Super Smash Bros. series

Neutral aerial: Difference between revisions

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|{{SSBU|Bayonetta}} ||A spinning roundhouse kick. The Bullet Arts version makes the attack's duration slightly longer. Can be used for coverage.||8% (clean), 6% (late), 3% (Bullet Arts extension)
|{{SSBU|Bayonetta}} ||A spinning roundhouse kick. The Bullet Arts version makes the attack's duration slightly longer. Can be used for coverage.||8% (clean), 6% (late), 3% (Bullet Arts extension)
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|{{SSBU|Bowser}} ||An aerial cartwheel. While the hits connect less reliably compared to ''Smash 4'', it's a very damaging neutral aerial and can be used as a combo starter.||6% (hits 1-4)
|{{SSBU|Bowser}} ||An aerial cartwheel. While the hits connect less reliably compared to in ''SSB4'', it is a very damaging neutral aerial and can be used as a combo starter.||6% (hits 1-4)
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|{{SSBU|Bowser Jr.}} ||The Junior Clown Car spins around while its boxing gloves are extended. Effective for anti-pressure and edgeguards.||8% (clean), 7% (mid), 5% (late)
|{{SSBU|Bowser Jr.}} ||The Junior Clown Car spins around while its boxing gloves are extended. Effective for anti-pressure and edgeguards.||8% (clean), 7% (mid), 5% (late)
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|{{SSBU|Captain Falcon}} ||Two forward kicks. Both hits have quick transition and can be used to combo into his other aerials. Commonly used when chained together with his down throw.||4% (hit 1), 6% (hit 2)
|{{SSBU|Captain Falcon}} ||Two forward kicks. Both hits have quick transition and can be used to combo into his other aerials. Commonly used when chained together with his down throw. On landing, the first hit can combo into various aerials at varying percents.||4% (hit 1), 6% (hit 2)
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|{{SSBU|Charizard}} ||Flips forward to attack with its tail. Allows combos into up smash, up tilt, and aerials.||12% (flame), 9% (tail)
|{{SSBU|Charizard}} ||Flips forward to attack with its tail. Allows combos into up smash, up tilt, and aerials.||12% (flame), 9% (tail)
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|{{SSBU|Chrom}} ||Twirls his body and simultaneously slices twice. ||4.75% (hit 1), 6.65% (hit 2)
|{{SSBU|Chrom}} ||Similar to Roy's, but it deals consistent damage and knockback. Additionally, the first hit has weight-independent knockback like with Marth and Lucina, rather than the second hit.||4.75% (hit 1), 6.65% (hit 2)
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|{{SSBU|Cloud}}||A circular slash around himself. Fast and covers his whole hurtbox.||8%
|{{SSBU|Cloud}}||A circular slash around himself. Fast and covers much of his hurtbox. Compared to in ''SSB4'', the move's altered animation results in it having less range around Cloud, however.||8%
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|{{SSBU|Corrin}}||Slashes with the Omega Yato from above to behind, and then uses a Dragon Fang spear to slash forward. Can be used as a combo starter due to how it low landing lag.||7% (clean), 5.5% (late)
|{{SSBU|Corrin}}||Slashes with the Omega Yato from above to behind, and then uses a Dragon Fang spear to slash forward. Can be used as a combo starter due to how it has low landing lag.||7% (clean), 5.5% (late)
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|{{SSBU|Daisy}}||Twirls her body and attacks by her hands.||13% (clean), 6% (late arms), 5% (late body)
|{{SSBU|Daisy}}||Identical to Peach's.||13% (clean), 6% (late arms), 5% (late body)
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|{{SSBU|Dark Pit}} || ||0.7% (hits 1-7), 4.5% (hit 8)
|{{SSBU|Dark Pit}} ||Identical to Pit's.||0.7% (hits 1-7), 4.5% (hit 8)
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|{{SSBU|Dark Samus}} || ||10% (hit 1), 9% (hit 2, clean), 8% (hit 2, late)
|{{SSBU|Dark Samus}} ||Identical to Samus's.||10% (hit 1), 9% (hit 2, clean), 8% (hit 2, late)
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|{{SSBU|Diddy Kong}} || ||7%
|{{SSBU|Diddy Kong}} || ||7%
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|{{SSBU|Donkey Kong}} || ||11% (clean), 8% (late)
|{{SSBU|Donkey Kong}} || ||11% (clean), 8% (late)
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|{{SSBU|Dr. Mario}} ||A flying kick, same as Mario and Luigi. ||5.8% (clean), 9.4% (late)
|{{SSBU|Dr. Mario}} ||Similar to Mario's, but it uniquely starts out weak and gets stronger over time.||5.8% (clean), 9.4% (late)
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|{{SSBU|Duck Hunt}} || ||11% (clean), 5% (late)
|{{SSBU|Duck Hunt}} || ||11% (clean), 5% (late)
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|{{SSBU|Falco}} || ||3% (hits 1), 2% (hit 2-3), 4% (hit 4)
|{{SSBU|Falco}} || ||3% (hits 1), 2% (hit 2-3), 4% (hit 4)
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|{{SSBU|Fox}} ||A flying kick, similar to Mario and Luigi. ||9% (clean), 6% (late)
|{{SSBU|Fox}} ||A flying kick. ||9% (clean), 6% (late)
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|{{SSBU|Ganondorf}} || ||7% (hit 1 clean), 5.25% (hit 1 late), 12% (hit 2 clean), 9% (hit 2 late)
|{{SSBU|Ganondorf}} || ||7% (hit 1 clean), 5.25% (hit 1 late), 12% (hit 2 clean), 9% (hit 2 late)
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|{{SSBU|Ice Climbers}} || ||7% (leader), 5.2% (partner)
|{{SSBU|Ice Climbers}} || ||7% (leader), 5.2% (partner)
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|{{SSBU|Ike}} || ||7.5% (clean), 6% (late)
|{{SSBU|Ike}} ||Swings his sword around him in an arc. Has the lowest landing lag of Ike's aerials and decent disjointed range surrounding his entire hurtbox, and its vertical launch angle makes it ideal for starting combos.||7.5% (clean), 6% (late)
