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Neutral aerial: Difference between revisions

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!Damage
!Damage
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|{{SSBM|Captain Falcon}}|| Neutral aerial is very useful in [[combo]]ing because its two kicks and its [[knockback]] give Falcon the spacing and timing needed to continue with another [[aerial attack]].|| First hit 6%, second hit 7% for total of 13%.
|{{SSBM|Captain Falcon}}|| Double kick. A very useful move in [[combo]]ing because its two kicks and its [[knockback]] give Falcon the spacing and timing needed to continue with another [[aerial attack]].|| First hit 6%, second hit 7% for total of 13%.
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|{{SSBM|Ganondorf}}|| Neutral aerial is basically a slower version of Captain Falcon's neutral aerial. Both kicks have high knockback, making it impossible to land his second kick at above 25%.|| 12% first kick, 10% second kick for total of 22%.  
|{{SSBM|Ganondorf}}|| Basically a slower version of Captain Falcon's neutral aerial. Both kicks have high knockback, making it impossible to land his second kick at above 25%.|| 12% first kick, 10% second kick for total of 22%.  
|-
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|{{SSBM|Samus}}|| Sex kick lasts a long time, combos efficiently, can KO and is generally considered one of the best aerial attacks in the game.|| 14%
|{{SSBM|Samus}}|| Sex kick which lasts a long time, combos efficiently, can KO, and is generally considered one of the best aerial attacks in the game.|| 14%
|-
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|{{SSBM|Mewtwo}}|| Neutral aerial is an electrical spark field with good knockback and a quick start-up, aiding in its safe recovery.|| 20% if all hits connect.
|{{SSBM|Mewtwo}}|| An electrical spark field with good knockback and a quick start-up, aiding in its safe recovery.|| 20% if all hits connect.
|-
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|{{SSBM|Link}}|| Sex kick has high range, combos effectively, and can be [[IASA|interrupted]] before its [[hitbox]] finishes, making it a completely [[lag]]less attack.|| 5-11%
|{{SSBM|Link}}|| Sex kick which has high range, combos effectively, and can be [[IASA|interrupted]] before its [[hitbox]] finishes, making it a completely [[lag]]less attack.|| 5-11%
|-
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|{{SSBM|Young Link}}|| Sex kick is a shorter-ranged version of Link's sex kick.|| 6-12%
|{{SSBM|Young Link}}|| Sex kick which is a shorter-ranged version of Link's sex kick.|| 6-12%
|-
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|{{SSBM|Mario}}|| Neutral aerial is a simple sex kick.|| 12%
|{{SSBM|Mario}}|| A simple sex kick.|| 12%
|-
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|{{SSBM|Dr. Mario}}|| Neutral aerial is sex kick that grows from weaker to stronger, an unusual trait in sex kicks. Can be used to force an opponent offstage or as an edgeguard.|| 10% early, 14% late.
|{{SSBM|Dr. Mario}}|| A sex kick that grows from weaker to stronger, an unusual trait in sex kicks. Can be used to force an opponent offstage or as an edgeguard.|| 10% early, 14% late.
|-
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|{{SSBM|Luigi}}|| Neutral aerial is a sex kick that sends enemies at an upward trajectory. Good, fast KO move.|| 4-15%
|{{SSBM|Luigi}}|| A sex kick that sends enemies at an upward trajectory. Good, fast KO move.|| 4-15%
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|{{SSBM|Marth}}|| Neutral aerial makes Marth spin twice hitting any enemy and throwing him horizontally with some upward knockback.||4% (hit 1), 10% (hit 2)
|{{SSBM|Marth}}|| Marth spins twice, hitting any enemy and throwing him horizontally with some upward knockback.||4% (hit 1), 10% (hit 2)
|-
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|{{SSBM|Roy}}|| Neutral aerial is essentially a clone of Marth's, and is one of Roy's best combo moves.|| 4% first slash, 7% second slash for total of 11%.
