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Neutral attack: Difference between revisions

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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
:''"AAA" redirects here. For the Japanese smasher, see [[Smasher:AAA]].''
:''"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]].


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


===Infinite===
===Infinite===
[[File:Smash 4 - Fox's finishing jab.jpeg|thumb|right|250px|The final hit of {{SSB4|Fox}}'s neutral infinite in ''[[Smash 4]].'']]
[[File:Smash 4 - Fox's finishing jab.jpeg|thumb|250px|The final hit of {{SSB4|Fox}}'s neutral infinite 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 '''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 – 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.
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]].


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.
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===
===Choosables===
[[File:GentlemanSSB4.jpg |thumb|right|250px|{{SSB4|Captain Falcon}}'s [[Gentleman]] in ''Smash 4''.]]
[[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.
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.
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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.
|-
|-
|[[Bowser]]||2||Standard||{{n|16}}|| Throws an open hand strike the opponent and then follows up with a punch.
|[[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 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.
|-
|-
|[[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.
|[[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.
|-
|-
|[[Donkey Kong]]||2||Standard||{{n|16}}||Punches forwards, then uppercuts.
|[[Donkey Kong]]||2||Standard||{{n|16}}||Punches forwards, then uppercuts.
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==Notable neutral attacks==
==Notable neutral attacks==
*[[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. [[Villager]]'s neutral attack in ''[[SSB4]]'' also had a similar effect, over two hits instead of one, but it was changed to a true neutral infinite in Ultimate.
[[File:Brawl Meta Knight Jab.gif|thumb||250px|{{SSBB|Meta Knight}}'s infinite in ''Brawl''.]]
*[[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.
*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.
*[[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 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%.
*[[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 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.
*[[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 only two neutral attacks to do so alongside Meta Knight's in ''Brawl''. 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&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 one or both of these tomes is broken, the relevant neutral attack part will have no hitbox until it 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 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.
*[[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.
*[[Inkling]]'s neutral infinite covers opponents in [[ink (status)|ink]]. If Inkling runs out of ink, it can still be used, but it will possess no hitboxes.
**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''.
*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''.
*Particularly in ''[[SSB4]]'', [[Villager]]'s neutral attack 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 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.
*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.
*In all games, there is only one character with a four-stage neutral attack: [[Captain Falcon]] prior to ''SSB4'', and [[Bayonetta]] from ''SSB4'' onwards. Both are unique in other ways, as well.
**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.
*[[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.
*[[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.
*[[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 usually prefers 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.
**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>

Latest revision as of 23:01, August 10, 2024

"AAA" redirects here. For the Japanese smasher, see Smasher:AAA.
Roy's neutral attack in Super Smash Bros. for Wii U.

A neutral attack (弱攻撃), often referred to as a jab (and officially standard attack or weak attack 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 punishes or escaping pressure.

Almost all neutral attacks in the series are natural combos: 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.

Types of neutral attacks[edit]

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[edit]

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.

Infinite[edit]

The final hit of Fox's neutral infinite 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 multipliers (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, 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.

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[edit]

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[edit]

Consecutiveness only applies from Brawl onward, as the feature did not exist in previous games.