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|{{SSBU|Incineroar}} || ||13% (clean), 7% (late)
|{{SSBU|Incineroar}} || ||13% (clean), 7% (late)
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|{{SSBU|Inkling}} || ||7%
|{{SSBU|Inkling}} || ||7%
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|{{SSBU|Isabelle}} || ||10% (clean), 6% (late)
|{{SSBU|Isabelle}} ||Twirls with pom-poms in her hands. ||10% (clean), 6% (late)
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|{{SSBU|Ivysaur}} || ||1% (hits 1-7), 2% (hit 8)
|{{SSBU|Ivysaur}} || ||1% (hits 1-7), 2% (hit 8)
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|{{SSBU|Kirby}} ||Spins himself.||10% (clean), 8% (mid), 6% (mid-to-late), 4% (late)
|{{SSBU|Kirby}} ||Spins himself.||10% (clean), 8% (mid), 6% (mid-to-late), 4% (late)
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|{{SSBU|Link}} ||A flying kick, similar to Mario and Luigi. ||11% (clean, foot), 9% (clean, leg), 6% (late)
|{{SSBU|Link}} ||A flying kick.||11% (clean, foot), 9% (clean, leg), 6% (late)
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|{{SSBU|Little Mac}} ||A quick, short punch, aiming down||2%
|{{SSBU|Little Mac}} ||A quick, short punch, aiming down||2%
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|{{SSBU|Lucas}} || ||2% (hits 1-3), 4% (hit 4)
|{{SSBU|Lucas}} || ||2% (hits 1-3), 4% (hit 4)
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|{{SSBU|Lucina}} ||Same as Chrom. ||4.275% (hit 1), 8.55% (hit 2)
|{{SSBU|Lucina}} ||Similar to Marth's, but it deals consistent damage and knockback.||4.275% (hit 1), 8.55% (hit 2)
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|{{SSBU|Luigi}} ||Similar to Mario's but has vertical knockback.||12% (clean), 6% (late)
|{{SSBU|Luigi}} ||A flying kick that launches opponents vertically.||12% (clean), 6% (late)
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|{{SSBU|Mario}} ||A flying kick.||8% (clean), 5% (late)
|{{SSBU|Mario}} ||A flying kick.||8% (clean), 5% (late)
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|{{SSBU|Marth}} ||Same as Chrom and Lucina. ||3.5%/5% (hit 1), 7%/9.5% (hit 2)
|{{SSBU|Marth}} ||Twirls his body and simultaneously slices twice.||3.5%/5% (hit 1), 7%/9.5% (hit 2)
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|{{SSBU|Mega Man}} ||Fires shots from his Mega Buster. Acts like his neutral attack and forward tilt. Allows him to deny grounded and aerial approaches from other opponents.||2% (shot), 2% (buster)
|{{SSBU|Mega Man}} ||Fires shots from his Mega Buster. Acts like his neutral attack and forward tilt. Allows him to deny grounded and aerial approaches from other opponents.||2% (shot), 2% (buster)
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|{{SSBU|Mewtwo}} || ||1.6% (hits 1-5), 4% (hit 6)
|{{SSBU|Mewtwo}} || ||1.6% (hits 1-5), 4% (hit 6)
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|{{SSBU|Mii Brawler}} || ||10% (clean), 5% (late)
|{{SSBU|Mii Brawler}} ||A flying kick.||10% (clean), 5% (late)
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|{{SSBU|Mii Gunner}} || ||10%
|{{SSBU|Mii Gunner}} || ||10%
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|{{SSBU|Rosalina & Luma}} || ||Rosalina: 10% (front), 8% (back), 7% (late), Luma: 4.5% (front), 4.5% (back)
|{{SSBU|Rosalina & Luma}} || ||Rosalina: 10% (front), 8% (back), 7% (late), Luma: 4.5% (front), 4.5% (back)
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|{{SSBU|Roy}} ||Same as Chrom, Lucina, and Marth. ||4%/6% (hit 1), 5%/8.5% (hit 2),
|{{SSBU|Roy}} ||Twirls his body and simultaneously slices twice. ||4%/6% (hit 1), 5%/8.5% (hit 2),
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|{{SSBU|Ryu}} || ||8% (clean), 4.5% (late)
|{{SSBU|Ryu}} || ||8% (clean), 4.5% (late)
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|{{SSBU|Samus}} || ||10% (hit 1), 9% (hit 2, clean), 8% (hit 2, late)
|{{SSBU|Samus}} || ||10% (hit 1), 9% (hit 2, clean), 8% (hit 2, late)
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|{{SSBU|Sheik}} ||A flying kick, similar to Mario and Luigi. ||6% (clean sweetspot), 5% (clean sourspot), 4% (late sweetspot), 3% (late sourspot)
|{{SSBU|Sheik}} ||A flying kick.||6% (clean sweetspot), 5% (clean sourspot), 4% (late sweetspot), 3% (late sourspot)
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|{{SSBU|Shulk}} || ||8.5% (blade), 7.5% (beam)
|{{SSBU|Shulk}} || ||8.5% (blade), 7.5% (beam)
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|{{SSBU|Wii Fit Trainer}} ||Performs the Jackknife pose in midair, hitting twice. This move's low end-lag and [[landing lag]] coupled with its 90° trajectory angle that cannot be [[DI]]'d makes it a great combo tool, although it isn't uncommon for opponents to fall out of the attack after the first hit. ||5% (hit 1), 9% (hit 2)
|{{SSBU|Wii Fit Trainer}} ||Performs the Jackknife pose in midair, hitting twice. This move's low end-lag and [[landing lag]] coupled with its 90° trajectory angle that cannot be [[DI]]'d makes it a great combo tool, although it isn't uncommon for opponents to fall out of the attack after the first hit. ||5% (hit 1), 9% (hit 2)
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|{{SSBU|Wolf}} ||A flying kick, similar to Fox.||12% (clean), 8% (late)
|{{SSBU|Wolf}} ||A flying kick.||12% (clean), 8% (late)
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|{{SSBU|Yoshi}} ||A flying kick. Yoshi's safest aerial which is mainly used as a out of shield option.||10% (clean), 7% (mid), 5% (late)
|{{SSBU|Yoshi}} ||A flying kick. Yoshi's safest aerial which is mainly used as a out of shield option.||10% (clean), 7% (mid), 5% (late)