|{{SSBM|Roy}}|| Essentially a clone of Marth's neutral air; one of Roy's best combo moves.|| 4% first slash, 7% second slash for total of 11%.
|-
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|{{SSBM|Peach}}|| Neutral air is a very fast move, coming out on frame 2, which makes it a very fast move for escaping combos, retaliations out of shields, and quick KOs.|| 4-14%
|{{SSBM|Peach}}|| A very fast move, coming out on frame 2, which makes it a very fast move for escaping combos, retaliations out of shields, and quick KOs.|| 4-14%.
|-
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|{{SSBM|Fox}}|| Neutral aerial is a powerful, quick, and relatively lagless sex kick.|| 12%
|{{SSBM|Fox}}|| A powerful, quick, and relatively lagless sex kick.|| 12%
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|{{SSBM|Falco}}|| Neutral aerial is a clone of Fox's neutral aerial.|| 12%
|{{SSBM|Falco}}|| A clone of Fox's neutral aerial.|| 12%
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|{{SSBM|Ice Climbers}}|| Neutral aerial is a spin with hammers extended that usually goes unused.|| 8-15%
|{{SSBM|Ice Climbers}}|| A spin with hammers extended. It usually goes unused, due to being relatively useless combined to other aerial attacks.|| 8-15%
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|{{SSBM|Bowser}}|| Neutral aerial is a weak aerial shell spin. ||7-13%
|{{SSBM|Bowser}}|| A weak aerial shell spin.|| 7-13%
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|{{SSBM|Jigglypuff}}|| Neutral aerial is a sex kick often used for spacing or combos. ||12%
|{{SSBM|Jigglypuff}}|| A sex kick often used for spacing or combos. ||12%
|-
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|{{SSBM|Pikachu}}|| Neutral aerial is a usually unused aerial spin. It is somewhat weak, hampering its effectiveness.||12%
|{{SSBM|Pikachu}}|| An aerial spin. It is somewhat weak, hampering its effectiveness.||12%
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|{{SSBM|Pichu}}|| Neutral aerial is a clone of Pikachu's neutral aerial.|| 12%
|{{SSBM|Pichu}}|| A clone of Pikachu's neutral aerial.|| 12%
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|{{SSBM|Mr. Game & Watch}}|| Neutral aerial is a parachute expansion that is used mostly as a potent edgeguard. However, it cannot be L-cancelled.|| 16%
|{{SSBM|Mr. Game & Watch}}|| A parachute expansion that is used mostly as a potent edgeguard. However, it cannot be L-cancelled.|| 16%
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|{{SSBM|Sheik}}|| Neutral aerial is an underused sex kick that can serve as an edgeguard or a spacer.|| 14%
|{{SSBM|Sheik}}|| A sex kick that can serve as an edgeguard or a spacer.|| 14%
|-
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|{{SSBM|Zelda}}|| Neutral aerial is a multihit shower of magic, much like Mewtwo's but not as useful.|| 14% if all hits connect.  
|{{SSBM|Zelda}}|| A multihit shower of magic, much like Mewtwo's but not as useful.|| 14% if all hits connect.  
|-
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|{{SSBM|Ness}}|| Neutral aerial is a an aerial spin with arms extended that can serve as a combo finisher. Similar in appearance to Peach's neutral aerial.|| 11%
|{{SSBM|Ness}}|| An aerial spin with arms extended that can serve as a combo finisher. Similar in appearance to Peach's neutral aerial.|| 11%
|-
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|{{SSBM|Donkey Kong}}|| Neutral aerial is a spin with arms extended that can be used as an OOS option or a combo finisher. ||10-12%
|{{SSBM|Donkey Kong}}|| A spin with arms extended. Can be used as an OOS option or a combo finisher. ||10-12%
|-
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|{{SSBM|Yoshi}}|| Neutral aerial is a sex kick that works well with [[Double jump cancel|DJC]].|| 14%
|{{SSBM|Yoshi}}|| A sex kick that works well with [[Double jump cancel|DJC]].|| 14%
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|{{SSBM|Kirby}}|| Neutral aerial is an aerial spin that is little used due to its poor range and power.|| 10%
|{{SSBM|Kirby}}|| An aerial spin. Hits all around Kirby, but that has poor range and power.|| 10%
|}
|}