Character Stages Last stage Cons. Description
Banjo & Kazooie 3 Choosable No 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 No 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.
Bowser 2 Standard No Super Smash Bros. MeleeSuper Smash Bros. Brawl Performs a left-handed claw swipe, followed by a second one with his right hand.
Super Smash Bros. 4 Throws a left punch, followed by a right.
Super Smash Bros. Ultimate Throws an open hand palm strike at the opponent and then follows up with a punch.
Bowser Jr. 3 Infinite Yes 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.
Byleth 3 Choosable Yes 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 Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. Brawl 4
Super Smash Bros. 4Super Smash Bros. Ultimate 3
Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. Brawl Infinite
Super Smash Bros. 4Super Smash Bros. Ultimate Choosable
Yes Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. Brawl Jabs twice, strikes with his knee, and then performs a series of one-handed jabs.
Super Smash Bros. 4Super Smash Bros. Ultimate Jabs twice, then either strikes with his knee or performs a series of one-handed jabs ending in an uppercut.
Charizard 3 Standard No Throws alternating swipes with its claws, then slashes its wing upwards and inwards.
Chrom 1 Standard No Slashes upwards in front of himself.
Cloud 3 Standard Yes Throws two kicks, then slashes outwards with the Buster Sword.
Corrin 3 Choosable No 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.
Daisy 2 Standard No Slaps twice.
Dark Pit 3 Choosable No Slashes twice, then either uppercuts with one of his blades or repeatedly attacks with both of them.
Dark Samus 2 Standard No Jabs, then clubs downwards with her Arm Cannon.
Diddy Kong Super Smash Bros. Brawl4
Super Smash Bros. 4Super Smash Bros. Ultimate3
Super Smash Bros. 4 Choosable
Super Smash Bros. BrawlSuper Smash Bros. Ultimate Standard
Super Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Super Smash Bros. BrawlSlaps twice, kicks forward and rapidly flicks his tail around in front of himself.
Super Smash Bros. 4 Slaps twice, then either kicks forward or rapidly flicks his tail around in front of himself.
Super Smash Bros. Ultimate Slaps twice, then throws a side kick.
Donkey Kong 2 Standard No Punches forwards, then uppercuts.
Dr. Mario 3 Standard Yes Throws two punches, then a straight kick.
Duck Hunt 3 Choosable No 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 No Super Smash Bros. Melee Throws two punches, then a series of kicks with incredible speed.
Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate 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 Super Smash Bros. 4/heel kick Super Smash Bros. Ultimate.
Fox 3 Infinite Yes Throws two punches, then a series of kicks with incredible speed.
Ganondorf 1 Standard No Strikes straight forwards with his hand.
Greninja 3 Choosable No 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.
Hero 3 Standard No Swings his sword straight upward, then straight downward, and then inward.
Ice Climbers 2 Standard No Swing their hammers outwards, then upwards and inwards.
Ike 3 Standard Yes Throws a jab, then a stepping-forwards kick, and then slams Ragnell downwards onto the ground.
Incineroar 3 Standard No Throws a straight spearhand, then a knee jab, and then a leaning-forwards elbow bash.
Inkling 3 Choosable Yes Performs a finger jab, a roundhouse kick, and then either a side kick or a series of close-ranged Splattershot blasts.
Isabelle 1 Standard Yes Swings a toy hammer downwards for a very fast and weak single hit.
Ivysaur 3 Infinite Super Smash Bros. Brawl No
Super Smash Bros. Ultimate Yes[1]
Whips forwards with one vine, then another, and then performs a rapid storm of vine slaps forwards.
Jigglypuff 2 Standard Yes Throws two alternating punches.
Joker 3 Standard No Slashes inwards, stabs forwards in reverse grip, and then slashes outwards.
Kazuya Flash Punch Combo: 3
10-Hit Combo: 10
Unique No Flash Punch Combo: Throws two punches, then a straight punch.
10-Hit Combo: Does a 10 hit combo, comboing with a series of punches and kicks, finishing with a bursting uppercut.
Ken Tapped: 3
Held: 1
Standard Yes[2] Tapped: Throws a straight jab, then a short-straight punch, and then a hook.
Held (far): Swings his leg upwards and then brings it back down for a swift axe kick.
Held (close): Throws an uppercut.
King Dedede 3 Infinite No 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 Yes Strikes forwards with his palm, slashes inwards with his claws, then kicks straight forwards.
Kirby 3 Infinite Yes Jabs twice, then throws a very fast series of punches.
Link 3 Super Smash Bros.Super Smash Bros. Melee Choosable
Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Standard
No Super Smash Bros.Super Smash Bros. Melee Slashes twice with the Master Sword, then either stabs forwards a single time or performs a very fast series of forwards stabs.
Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Slashes twice with the Master Sword, then leans into a final forwards strike.
Little Mac 3 Choosable Yes Throws a jab, then a hook, and then either a leaning uppercut or a barrage of high-speed punches.
Lucario 3 Standard No Performs a downwards paw swing, a forward palm thrust, and then a high kick.
Lucas 3 Standard Yes Throws a quick combo of three kicks.
Lucina 2 Standard No Performs a pair of upwards swings with Parallel Falchion.
Luigi 3 Standard Super Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Super Smash Bros. Throws two punches, then a straight kick.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Throws two punches, then performs a jumping hip check.
Mario 3 Standard Yes Throws two punches, then a straight kick.
Marth 2 Standard No Performs a pair of upwards swings with Falchion.
Mega Man 3 Standard No Fires the Mega Buster straight ahead up to three times in a row.
Meta Knight 1 Infinite No Super Smash Bros. Brawl Unleashes a storm of slashes to cover his entire body.
Super Smash Bros. 4Super Smash Bros. Ultimate Performs several very fast slashes in front of himself before ending with a backflipping slash.