Revision as of 10:40, July 14, 2019

An icon for denoting incomplete things.
Snake's neutral aerial in Brawl.

A neutral aerial (ニュートラル空中攻撃, Neutral midair attack; often abbreviated as Nair or n-air, and referred to as AttackAirN in Melee's Debug Menu and internal Brawl and Super Smash Bros. for Nintendo 3DS files) is an aerial attack that is performed by pressing only the attack 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 Super Smash Bros. Brawl and Super Smash Bros. 4. 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, the player is able to do neutral aerials without losing any horizontal momentum. Neutral aerials also tend to have little landing lag, especially in Melee when L-canceled.

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

List of neutral aerials in Super Smash Bros.

Character Description Damage
Captain Falcon Does a sex kick. One of the strongest neutral aerials in the game. Usually used as an out of shield move. Severe ending lag even with Z-canceling to be used too often. 16% (clean), 13% (late)
Donkey Kong Spins around, attacking with his arms. Has high damage but the clean hit has below average knockback. DK's best aerial for comboing outside of his up air. Usually comboed into his forward aerial and rising up aerial. 15% (clean), 12% (late)
Fox Does a sex kick. A very useful combo move, combos into practically every single aerial and ground move in Fox's arsenal. 14% (clean), 9% (late)
Jigglypuff Flattens itself and attacks with both feet extended. Similar to Kirby's neutral aerial although it is slower and weaker. One of Jigglypuff's main approach tactics is to teleport into a neutral aerial. Jigglypuff's main spacing aerial. 14% (clean), 9% (late)
Kirby Flattens himself and attacks with both feet extended. Comes out on frame 3, has good range and is one of the strongest neutral aerials. A very high power combo move, good at edgeguarding and OOS play. The late hit can combo into an F-smash. 15% (clean), 10% (late)
Link Does a sex kick. Link's quickest aerial, moderate range, usually comboed into a down air or projectiles, OOS move. It is the weakest neutral aerial in the game although this increases its combo ability. 10% (clean), 8% (late)
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% (clean), 11% (late)
Mario Same as Luigi. Great OOS move. Can combo into an up smash. 14% (clean), 11% (late)
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% (clean), 11% (late)
Pikachu Does a sex kick. A very good combo move (as a starter or finisher). 14% (clean), 11% (late)
Samus Does a sex kick. Very similar to Falcon's neutral aerial but has a slightly different animation and is slightly weaker. A good gimping move being one of Samus' few edge guard tools. 16% (clean), 13% (late)
Yoshi Does a sex kick. A well known DJC move, very good at breaking shields. 14% (clean), 11% (late)

