shortened [[Fox Illusion]] or [[Falco Phantasm]]). The jabs deal 4% (base) or 6% (tip) each.
|-
|-
|[[Inkling]]||3||Choosable||{{y|16}}||Performs a finger jab, a roundhouse kick, and then either a side kick or a series of close-ranged Splattershot blasts.
|{{SSBM|Mewtwo}}
|align="center"|1 hit
|align="center"|launches after 1st hit
|align="center"|6%, then 2% or 1% randomly. Mewtwo reaches its arm out, blasting out a bit of shadow energy. Mewtwo will then blast out a stream of shadow energy. The blasts are somewhat awkward to combo with.
|-
|-
|[[Isabelle]]||1||Standard||{{y|16}}||Swings a toy hammer downwards for a very fast and weak single hit.
|{{SSBM|Mr. Game & Watch}}
|align="center"|1 hit
|align="center"|launches on 1st hit
|align="center"|Greenhouse - pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the button is mashed, Mr. Game & Watch will fire the insecticide quickly. Does 1-3% per 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.
|{{SSBM|Ness}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Punches forward, hooking the opponent. Deals 3%. If pressed twice more, Ness will punch forward, then kick. 2% punch, 4% kick.
|-
|-
|[[Jigglypuff]]||2||Standard||{{y|16}}||Throws two alternating punches.
|{{SSBM|Peach}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Slaps the opponent twice, though the first hit is usually used to start combos. 1-3% first hit, 1-2% second hit.
|-
|-
|[[Joker]]||3||Standard||{{n|16}}||Slashes inwards, stabs forwards in reverse grip, and then slashes outwards.
|{{SSBM|Pichu}}
|align="center"|1 hit
|align="center"|launches on 1st hit
|align="center"|Jabs its head forward, can chain into itself. Quite fast, can infinite against some characters on walls. 1-2% per jab.
|-
|-
|[[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.
|{{SSBM|Pikachu}}
|align="center"|1 hit
|align="center"|launches on 1st hit
|align="center"|An extremely quick headbutt. Does very minimal damage (1-2%), and has a short range. This attack can be canceled into itself with two frames between possible inputs, so it can be mashed for a quick series of headbutts.
|-
|-
|[[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.
|{{SSBM|Roy}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Similar to Marth's, he slashes in front of him. Roy, however, only slashes once, and at a slower rate than Marth. 5-6%.
|-
|-
|[[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.
|{{SSBM|Samus}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|A jab followed by her bringing her cannon-arm down in an axe-like way. Jab does 2-3% damage, next hit does 7% damage.
|-
|-
|[[King K. Rool]]||3||Standard||{{y|16}}||Strikes forwards with his palm, slashes inwards with his claws, then kicks straight forwards.
|{{SSBM|Sheik}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|Two swipes that do 3-4%, followed by a fast series of punches doing 1% each.
|-
|-
|[[Kirby]]||3||Infinite||{{y|16}}||Jabs twice, then throws a very fast series of punches.
|{{SSBM|Yoshi}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|A very fast short-ranged kick that will do 2-3% damage, followed by a more powerful kick that does 4-6% damage.
|-
|-
|[[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.
|{{SSBM|Young Link}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|Same as Link's; two slashes and a stab, followed by a barrage of stabs. In respective order of damage: 2-3%, 2%, 4-5%, and 1% per consecutive hit.
|-
|-
|[[Little Mac]]||3||Choosable||{{y|16}}||Throws a jab, then a hook, and then either a leaning uppercut or a barrage of high-speed punches.
|{{SSBM|Zelda}}
|align="center"|1 hit
|align="center"|{{n}}
|align="center"|Zaps magic quickly from her palm, in a similar fashion to Ganondorf's neutral attack. Has transcendent priority. The three hits add up to 5% damage.