Revision as of 22:55, September 28, 2014

Snake's neutral aerial in Brawl.

The neutral aerial (often abbreviated as "nair", "Nair", or "ANA", and referred to as AttackAirN in internal Brawl files) is an aerial attack that is performed by pressing only the A button, and no direction on the control stick, while in midair. Its official term varies between titles, where it is known as a "Standard Midair Attack" in Super Smash Bros. Melee, and a "Standard Air Attack" in Brawl. Most characters' neutral aerials are fast, high-range moves useful for bettering other air attacks. Many neutral aerials are also sex kicks. With A-sticking, one is able to do neutral aerials without losing any horizontal momentum. Most neutral aerials have no landing lag if the player lands whilst the aerial is still being performed.

Mario's neutral aerial in Super Smash Bros. for Wii U.

List of neutral aerials in Super Smash Bros.

Character Description Damage
Pikachu Does a sex kick. A very good combo move (as a starter or finisher). 9-14%
Yoshi Does a sex kick. A well known DJC move, very good at breaking shields. 9-14%
Samus Does a sex kick. A good gimping move that allows Samus one of her few edge guard tools. 16%
Donkey Kong Spins around, attacking with his arms. DK's best aerial for comboing outside of his up air. Usually comboed into his forward aerial and rising up aerial. 15%
Link Does a sex kick. Link's quickest aerial, moderate range, usually comboed into a down air or projectiles, OOS move. 6-10%
Luigi Does a sex kick. Usually used for edgeguarding. The later hits of the sex kick can combo into an up special due to its low knockback. 14%
Mario Same as Luigi. Great OOS move. Can combo into an up smash. 14%
Kirby Flattens himself and attacks with both feet extended. A very high power combo move, good at edgeguarding and OOS play. The lighter damages combo into an F-smash. 15%
Jigglypuff Flattens itself and attacks with both feet extended. One of Jigglypuff's main approach tactics is to teleport into a neutral aerial. Jigglypuff's main spacing aerial. 7-14%
Fox Does a sex kick. A very useful combo move, combos into practically every single aerial and ground move in Fox's arsenal. 14%
Captain Falcon Does a sex kick. Usually used as an out of shield move. Too high an ending lag even with Z-canceling to be used too often. 16%
Ness Does a split kick with the properties of a sex kick. It is a good spacing move as it turns Ness's entire body into a hitbox. 14%

List of neutral aerials in Melee

Character Description Damage
Captain Falcon Double kick. A very useful move in comboing because its two kicks and its knockback give Falcon the spacing and timing needed to continue with another aerial attack. First hit 6%, second hit 7% for total of 13%.
Ganondorf Basically a slower version of Captain Falcon's neutral aerial. Both kicks have high knockback, making it impossible to land his second kick at above 25%. 12% first kick, 10% second kick for total of 22%.
Samus Sex kick which lasts a long time, combos efficiently, can KO, and is generally considered one of the best aerial attacks in the game. 14%
Mewtwo An electrical spark field with good knockback and a quick start-up, aiding in its safe recovery. 20% if all hits connect.
Link Sex kick which has high range, combos effectively, and can be interrupted before its hitbox finishes, making it a completely lagless attack. 5-11%
Young Link Sex kick which is a shorter-ranged version of Link's sex kick. 6-12%
Mario A simple sex kick. 12%
Dr. Mario A sex kick that grows from weaker to stronger, an unusual trait in sex kicks. Can be used to force an opponent offstage or as an edgeguard. 10% early, 14% late.
Luigi A sex kick that sends enemies at an upward trajectory. Good, fast KO move. 4-15%
Marth Marth spins twice, hitting any enemy and throwing him horizontally with some upward knockback. 4% (hit 1), 10% (hit 2)
Roy Essentially a clone of Marth's neutral air; one of Roy's best combo moves. 4% first slash, 7% second slash for total of 11%.
Peach A very fast move, coming out on frame 2, which makes it a very fast move for escaping combos, retaliations out of shields, and quick KOs. 4-14%.
Fox A powerful, quick, and relatively lagless sex kick. 12%
Falco A clone of Fox's neutral aerial. 12%
Ice Climbers A spin with hammers extended. It usually goes unused, due to being relatively useless combined to other aerial attacks. 8-15%
Bowser A weak aerial shell spin. 7-13%
Jigglypuff A sex kick often used for spacing or combos. 12%
Pikachu An aerial spin. It is somewhat weak, hampering its effectiveness. 12%
Pichu A clone of Pikachu's neutral aerial. 12%
Mr. Game & Watch A parachute expansion that is used mostly as a potent edgeguard. However, it cannot be L-cancelled. 16%
Sheik A sex kick that can serve as an edgeguard or a spacer. 14%
Zelda A multihit shower of magic, much like Mewtwo's but not as useful. 14% if all hits connect.
Ness An aerial spin with arms extended that can serve as a combo finisher. Similar in appearance to Peach's neutral aerial. 11%
Donkey Kong A spin with arms extended. Can be used as an OOS option or a combo finisher. 10-12%
Yoshi A sex kick that works well with DJC. 14%
Kirby An aerial spin. Hits all around Kirby, but that has poor range and power. 10%