List of neutral aerials in Super Smash Bros. Melee

Character Description Damage
Bowser Spins around in his shell. Low knockback, but long duration. It is unusual for its lack of clean and late hitboxes, despite functioning almost like a sex kick. 13%
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. 6% (hit 1), 7% (hit 2) 13% total
Donkey Kong A spin with arms extended. Can be used as an OOS option or a combo finisher. 10% (clean), 12% (late)
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)
Falco A clone of Fox's neutral aerial. 12% (clean), 9% (late)
Fox A powerful, quick, and relatively lagless sex kick. 12% (clean), 9% (late)
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% (both kicks)
Ice Climbers A spin with hammers extended. Short ranged, but good for aerial spacing and following up with another neutral aerial if predicted right. 8% (both Ice Climbers) 16% total
Jigglypuff A sex kick often used for spacing or combos. 12% (clean), 9% (late)
Kirby An aerial spin. Hits all around Kirby, but that has poor range and power. 10% (clean), 8% (late)
Link Sex kick which has high range, combos effectively, and can be interrupted before its hitbox finishes, making it a completely lagless attack. 11% (left foot clean), 9% (right knee clean) 8% (right foot clean), 7% (late)
Luigi A sex kick that sends enemies at an upward trajectory. Good, fast KO move. 15% (clean), 8% (late)
Mario A simple sex kick that loses power the longer it's out. 12% (clean), 8% (late)
Marth Two horizontal slashes around himself. Both hits connect easily, can follow up into each other. 4% (hit 1), 10% (hit 2) 14% total
Mewtwo An electrical spark field with good knockback and a quick start-up, aiding in its safe recovery. 1-2% (hits 1-8), 4% (hit 9) up to 20% if all hits connect.
Mr. Game & Watch A parachute expansion that is used mostly as a potent edgeguard. However, it cannot be L-cancelled. 16%
Ness An aerial spin with arms extended that can serve as a combo finisher. Similar in appearance to Peach's neutral aerial. 11% (clean), 8% (late)
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. 14% (clean), 10% (mid), 9% (late)
Pichu A clone of Pikachu's neutral aerial. 12% (clean), 9% (late)
Pikachu An aerial spin. It is somewhat weak, hampering its effectiveness. 12% (clean), 9% (late)
Roy Essentially a clone of Marth's neutral air; one of Roy's best combo moves. 4% (hit 1), 8% (hit 2) 12% total
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% (clean), 10% (late)
Sheik A sex kick that can serve as an edgeguard or a spacer. 14% (clean), 9% (late)
Yoshi A sex kick that works well with DJC. 14% (clean), 10% (late)
Young Link Sex kick which is a shorter-ranged version of Link's sex kick. 12% (clean), 8% (late)
Zelda A multihit shower of magic, much like Mewtwo's but not as useful. 2% (hits 1-5), 5% (hit 6) 15% total