|}
 
==In ''[[Super Smash Bros. Brawl]]''==
In ''Brawl'', holding the A button has several uses when performing neutral attacks. Standard attacks consisting of consecutive hits that form neutral combos may be executed either by tapping A the appropriate number of times, or by holding A when one of the attacks connects with an opponent. Characters who possess a rapid jab are able to repeat it steadily and indefinitely if a player holds A once the rapid jab is initiated, however, tapping A repeatedly also works. Additionally, if A is held without attacking an opponent, some characters are able to repeat the first hit of their jab continuously until it does connect, after which their neutral combo will follow, a technique called consecutive jabbing. It should be noted that different characters' consecutive jabs repeat at different paces, with {{SSBB|Fox}} and {{SSBB|Snake}} possessing very fast consecutive jabs, and {{SSBB|Ike}} and {{SSBB|Sonic}} very slow ones. <ref>http://www.smashbros.com/wii/en_us/howto/technique/technique02.html</ref>
 
{|class="wikitable sortable"
!width="150"|Character
!align="center"|Consecutive jab
!align="center"|Neutral combo
!align="center"|Rapid jab
!align="center"|Description
|-
|-
|[[Lucario]]||3||Standard||{{n|16}}||Performs a downwards paw swing, a forward palm thrust, and then a high kick.
|{{SSBB|Bowser}}
|align="center"|{{n}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Delivers two swipes with his claws. Relatively safe move, as the arm Bowser is swiping with is intangible while the hitboxes are out. 5%, then 5%.
|-
|-
|[[Lucas]]||3||Standard||{{y|16}}||Throws a quick combo of three kicks.
|{{SSBB|Captain Falcon}}
|align="center"|{{y}}
|align="center"|3 hits
|align="center"|launches after 3rd hit
|align="center"|Punches twice, followed by a knee, then a series of rapid punches. A good jab canceling move, the first hits can lead into a grab. Extremely fast, this is Captain Falcon's fastest attack, start-up lag wise, though it deals poor [[shield stun]]. 4%, 4%, 5%, and 1%.
|-
|-
|[[Lucina]]||2||Standard||{{n|16}}||Performs a pair of upwards swings with Parallel Falchion.
|{{SSBB|Charizard}}
|align="center"|{{n}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|A right hand slash, a left hand slash, and a slash with the right wing. 3%, 4%, and 6%.
|-
|-
|[[Luigi]]||3||Standard||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}||{{GameIcon|SSB}} Throws two punches, then a straight kick.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Throws two punches, then performs a jumping hip check.
|{{SSBB|Diddy Kong}}
|align="center"|{{n}}
|align="center"|3 hits
|align="center"|launches after 3rd hit
|align="center"|Slaps twice, turns around and kicks with his foot, and flicks his tail rapidly. 3%, 2%, and 2%, and the tail attack delivers 2% normally and 1% at the tip.
|-
|-
|[[Mario]]||3||Standard||{{y|16}}||Throws two punches, then a straight kick.
|{{SSBB|Donkey Kong}}
|align="center"|{{n}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Delivers a cross punch, then an uppercut. Certain hitboxes can jab lock. 4% and 6%.
|-
|-
|[[Marth]]||2||Standard||{{n|16}}||Performs a pair of upwards swings with Falchion.
|{{SSBB|Falco}}
|align="center"|{{n}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|Delivers two arm slashes, then spins around rapidly with his arms extended. 4%, 2%, and 1%.
|-
|-
|[[Mega Man]]||3||Standard||{{n|16}}||Fires the Mega Buster straight ahead up to three times in a row.
|{{SSBB|Fox}}
|align="center"|{{y}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|Left jab, right hook, then a flurry of kicks, or the Rapid Kick. However, the jab combo doesn't link very well unlike Falco's combo. 2%, 2%, then 1-2% per kick.
|-
|-
|[[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.
|{{SSBB|Ganondorf}}
|align="center"|{{n}}
|align="center"|1 hit
|align="center"|{{n}}
|align="center"|Quick palm strike. Moderate knockback, deals more damage if the tip of the attack connects. Very slow for a jab, but it is Ganondorf's quickest ground attack. This attack is good to use out of a perfect shield. Does 7%, 9% if tipped and 5% if hit from very close.
