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(→Notable neutral attacks: Surprised this isn't here.) |
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[[File:Brawl Meta Knight Jab.gif|thumb||250px|{{SSBB|Meta Knight}}'s infinite in ''Brawl''.]] | [[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]]. | *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. [[ | *[[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". | *[[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. | *[[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. | ||
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*[[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''. | ||
* | *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. | *[[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. | *[[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. | ||
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