Mewtwo 2 Infinite No 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 Yes Throws two jabs, then a barrage of quick punches ending in a swift back kick.
Mii Gunner 3 Standard Super Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Super Smash Bros. 4 Performs a pair of bludgeons with the arm cannon, then thrusts it straight forwards accompanied by a near-immediate flame blast.
Super Smash Bros. Ultimate Throws a jab, then a side kick, and then thrusts the arm cannon straight forwards accompanied by a near-immediate flame blast.
Mii Swordfighter 3 Standard No Slashes inwards, outwards, and then upwards.
Min Min 3 Choosable No Kicks forwards, then does a leg sweep, then a series of kicks with incredible speed, finishing off with a straight kick.
Similar to Ryu and Ken, if the button is held rather than tapped, Min Min does a forward tilt instead of a neutral attack.
Mr. Game & Watch 2 Infinite No Pumps insecticide forwards, then begins to pump it much more rapidly.
Mythra 3 Choosable Yes Throws a knifehand strike followed by a sword slash then either a second upwards slash or repeated magic blasts.
Ness 3 Standard Yes Throws two jabs, then a side kick.
Olimar 2 Standard No Super Smash Bros. Brawl Performs a pair of headbutts.
Super Smash Bros. 4Super Smash Bros. Ultimate Throws two leaning punches.
Pac-Man 3 Standard Yes Throws two jabs, then performs a backflipping kick.
Palutena 2 Infinite No Thrusts her staff forwards at hip level, then keeps it there while releasing a rapidly-hitting blast of light from it.
Peach 2 Standard No Slaps twice.
Pichu 1 Standard Yes Performs a very fast and weak headbutt.
Pikachu 1 Standard Yes Performs a very fast and weak headbutt.
Piranha Plant 3 Choosable Yes Throws a leaf jab, then a cross, and then either headbutts straight forwards or performs a furious storm of bites.
Pit 3 Choosable No Slashes twice, then either uppercuts with one of his blades or repeatedly attacks with both of them.
Pyra 3 Choosable Yes Throws a knifehand strike followed by a sword slash then either a second upwards slash or repeated fiery blasts.
R.O.B. 2 Standard Super Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Throws two alternating hooks.
Richter 3 Infinite No[3] 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 No[4] Slashes inwards with both claws, then either bites in front of himself or performs a high-speed flurry of tail stabs.
Robin 3 Choosable No 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.
Rosalina & Luma 3 Choosable No 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.
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.
Roy 1 Standard No Slashes upwards in front of himself.
Ryu Tapped: 3
Held: 1
Standard Yes[2] Tapped: Throws a straight jab, then a short-straight punch, and then a hook.
Held (far): Performs a strong, upwards-angled roundhouse kick.
Held (close): Throws an uppercut. (only exists in Super Smash Bros. Ultimate)
Samus 2 Standard No Jabs, then clubs downwards with her Arm Cannon.
Sephiroth 3 Standard No A roundhouse kick, followed by a side kick and finally a hilt thrust.
Sheik 3 Infinite No Throws two knifehands, then a series of spearhand thrusts.
Shulk 3 Standard Yes Throws a jab and a side kick, then slashes upwards with the Monado.
Simon 3 Infinite No[3] 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 No Throws two jabs and then performs a spinning roundhouse kick.
Sonic 3 Standard Yes Throws two jabs, then a kick.
Sora 3 Standard Yes A 3 hit combo consisting of a downward swing, a forward jab, and a rightward 360° swing.
Squirtle 3 Standard Yes Super Smash Bros. Brawl Throws a jab, performs an inwards tail whip, and flips forwards for a downwards tail drop.
Super Smash Bros. Ultimate Throws a jab, performs a jumping kick, and then spins its tail in a modified roundhouse.
Steve 1 Standard Yes A forward swipe of a sword.
Terry 3 Standard Yes A high jab, followed by a hit to the body, and ending with a high kick launcher.
Toon Link 3 Standard No Slashes twice, then stabs straight forwards.
Villager Super Smash Bros. 4 2
Super Smash Bros. Ultimate 3
Super Smash Bros. 4 Standard
Super Smash Bros. Ultimate Infinite
Yes[5] Super Smash Bros. 4 Throw a pair of alternating hooks.
Super Smash Bros. Ultimate Throws a pair of alternating hooks, then begins to throw a faster chain of hooks ending with a straight punch.
Wario 2 Standard No Throws a pair of alternating hooks.
Wii Fit Trainer 3 Standard Yes 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 Yes Performs two claw slashes, then leans forwards for a final blow.
Yoshi 2 Standard No Throws two simple kicks.
Young Link 3 Choosable No Slashes twice with the Kokiri Sword, then either stabs forwards a single time or performs a very fast series of strikes.
Zelda Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 1
Super Smash Bros. Ultimate 2
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Standard
Super Smash Bros. Ultimate Infinite
No Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Releases three magic sparks from her outstretched palm.
Super Smash Bros. Ultimate 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 Yes Throws a jab, strikes inwards with the Paralyzer, and then thrusts her elbow forwards.
  1. ^ Repeats the first two whips instead of just the first.
  2. ^ a b 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.
  3. ^ a b Holding the attack button instead enables free whip movement.
  4. ^ Holding the attack button completes the entire gentleman sequence.
  5. ^ Repeats the first two punches instead of just the first.

Notable neutral attacks[edit]

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 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 tips 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 canceling 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—the others being Ness' in Melee and 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 ink. 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 gimps, 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[edit]

See also[edit]