List of neutral aerials in Super Smash Bros. Brawl

Character Description Damage
Bowser Spins in his shell. Low knockback and very low KO potential. Generally avoided due to its short hitbox duration and massive ending lag. 13% (clean), 9% (late)
Captain Falcon Kicks forward twice. The first kick has set knockback which easily connects into the second kick. 4% (hit 1), 6% (hit 2)
Charizard Spins its entire body in a somersault, hitting with its tail. Deals more damage if it connects with the fiery tip of Charizard's tail. 9% (tail), 12% (fire)
Diddy Kong A midair cartwheel with kick-like properties. Similar to his dash attack. 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% (hits 1-2), 2% (hit 3), 4% (hit 4)
Fox A sex kick. Comes out quick and is good for spacing. 9% (clean), 6% (late)
Ganondorf Two quick mid-air kicks. The first hit deals the most damage and knockback, making it unlikely to combo into the second hit above extremely low percents. 11% (hit 1 clean), 7% (hit 1 late), 7% (hit 2 clean), 5% (hit 2 late)
Ice Climbers Spin in a circle with their hammers outstretched. Good for aerial spacing. 7% (leader), 5% (partner)
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. Hits multiple times with the last hit dealing minor knockback. It is possible to spike with it. 2% (hits 1-7)
Jigglypuff A sex kick. Can be used in the Wall of Pain for blocking but not for knockback. 10% (clean), 6% (late)
King Dedede Sticks his arms out and legs back, attacking with his large stomach. Very fast start-up with a hitbox that covers Dedede's entire body and having a long duration but has below average knockback. Has sex kick properties. 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. 12% (clean), 10% (mid), 8% (mid late), 6% (late)
Link Thrusts his leg out in front of him for an extended time. A very fast sex kick with 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 its hands. It has long ending lag in the air, but minimal landing lag along with almost no start-up. 11% (clean), 9% (late)
Lucas Spins in a gyro pattern with PSI energy around him. Often described as the best aerial damage racker in the game. 2% (hits 1-7), 3% (hit 8)
Luigi Performs a sex kick with powerful upward knockback. One of the strongest sex kicks in the game. 14% (clean), 6% (late)
Mario Performs a sex kick. Can be used to break certain chain throws and combos but it has low knockback and short reach. 10% (clean) 5% (late)
Marth Spins forwards then backwards with his sword. If tipped, second hit can KO. Hit 1: 3% (base), 6% (tip)
Hit 2: 9% (base), 12% (tip)
Meta Knight Slashes while spinning in a circle. Surprisingly powerful, decent KO option. Good OoS option because of its speed and power. 12% (hit 1), 5-7% (hit 2)
Mr. Game & Watch Two fish will come out of both sides of a bowl, hitting multiple times. The last hit has moderate knockback. If the last hit does not hit, it can combo into other aerials and smashes. Its large hitbox and light vertical knockback allows it to juggle very well. Originates from Tropical Fish. 5% (hit 1), 4% (hits 2-4)
Ness Spins diagonally in the air with arms outstretched. 11% (clean), 7% (late)
Olimar Spins with his arms sticking out. Multiple hits, similar to up tilt. Does not involve the use of Pikmin. 2% (hits 1-6)
Peach Spins around in midair. One of her few KO moves at above 120% when the opponent is near the ledge. 13% (clean), 10%/9% (late)
Pikachu Curls up in a ball and repeatedly somersaults. Extremely fast startup with good horizontal knockback, making it a good aerial finisher or a useful edgeguarding move. 12% (clean), 6% (late)
Pit Spins both blades together in front of him, hitting multiple times. This can stop weak projectiles if executed at the right time. 1% (hits 1-7), 4% (hit 8)
R.O.B. Pauses for a second, then fires his boosters as he spins vertically. 10%
Samus Performs a sex kick. Deals below-average horizontal 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. 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 Performs four kicks in quick succession. Overall, the move has a fairly long duration with high ending and landing lag, making it unwieldy and easily punishable. The most damaging neutral aerial in the game if all four hits connect, dealing 28% total. 6% (hit 1), 5% (hit 2), 4% (hit 3), 13% (hit 4)
Sonic Curls up into a ball and moves in several circles. 11% (early), 8% (mid), 5% (late)
Squirtle Withdraws into its shell and spins in midair, releasing water from all sides. A good defensive move for spacing. 9% (clean), 6% (late)
Toon Link Slashes on both sides, front then back, in midair. The first hit can bring the target into the second hit, provided the enemy is positioned properly. Good to use as a quick approach. 10% (hits 1-2)
Wario Extends his hands and fingers, then spins in place. A quick move to use in the air. Great for spacing and hard to punish. Also great when short hopping with it out of shield. Both hits can connect at very low percentages. 9% (clean), 4% (late)
Wolf Curls up and spins around. If the attack connects on the first hit, it will hit once and deliver weak horizontal knockback. Otherwise, it will hit several times and deliver small amounts of hitstun but no knockback unless it hits the sweetspot, which deals minimal knockback. 8% (clean), 3% (late sweetspot), 1% (late sourspot)
Yoshi Performs a sex kick. The size of his foot is larger during the attack to indicate an extended reach. 12% (clean), 9% (mid), 6% (late)
Zelda Spins in place, slowly trailing sparkles from her hands. Useful for catching opponents in combos. 2% (hits 1-4), 5% (hit 5)
Zero Suit Samus Spins the Plasma Whip around herself. Fairly long range, but with below average knockback. Always deals 10% damage, regardless of stale-move negation, and does not refresh stale-move negation on other moves. 10%