|-
|-
|[[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.
|{{SSBB|Ice Climbers}}
|align="center"|{{n}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Swing their hammers in front of themselves. Leader, first hit 3%, second hit 4%. Partner, 2% both hits. Total, 2%-11%.
|-
|-
|[[Mii Brawler]]||3||Infinite||{{y|16}}||Throws two jabs, then a barrage of quick punches ending in a swift back kick.
|{{SSBB|Ike}}
|align="center"|{{y}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Punches with his left hand, then moves into a step-forward kick, then an overhead swing of his sword. This move notably makes Ike the only sword fighter to use a fist in one of his moves. The move can be jab canceled into itself to rack up damage, or a move such as an up tilt. Does 16% total but usually deals about 20% or even 25% when jab canceled.
|-
|-
|[[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.
|{{SSBB|Ivysaur}}
|align="center"|{{n}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|Whips a vine, then another, then extends the range for repeated vine slaps. Normally, 3% first hit, 2% second hit, then 2% alternating with 1% for each hit. Tired, 2% first hit, 1% second hit, then 1% for each hit.
|-
|-
|[[Mii Swordfighter]]||3||Standard||{{n|16}}||Slashes inwards, outwards, and then upwards.
|{{SSBB|Jigglypuff}}
|align="center"|{{y}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Two very quick, yet extremely short ranged slaps. Both slaps do 3% damage.
|-
|-
|[[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.
|{{SSBB|King Dedede}}
|align="center"|{{n}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|A three-part attack: first is a horizontal swipe, then a vertical swipe, and finally a repeating, indefinite hammer spin in the fashion of a drill. Can deal a large amount of damage, but the spinning part is easily DI'd out of. If the "Attack" button is held during the spinning part, the spin can be held indefinitely. Though its reach is good for a jab, it is arguably one of the worst jabs in the game as it has slow start-up (it is the neutral attack with the slowest startup), as well as being rather slow to the second and third hit. Does 6% for the first hit, 5% for the second hit, and 1% to 2% for each hit in the "drill" portion.
|-
|-
|[[Mr. Game & Watch]]||2||Infinite||{{n|16}}||Pumps insecticide forwards, then begins to pump it much more rapidly.
|{{SSBB|Kirby}}
|align="center"|{{y}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|''Vulcan Jab'' - Two punches, followed by a rapid flurry of punches that release shock waves. Similar to Vulcan Jab from his Fighter Ability. This, like many of Kirby's other attacks are based off of copy abilities. Can rack up a lot of damage if used properly, but has high ending lag and can be punished should the opponent SDI out of it. Does (2%, 3%, 1%, 1%, 1%...).
|-
|-
|[[Mythra]]||3||Choosable||{{y|16}}||Throws a knifehand strike followed by a sword slash then either a second upwards slash or repeated magic blasts.
|{{SSBB|Link}}
|-
|align="center"|{{n}}
|[[Ness]]||3||Standard||{{y|16}}||Throws two jabs, then a side kick.
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Swipes his sword across his body, second swipe goes outwards and the third hit is a stab forward. Loosely based on Link's final blow to Ganon in ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}''. The first hit can jab lock, the second has lots of hitstun, allowing it to combo into many other moves. The first two hits can jab cancel into his grab, up special, down smash or even to itself again if the opponent doesn't SDI out of it. 4%, 3%, then 5%.
|-
|-
|[[Olimar]]||2||Standard||{{n|16}}||{{GameIcon|SSBB}} Performs a pair of headbutts.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Throws two leaning punches.