List of neutral aerials in Brawl

Character Description Damage
Bowser Spins in his shell. 13% clean, 9% late. Generally avoided due to its short hitbox duration and massive ending lag.
Captain Falcon 2 kicks, one after the other. First kick usually leads into second, very strong kick. 4% first kick, 6% second kick. Total 10%
Charizard Spins with tail slightly jutting out. Gives a fire effect. 9%
Diddy Kong A midair cartwheel with kick-like properties. 6%
Donkey Kong Spins with both arms extended. Similar to the Spinning Kong, but much faster to execute. 11% clean, 8% late.
Falco Swings his arms four times. Can be ground-cancelled with no landing lag to lead into other attacks. 3% on the first two hits, 2% on the third hit, and 4% on the fourth hit. Total 12%
Fox A sex kick. Comes out quick (has a start-up of 4 frames)and is good for spacing. 9%
Ganondorf 2 kicks, one after the other, with different power. The first kick has moderate knockback, and the second kick has mediocre knockback. First hit 11%, second hit 7% for total of 18%.
Ice Climbers Spin around with their hammers. Leader 7%, partner 5%. 5-12%
Ike Ike swings Ragnell in an arc around his body. Low knockback (although it can still KO at high percentages). The attack is shorter ranged than most of his aerials, but covers almost 360°. 9%
Ivysaur Spins facing diagonally downwards. It is possible to meteor smash with it. Does 10% damage if all hits connect.
Jigglypuff A sex kick. Can be used in the Wall of Pain for blocking but not for knockback. 10% clean, 6% late.
King Dedede Moves into a belly flop position. Exactly the same as Wario's, without a spin. 12% clean, 7% late.
Kirby Spins in the air with feet and arms sticking out. Awful range, poor power and a huge amount of ending lag in the air, and quite sluggish; sometimes considered the worst move in his arsenal. 6-12%
Link A very fast sex kick. Has almost no landing lag at all, being great to use to land safely from juggles. 10% clean, 6% late.
Lucario Spins with aura at the end of his hands. It has long ending lag in the air, but minimal landing lag along with almost no start-up (6 frames). 8% weakest, 15% strongest.
Lucas Spins with PSI energy on his feet. Often described as the best aerial damage racker in the game. Seven hits of 2%, then a hit of 3% for a total of 17% damage.
Luigi A sex kick with powerful upward knockback. One of the strongest sex kicks in the game. 14% clean, 6% late.
Mario A sex kick, with varying directional knockback. 10% clean, 5% late.
Marth Spins forwards then backwards with his sword. If tipped, second hit can KO. Does 3% base, 6% tip on first hit, second hit does 9% base, 12% tipped.
Meta Knight Spins with his sword jutting out. High knockback, can hit twice. 19% damage (12% for 1 hit).
Mr. Game & Watch Tropical Fish. Two fish splash around in a fishbowl, water comes out for damage. 17% if all hits connect.
Ness Similar to Peach's, spins around in place. 11%
Olimar Spins with his arms sticking out. Multiple hits, similar to up tilt. 12% if all hits connect.
Peach Spins around in midair. Similar to Ness's. One of her few KO moves at above 120% when the opponent is near the ledge. 13% clean, 9-10% late. Deals 22-23% damage if she performs Float double aerial, but it is difficult to land both hits at high percentage.
Pikachu Spins around in a ball in midair. 12%
Pit Spins his bow around. Multiple hits available. 11% if all hits connect.
R.O.B. Pauses for a second, then fires his boosters as he spins vertically. 11%
Samus A sex kick. Below-average knockback. Samus's large character model makes this neutral longer-ranged than many of the others in the game, but it's still a primarily defensive maneuver. Hits on frame 5-24. 9% clean, 6% late.
Sheik A somewhat weak sex kick though it is one of her few KO moves at 120%. 13% clean, 5% late.
Snake 4 kicks. Last kick has powerful knockback. Easily DI'd out of, but does good damage if the opponent does not DI. Most damaging neutral aerial in the game. 28% if all hits connect.
Sonic Curls up into a ball like in the Sonic games. Has sex kick properties. Animation similar to Wolf's. 11%
Squirtle Spins in shell with water circling. The water isn't a hitbox at all. Has properties of a sex kick. 9%
Toon Link Slices his sword in the direction he is facing and then in the opposite direction. Functions like his down smash. Both hits do 10% for a total of 20%.
Wario Spins and readies himself for a belly flop before pulling out of it. The spin itself does the most damage/knockback. 9% clean, 4% late.
Wolf Similar to Sonic's. Curls up and spins around. Has sex kick attributes, but the hits after the first few frames do weak multi-hit damage instead of simply being weaker. Long duration, useful for damage racking. A good filler move in combos. If the attack connects on the first hit, it hits once and deals 8%. Otherwise, it hits several times and deals 1% per hit.
Yoshi A sex kick. His foot expands, which gives large range. 12% clean, 9% mid, 6% late.
Zelda Spins with magic at the end of her arms. 13% if all hits connect.
Zero Suit Samus Swishes her whip around herself. Fairly long range, but with below average knockback. 10%

Notable neutral aerials

Mr. Game & Watch's neutral air attack in Melee.
An icon for denoting incomplete things.
  • Donkey Kong is the only character in the original SSB not to have a sex kick as his neutral air.
  • Dr. Mario's neutral air is the only sex kick which becomes stronger the longer it is out in the whole of the Super Smash Bros. series.
  • Mr. Game & Watch has the only neutral air which cannot be L-cancelled in Melee.
  • Ivysaur is the only character whose neutral air can meteor smash in the whole series.
  • R.O.B.'s neutral aerial has a relatively long duration that, while sporting some startup, has almost no ending lag, with a hitbox that maintains extreme power throughout the entire move. This is often cited as R.O.B.'s best finisher.