Neutral attack: Difference between revisions

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**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 infinite 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]].
**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 infinite 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]].
**Bayonetta's neutral infinite is the only one in the series that cannot be held indefinitely. After being held for sufficiently long, even if it is not hitting anything, the final hit will come out with no input from the player, and the attack will end.
**Bayonetta's neutral infinite is the only one in the series that cannot be held indefinitely. After being held for sufficiently long, even if it is not hitting anything, the final hit will come out with no input from the player, and the attack will end.
*[[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.
*[[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.


==Gallery==
==Gallery==
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