|{{SSBB|Lucario}}
|align="center"|{{n}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Waves its hand forward, does a palm thrust, and then kicks high. Each hit has blue aura accompanying it and moves Lucario a fair bit forward. The first hit can combine with other attacks well, especially grabs. By using the first strike, Lucario can initiate a Force Palm grab, standard grab or tilt to start a combo. Initial damage: First hit does 3%, second hit is 2% and the third hit is 5%. At its maximum potential this combo delivers moderate to high knockback.
|-
|-
|[[Pac-Man]]||3||Standard||{{y|16}}||Throws two jabs, then performs a backflipping kick.
|{{SSBB|Lucas}}
|align="center"|{{y}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Kicks with his right leg twice, then does a spinkick with his left. Very fast, as the hitbox comes out on the second frame. Three hits doing 3%, 3%, then 4% for a max of 10%. All hits have surprising disjointed reach.
|-
|-
|[[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.
|{{SSBB|Luigi}}
|align="center"|{{n}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Punches twice with opposing hands and then turns, thrusting his buttocks out. The first hit is extremely quick. Can jab lock by jab canceling and can also be followed up by a Fire Jump Punch. 3%, 2%, 5%.
|-
|-
|[[Peach]]||2||Standard||{{n|16}}||Slaps twice.
|{{SSBB|Mario}}
|align="center"|{{y}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Jabs with his right, then his left, and then kicks with his right foot. All are from ''Super Mario 64''. Beneficial in making combos. First hit can jab lock, second can jab cancel into a forward tilt or down smash. 3%, 2%, 4%.
|-
|-
|[[Pichu]]||1||Standard||{{y|16}}||Performs a very fast and weak headbutt.
|{{SSBB|Marth}}
|align="center"|{{n}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Swings upward, back and forth. Can be chained continuously. First two can be chained more quickly if well timed. Can jab lock. The first hit has a similar animation to his up tilt, but visually, it has less range. 4% base, 6% tip.
|-
|-
|[[Pikachu]]||1||Standard||{{y|16}}||Performs a very fast and weak headbutt.
|{{SSBB|Meta Knight}}*
|align="center"|{{n}}
|align="center"|{{n}}
|align="center"|launches immediately
|align="center"|When held, Meta Knight yells and executes a lightning-fast series of slashes that can also hit enemies behind him. Can set-up a d-smash if [[buffer]]ed correctly. 10% maximum.
|-
|-
|[[Piranha Plant]]||3||Choosable||{{y|16}}||Throws a leaf jab, then a cross, and then either headbutts straight forwards or performs a furious storm of bites.
|{{SSBB|Mr. Game & Watch}}
|align="center"|{{n}}
|align="center"|1 hit
|align="center"|launches after 2nd hit
|align="center"|Greenhouse: Mr. Game & Watch rapidly presses an insecticide pump. Good spamming move and hard to get out of. Low ending lag, this can lead into a grab or tilt. 3% for the first hit, 1% for each subsequent hit.
|-
|-
|[[Pit]]||3||Choosable||{{n|16}}||Slashes twice, then either uppercuts with one of his blades or repeatedly attacks with both of them.
|{{SSBB|Ness}}
|align="center"|{{y}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Jabs twice and kicks. Can jab lock. First hit does 3%, second hit 2% and third hit inflicts 4%.
|-
|-
|[[Pyra]]||3||Choosable||{{y|16}}||Throws a knifehand strike followed by a sword slash then either a second upwards slash or repeated fiery blasts.
|{{SSBB|Olimar}}
|-
|align="center"|{{n}}
|[[R.O.B.]]||2||Standard||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}||Throws two alternating hooks.