List of neutral aerials in Super Smash Bros. 4

Character Description Damage
Bayonetta A spinning kick that hits both sides. Continuing the input for the Bullet Arts version has her continue to spin, and hitting an opponent with the kick during this time deals less damage. Very good Bullet Arts coverage, striking opponents adjacent and/or below her. 8% (clean), 5% (late)
Bowser Does an aerial cartwheeling attack. A mechanically unusual attack, as both the third and fourth hits are present at once (on Bowser's top and bottom half respectively) and connecting with the fourth hit will mean the third hit cannot strike that opponent. 5% (hits 1-2) 10% (final hit sweetspot), 5% (final hit sourspot)
Bowser Jr. Junior Clown Car spins around with boxing gloves extended. 6% (clean), 5% (mid), 3% (late)
Captain Falcon Kicks forward twice. The first kick has set knockback which easily connects into the second kick. 4% (hit 1), 6% (hit 2)
Charizard Spins its entire body in a somersault, hitting with its tail. Deals more damage if it connects with the fiery tip of Charizard's tail. 7% (tail), 10% (flame)
Cloud Swings the Buster Sword in a wide arc downwards, starting from over his head and ending behind him. Weak, but its wide range and speed makes it very useful as an approach option and aerial tool, similar to Shulk's neutral air. Auto cancels from a short hop, making it rather difficult to punish, although it can be difficult to hit grounded opponents while starting this in the air due to the hitbox starting above his head. 8%
Corrin Slashes with the Omega Yato from above to behind him/her and then uses Dragon Fang to slash in front with the transformed arm. Has little lag, a wide arc, and sends at a good angle for combos. 7% (clean), 5.5% (late)
Dark Pit Identical to Pit's. 0.7% (hits 1-7), 4% (hit 8)
Diddy Kong A midair cartwheel that has properties similar to a sex kick. 6%
Donkey Kong Spins with both arms extended. 11% (clean), 8% (late)
Dr. Mario A semi-clone of Mario's neutral aerial, in which it grows from weaker to stronger. 5.6% (clean), 8.96% (late)
Duck Hunt The dog performs an aerial cartwheel to hit his opponents. Has properties of a sex kick. 11% (clean), 5% (late)
Falco Swings his arms four times. The final hit knocks opponents away. 3% (hits 1-2), 2% (hit 3), 4% (hit 4)
Fox A sex kick. Loses power the longer it's out. 9% (clean), 6% (late)
Ganondorf Two quick mid-air kicks. Both hits are quite powerful, and can link well with each other better as of 1.1.1. 12% (hit 1 clean), 8% (hit 1 late), 10% (hit 2 clean), 7% (hit 2 late)
Greninja Enters a ninja pose while a burst of water emits around itself. 11% (clean), 6% (late)
Ike Ike swings Ragnell in an arc around his body. Large arc range and low endlag makes this one of Ike's better spacing options. 9% (clean), 6% (late)
Jigglypuff Sticks its foot out, shrinking in on itself a little. Commonly used to block opponents from the ledge, or ending a wall of pain. Has sex kick properties. 11% (clean), 6% (late)
King Dedede Sticks his arms out and legs back, attacking with his large stomach. Acts as a sex kick. 12% (clean), 7% (late)
Kirby Spins in the air with his feet and arms sticking out. Hitboxes linger for a good while, making this move effective for disrupting opponents. 10% (clean), 8% (mid), 6% (mid late), 4% (late)
Link Thrusts his leg out in front of him for an extended time. Is a sex kick with relatively fast startup and little landing lag. Deals more damage closer if opponents hit Link's boot, as well as more knockback during the first few frames of hit. 11%/9% (clean), 6% (late)
Little Mac A short jab angled downwards. Incredibly little ending lag, can potentially be used to set up for a footstool, though this is risky due to Mac's abysmal recovery. 2%.
Lucario Spins with aura at the end of his hands. A second, weaker hitbox occurs at the end of the attack behind Lucario. 8% (clean), 6% (late)
Lucas Spins around with PSI energy surrounding him. 2% (hits 1-4), 4% (hit 5)
Lucina Identical to Marth's. 2.375% (hit 1), 6.65% (hit 2)
Luigi Performs a sex kick with upward knockback. 12% (clean), 6% (late)
Mario Performs a sex kick that loses power the longer it's out. 8% clean, 5% late
Marth Two horizontal slashes around himself via in inward slash followed into a full 360 outward spin. Quick start-up and lasting hitboxes make this an effective disrupting tool. Hit 1: 2% (base), 3% (tip)
Hit 2: 6% (base) 8% (tip)