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Headbutts twice, but hits three times. The antenna on his head deals slight damage, but not knockback. 15% damage (the last 10% is on the final hit, which connects with opponents in front of, above and behind Olimar, in that order).
|-
|-
|[[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.
|{{SSBB|Peach}}
|align="center"|{{n}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Peach slaps the enemy twice. Similar to a move in ''{{s|mariowiki|Super Mario RPG}}''. Excellent panic move and grab setup due to its speed (comes out in just two frames). The first slap has [[set knockback]]. Interestingly, her second slap is also her most ranged normal move. Both slaps deal 3%.
|-
|-
|[[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.
|{{SSBB|Pikachu}}
|align="center"|{{y}}
|align="center"|1 hit
|align="center"|launches on 1st hit
|align="center"|Quick headbutt. Can be held, or just pressed. It may also cause tripping and it has a disjointed, invisible hitbox like Snake's forward tilt and up tilt. Best used against an opponent when they are next to a wall to rack up very high damage. It can also damage stage elements (such as the statues in [[Castle Siege]]) rapidly to refresh Stale-move negation. Pikachu´s fastest move. 2% damage each hit.
|-
|-
|[[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.
|{{SSBB|Pit}}**
|align="center"|{{n}}
|align="center"|2 or 3 hits
|align="center"|can launch after 2nd hit
|align="center"|Slashes three times, spins the blades together back and forth, hitting repeatedly. Interestingly, Pit cannot enter his rapid fire attack by simply holding the attack button, he will only do a three hit combo. However, once he has entered the rapid fire attack, it is necessary only to continue holding the attack button to continue it. This means Pit essentially has two different combos depending if the button is tapped or held initially. 11% damage rapid attack: 1% per hit.
|-
|-
|[[Rosalina]] & [[Luma]]||3||Choosable||{{n|16}}||''Rosalina:'' Swings her wand forwards twice, then either casts a small burst of stardust from the wand or twirls it in a circle for several hits.<br/>''Luma:'' Throws a jab, then kicks, and then either performs a backflipping kick or leans forwards while rapidly spinning for several hits, ending with a headbutt.
|{{SSBB|R.O.B.}}
|align="center"|{{n}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Does a quick swing with each arm. Two hits; the first one deals 3% damage and deals slight upward knockback, with almost no KO potential. The second one also deals 3%, but has much more power and horizontal knockback. Total, 6%.
|-
|-
|[[Roy]]||1||Standard||{{n|16}}||Slashes upwards in front of himself.
|{{SSBB|Samus}}
|align="center"|{{n}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Punches and attacks with Arm Cannon in an arc. Good on short-hopping opponents close-up, otherwise the second hit can be easily shielded or shield grabbed. Does 3%, then 7%, with a total of 10%.
|-
|-
|[[Ryu]]||''Tapped:'' 3<br/>''Held:'' 1||Standard||{{y|16}}<ref name="kr"/>||''Tapped:'' Throws a straight jab, then a short-straight punch, and then a hook.<br/>''Held (far):'' Performs a strong, upwards-angled roundhouse kick.<br/>''Held (close):'' Throws an uppercut. <small>(only exists in {{GameIcon|SSBU}})</small>
|{{SSBB|Sheik}}
|align="center"|{{n}}
|align="center"|2 hits
|align="center"|launches after 2nd hit
|align="center"|Sweeps her right hand left then right, then repeatedly jabs with her arm straight and with her fingers sticking out. First two hits, 3%. Jabs, 2% each, 1% if hit with the tip of her fingers.
|-
|-
|[[Samus]]||2||Standard||{{n|16}}||Jabs, then clubs downwards with her Arm Cannon.
|{{SSBB|Snake}}
|align="center"|{{y}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Punch, Punch, Spinkick. A natural combo. The final kick has high knockback, and KOs at high percentages, but can be powershielded depending on the character, even if the combo is done as fast as possible. This is the attack combo from ''{{s|wikipedia|Metal Gear Solid 2}}'' and ''{{s|wikipedia|Metal Gear Solid}}'' games. First jab can also be jab canceled into a f-tilt or grab. The farther hitbox of the first jab can also jab lock, easiest to set-up after knocking an opponent shielding an up tilt or full hop neutral aerial off a platform above Snake in stages like {{SSBB|Battlefield}}. Does 14% if all three hit connect and is one of the only neutral attacks in the game capable of KOing before 150% (the other one being Ike's).