Mega Man Mega Buster: Behaves identically to Mega Man's neutral attack, except Mega Man fires while jumping or falling in the air. The move's cannon sweetspot has high knockback. 4% (cannon), 2% (shots)
Meta Knight Spins with his sword jutting out. Very effective for edgeguarding, and can often be used after landing a dash attack. 10% (clean), 7.5% (late)
Mewtwo Surrounds itself with electric sparks before knocking the opponent back on the final hit. Does not have a landing hitbox, meaning opponents could end up close to it if the move ends early, but a good move for disrupting opponents. 1% (hits 1-8), 4% (hit 9)
Mii Brawler A simple sex kick. Similar to Mario's neutral aerial. 10% (clean), 5% (late)*
Mii Gunner Sweeps the arm cannon downward in an arc around himself/herself. 6%*
Mii Swordfighter Slashes in a circle around himself/herself while doing a corkscrew in the air. 8%*
Mr. Game & Watch Tosses out a pair of fish from a bowl. Large hitbox, covers every area except below him. Originates from Tropical Fish. 5% (hit 1), 4% (hits 2-4)
Ness Spins diagonally in the air with his arms outstretched. Fast start-up makes it difficult to predict, but up-aerial is still usually preferred. 11% (clean), 7% (late)
Olimar Spins in place, hitting multiple times. Similar to his up tilt. Pikmin are not needed or used for this attack. 1.5% (hits 1-4), 2% (hit 5)
Pac-Man Spins around in his ball form. 11% (clean), 6% (mid), 3% (late)
Palutena Spins her staff around her, nullifying weak projectiles. 1.5% (hits 1-5), 4% (hit 6)
Peach Spins around in midair, similar to Ness's. 13% (clean), 6% (mid), 5% (late)
Pikachu Spins around in a ball in midair. Extremely fast startup with good horizontal knockback, making it a good aerial finisher or a useful edgeguarding move. Can be auto-cancelled when performed alongside a non fast-fell short hop, otherwise high landing lag. 8.5% (clean), 5.5% (late)
Pit Spins both blades together in front of him, hitting multiple times. 0.7% (hits 1-7), 4% (hit 8)
R.O.B. Shoots his boosters out diagonally down in front of him and spins with them going. Disjointed hitboxes give this move great reach, and is also one of the best in terms of disruptive potential. 8% (base), 6% (tip)
Robin A double slash, first in front, then in back. This is the only aerial attack that cannot be done with the Levin Sword. 7%
Rosalina & Luma Rosalina: Spins in the air, creating a starry field at the end of her feet.
Luma: Kicks forward, then back.
R: 5% (early), 7.5% (late)
L: 4% (front), 3% (back)
Roy Two horizontal slashes around himself via in inward slash followed into a full 360 outward spin. Hit 1: 6% (base), 4% (tip)
Hit 2: 8% (base) 5% (tip)
Ryu Performs a short ranged punch close to his body with his fist. Based off of Ryu's jumping light punch in Street Fighter II. 8% (clean), 4.5% (late)
Samus A quick kick in front of her and behind her. 8% (front hit), 7% (back hit clean), 6% (back hit late)
Sheik Extends one leg in front with the other tucked underneath in a typical sex kick form. 8% (clean sweetspot), 7% (clean sourspot), 5% (late sweetspot), 4% (late sourspot)
Shulk A circular slash with the Monado. Great reach makes this an effective approach option, especially with the Speed Monado Art. 8% (blade), 7% (beam)
Sonic Curls up into a ball and moves in several circles. Properties are similar to the sex kick's. Great combo starter on grounded opponents due to it's launching angle and fairly low landing lag. 12% (clean), 8% (mid), 5%(late)
Toon Link Slashes on both sides, front then back, in midair. 8% (front), 7% (back)
Villager Does a cartwheel in midair, similar to Diddy Kong's neutral aerial. Has properties similar to a sex kick's. 9% (clean), 5% (late)
Wario Extends his hands and fingers, then spins in place, performing a belly flop. 6% (clean), 4%(late)
Wii Fit Trainer Performs the Jackknife pose in midair, hitting twice. This move's low end-lag and landing lag coupled with its 90° trajectory angle that cannot be DI'd makes it a great combo tool. 5% (hit 1), 9% (hit 2)
Yoshi A sex kick. His foot expands, which gives him an extended range, though it has noticeable end-lag, making it risky to use off-stage. 10% (clean), 7% (mid), 5% (late)
Zelda Spins with magic at the end of her arms. One of Zelda's faster attacks. 2% (hits 1-4 back), 1% (hits 1-4 front), 3% (hit 5)
Zero Suit Samus Spins the Plasma Whip around herself. 10% (hit 1), 10% (hit 2)