|-
|-
|[[Sephiroth]]||3||Standard||{{n|16}}||A roundhouse kick, followed by a side kick and finally a hilt thrust.
|{{SSBB|Sonic}}
|align="center"|{{y}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|A left-handed punch, then a right-handed punch, then finally a side kick with the left leg. Can jab lock the first and second punch (much like Snake's neutral attack). No lag, but extremely poor range. Does 7% damage total.
|-
|-
|[[Sheik]]||3||Infinite||{{n|16}}||Throws two knifehands, then a series of spearhand thrusts.
|{{SSBB|Squirtle}}
|align="center"|{{y}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Punches once, then jumps forward and slaps with the tail, then flips forward and hits with the tail again. A one frame jab. The second hit can trip opponents sometimes, or simply lead into a grab. Does 3%, 2%, 4%, for a total of 9% damage.
|-
|-
|[[Shulk]]||3||Standard||{{y|16}}||Throws a jab and a side kick, then slashes upwards with the Monado.
|{{SSBB|Toon Link}}
|align="center"|{{n}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|Slashes twice then thrusts his sword forward. Fairly quick. The first and second hits have very little knockback. The third hit, though it has actual "knockback", has little KO potential. Primarily used as a way to create space against close-up opponents. Does 3%, 2%, 5%.
|-
|-
|[[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.
|{{SSBB|Wario}}
|align="center"|{{n}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Left hook, then right hook. Decent knockback. Slow for a jab, but still good. Has decent range and a slight disjoint. 1st jab can even set up a forward smash. Wario walks forward slightly when this move is used consecutively. The move is similar to his punches in his boss stage in ''{{s|mariowiki|WarioWare, Inc.: Mega Microgame$}}'' and how he holds up a {{s|mariowiki|GBA}} card in the multiplayer minigame, {{s|mariowiki|Card e-Cards}}. First hit does 6% (fist) or 5% (body), second does 6%.
|-
|-
|[[Snake]]||3||Standard||{{n|16}}||Throws two jabs and then performs a spinning roundhouse kick.
|{{SSBB|Wolf}}
|align="center"|{{y}}
|align="center"|3 hits
|align="center"|{{n}}
|align="center"|A natural combo of three hits; Wolf slashes with one arm, then the other, and bites on the third hit, delivering knockback. The first hit moves Wolf no distance and is a consecutive jab - it will repeat itself continuously if the attack button is held down. The second hit moves Wolf forward a very short distance, and the first and second hits may be jab canceled and immediately followed by a second jab, a grab or another attack. The third hit moves Wolf forward an even greater distance than the second, and has above average knockback and hitstun for a neutral attack, but cannot reliably KO. All three hits have substantially large hitboxes, and the second and third are often guaranteed if the first hit connects. The knockback delivered by the third hit is useful for pushing opponents to a safe distance without the risk of punishment, and it can catch opponents off guard if deliberately delayed. However, Wolf's jab is still susceptible to shield grabbing, and must be used with caution in the face of opponents with a dangerous grab game. Neutral combo can be followed up with fair, [[RAR]] back aerial, [[DACUS]] and f-smash at low to mid percentages, and a short hopped [[Blaster (Wolf)|Blaster]] at higher percentages. The three hits deal 3%, 2% and 4% consecutively for a total of 9%.
|-
|-
|[[Sonic]]||3||Standard||{{y|16}}||Throws two jabs, then a kick.
|{{SSBB|Yoshi}}
|align="center"|{{n}}
|align="center"|2 hits
|align="center"|{{n}}
|align="center"|Left kick, then right kick. Quick speed and decent damage (the second kick will clank with 14%-damage attacks, such as most tilts) make it a solid "panic" move. 3% then 6%.
|-
|-
|[[Sora]]||3||Standard||{{y|16}}||A 3 hit combo consisting of a downward swing, a forward jab, and a rightward 360° swing.
|{{SSBB|Zelda}}
|align="center"|{{n}}
|align="center"|1 hit
|align="center"|{{n}}
|align="center"|Extends one arm. A circular magical spark appears at the end of it, hitting up to three times. Disjointed with decent range. Hits 1-2 deal 2%, third hit deals 2%.
|-
|-
|[[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.
|{{SSBB|Zero Suit Samus}}
|-
|align="center"|{{y}}
|[[Steve]]||1||Standard||{{y|16}}||A forward swipe of a sword.
|align="center"|3 hits
|-
|align="center"|{{n}}
|[[Terry]]||3||Standard||{{y|16}}||A high jab, followed by a hit to the body, and ending with a high kick launcher.
|align="center"|Palm strike, pistol whip, hip thrust. One of the fastest moves in the game. The third hit is easily powershield, although the jab is inescapable in aerial opponents. Hits for 2%, 2%, 3%, respectively, for a total of 7% damage.
|-
|[[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.
|-
|[[Wario]]||2||Standard||{{n|16}}||Throws a pair of alternating hooks.
|-
|[[Wii Fit Trainer]]||3||Standard||{{y|16}}||Throws a forwards spearhand while simultaneously striking backwards with a back kick, then performs a knee thrust, and finally lunges forwards with a stomp that can [[bury]].
|-
|[[Wolf]]||3||Standard||{{y|16}}||Performs two claw slashes, then leans forwards for a final blow.
|-
|[[Yoshi]]||2||Standard||{{n|16}}||Throws two simple kicks.
|-
|[[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.
|-
|[[Zero Suit Samus]]||3||Standard||{{y|16}}||Throws a jab, strikes inwards with the Paralyzer, and then thrusts her elbow forwards.
|}
|}


<references/>
<nowiki>*</nowiki>Meta Knight's neutral attack is unique, as it is the only jab that functions as a rapid attack, but cannot function as a single hit attack. When A is pressed, a rapid attack is immediately launched and may be continued indefinitely. However, even if A is not held, Meta Knight will slash several times before the move ends.


==Notable neutral attacks==
<nowiki>**</nowiki>Pit's neutral attack can function as either a three hit combo, or a two hit combo that launches into a rapid attack, depending on the player's input. If A is held during the second hit, Pit performs the three hit combo, but if A is pressed three times, the rapid attack initiates and continues for as long as A is held afterwards. Pit is the only character who possesses two different types of jabs.
[[File:Brawl Meta Knight Jab.gif|thumb||250px|{{SSBB|Meta Knight}}'s infinite in ''Brawl''.]]
*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]].
*[[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.
*[[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.
**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.
**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.
*[[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".
*[[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.
*[[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.
*[[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.
*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.
*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 Echo Fighter [[Ken]] each have three, as a result of them being the only characters with proximity-based neutral attacks.
**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]].''
File:Mario AAA Combo SSBM.gif|An animation of {{SSBM|Mario}}'s neutral attack in ''Melee''
Neutral attack Brawl.png|The first hit of {{SSBB|Mario}}'s neutral attack in ''Brawl''.
Image:Neutral A.jpg|The first hit of [[Mario (SSBB)|Mario]]'s neutral attack in ''Brawl''.
BowserJrTargetBlast3DS.jpg|{{SSB4|Bowser Jr.}}'s neutral attack in {{for3ds}}.
File:Wolf_jab.gif|Wolf's three hit neutral attack in ''Brawl''.
</gallery>
</gallery>


Line 254: Line 480:
*[[Jab cancel]]
*[[Jab cancel]]
*[[Lock#Jab_Lock|Jab lock]]
*[[Lock#Jab_Lock|Jab lock]]
==References==
{{Reflist}}


{{Attacks}}
{{Attacks}}
[[Category:Game controls]]
 
[[Category:Neutral attacks|*]]
[[Category:Game Controls]]
[[Category:Ground attacks]]
[[es:Ataque normal]]

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