* This assumes the Mii is default height and weight.

List of neutral aerials in Super Smash Bros. Ultimate

Character Description Damage
Banjo & Kazooie N/A N/A
Bayonetta A spinning roundhouse kick. The Bullet Arts version makes the attack's duration slightly longer. Can be used for coverage. 8% (clean), 6% (late), 3% (Bullet Arts extension)
Bowser An aerial cartwheel. While the hits connect less reliably compared to in SSB4, it is a very damaging neutral aerial and can be used as a combo starter. 6% (hits 1-4)
Bowser Jr. The Junior Clown Car spins around while its boxing gloves are extended. Effective for anti-pressure and edgeguards. 8% (clean), 7% (mid), 5% (late)
Captain Falcon Two forward kicks. Both hits have quick transition and can be used to combo into his other aerials. Commonly used when chained together with his down throw. On landing, the first hit can combo into various aerials at varying percents. 4% (hit 1), 6% (hit 2)
Charizard Flips forward to attack with its tail. Allows combos into up smash, up tilt, and aerials. 12% (flame), 9% (tail)
Chrom Similar to Roy's, but it deals consistent damage and knockback. Additionally, the first hit has weight-independent knockback like with Marth and Lucina, rather than the second hit. 4.75% (hit 1), 6.65% (hit 2)
Cloud A circular slash around himself. Fast and covers much of his hurtbox. Compared to in SSB4, the move's altered animation results in it having less range around Cloud, however. 8%
Corrin Slashes with the Omega Yato from above to behind, and then uses a Dragon Fang spear to slash forward. Can be used as a combo starter due to how it has low landing lag. 7% (clean), 5.5% (late)
Daisy Identical to Peach's. 13% (clean), 6% (late arms), 5% (late body)
Dark Pit Identical to Pit's. 0.7% (hits 1-7), 4.5% (hit 8)
Dark Samus Identical to Samus's. 10% (hit 1), 9% (hit 2, clean), 8% (hit 2, late)
Diddy Kong 7%
Donkey Kong 11% (clean), 8% (late)
Dr. Mario Similar to Mario's, but it uniquely starts out weak and gets stronger over time. 5.8% (clean), 9.4% (late)
Duck Hunt 11% (clean), 5% (late)
Falco 3% (hits 1), 2% (hit 2-3), 4% (hit 4)
Fox A flying kick. 9% (clean), 6% (late)
Ganondorf 7% (hit 1 clean), 5.25% (hit 1 late), 12% (hit 2 clean), 9% (hit 2 late)
Greninja 11% (clean), 6% (late)
Hero N/A N/A
Ice Climbers 7% (leader), 5.2% (partner)
Ike Swings his sword around him in an arc. Has the lowest landing lag of Ike's aerials and decent disjointed range surrounding his entire hurtbox, and its vertical launch angle makes it ideal for starting combos. 7.5% (clean), 6% (late)
Incineroar 13% (clean), 7% (late)
Inkling 7%
Isabelle Twirls with pom-poms in her hands. 10% (clean), 6% (late)
Ivysaur 1% (hits 1-7), 2% (hit 8)
Jigglypuff Produces a quick, small kick. 11% (clean), 6% (late)
Joker Flips and slices with his knife twice. 7%/4%
Ken 8% (clean, bent leg), 6.5% (clean, leg/ late, bent leg), 4% (late)
King Dedede Expands his belly outward, expanding the hit box. 12% (clean), 7% (late)
King K. Rool Expands his belly outward, expanding the hit box. 12%, 8% (late)
Kirby Spins himself. 10% (clean), 8% (mid), 6% (mid-to-late), 4% (late)
Link A flying kick. 11% (clean, foot), 9% (clean, leg), 6% (late)
Little Mac A quick, short punch, aiming down 2%
Lucario 8% (hit 1), 6% (hit 2)
Lucas 2% (hits 1-3), 4% (hit 4)
Lucina Similar to Marth's, but it deals consistent damage and knockback. 4.275% (hit 1), 8.55% (hit 2)
Luigi A flying kick that launches opponents vertically. 12% (clean), 6% (late)
Mario A flying kick. 8% (clean), 5% (late)
Marth Twirls his body and simultaneously slices twice. 3.5%/5% (hit 1), 7%/9.5% (hit 2)
Mega Man Fires shots from his Mega Buster. Acts like his neutral attack and forward tilt. Allows him to deny grounded and aerial approaches from other opponents. 2% (shot), 2% (buster)
Meta Knight 10% (clean), 7.5%
Mewtwo 1.6% (hits 1-5), 4% (hit 6)
Mii Brawler A flying kick. 10% (clean), 5% (late)
Mii Gunner 10%
Mii Swordfighter 8%
Mr. Game & Watch Spouts out fish from a fish bowl. 3% (hits 1- 3), 4% (hit 4)
Ness 11% (clean), 7% (late)
Olimar 1.5% (hits 1-4), 2% (hit 5)
Pac-Man Spins in his classic form. Fast and can be used for comboing, or as a out of shield option. 10% (clean), 6% (late)
Palutena 1.3% (hits 1 - 6), 5% (hit 7)
Peach Twirls her body and attacks by her hands. 13% (clean), 6% (late arms), 5% (late body)
Pichu Spins its body. Mainly used as a out of shield option and is very hard to punish. 7% (clean), 5% (late)
Pikachu Creates a surge of electricity through its entire body. Can be used to drag opponents down from the air and combo into its tilts and aerials. Acts similar to Mewtwo's. 1.8% (hits 1-3), 3.5% (hit 4)
Pit 0.7% (hits 1-7), 4.5% (hit 8)
Piranha Plant 2% (hits 1-4), 3% (hit 5)
Richter 1% (hits 1-6), 4% (end)
Ridley 9% (clean, tail), 12% (clean, tip), 5% (late)
R.O.B. 9.5% (base), 7.5% (tip)
Robin 6.9% (bronze), 11.5% (levin)
Rosalina & Luma Rosalina: 10% (front), 8% (back), 7% (late), Luma: 4.5% (front), 4.5% (back)
Roy Twirls his body and simultaneously slices twice. 4%/6% (hit 1), 5%/8.5% (hit 2),
Ryu 8% (clean), 4.5% (late)
Samus 10% (hit 1), 9% (hit 2, clean), 8% (hit 2, late)
Sheik A flying kick. 6% (clean sweetspot), 5% (clean sourspot), 4% (late sweetspot), 3% (late sourspot)
Shulk 8.5% (blade), 7.5% (beam)
Simon 1% (hits 1-6), 4% (end)
Snake 3% (hit 1 - 3), 12% (hit 4)
Sonic Curls into a ball and spins to attack. Landing with this move has great combo potential. 12% (clean), 8% (late), 5% (latest)
Squirtle 10% (clean), 7% (late)
Toon Link 8.5% (front), 7% (back)
Villager 9% (clean), 5% (late)
Wario Twirls and expands his belly. 6% (hit 1; clean), 3% (hit 1; late), 4% (hit 2; clean) 5% (hit 2; late)
Wii Fit Trainer Performs the Jackknife pose in midair, hitting twice. This move's low end-lag and landing lag coupled with its 90° trajectory angle that cannot be DI'd makes it a great combo tool, although it isn't uncommon for opponents to fall out of the attack after the first hit. 5% (hit 1), 9% (hit 2)
Wolf A flying kick. 12% (clean), 8% (late)
Yoshi A flying kick. Yoshi's safest aerial which is mainly used as a out of shield option. 10% (clean), 7% (mid), 5% (late)
Young Link 10% (clean), 5% (late)
Zelda 2.5% (hits 1-4, front), 1.5% (hits 1-4, back), 5% (hit 5)
Zero Suit Samus 8%

Notable neutral aerials

Mr. Game & Watch's neutral air attack in Melee.
  • Donkey Kong is the only character in the original Super Smash Bros. 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-canceled 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, as well as one of the best neutral aerials in the game.
  • Ike's neutral aerial in Ultimate is a relatively fast move with low landing lag that possesses incredible range and decent combo potential on landing thanks to its aforementioned landing lag and vertical launch angle, including into an up aerial as a KO combo at higher percents. Since Ike's optimal strategy relies heavily around his neutral aerial, it has become quite infamous in the Smash Bros. community.
    • Palutena's neutral aerial has gained her notoriety as well, for similar reasons.