Super Smash Bros. series

Neutral attack: Difference between revisions

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[[File:Kirby Jab Wii U SSB4.png|thumb|right|250px|{{SSB4|Kirby}}'s neutral attack in ''[[Super Smash Bros. 4]]''.]]
[[File:Smash 4 - Fox's finishing jab.jpeg|thumb|right|250px|{{SSB4|Fox}}'s neutral infinite transitioning into its new "finishing move".]]


A '''neutral attack''' (officially '''standard attack''', '''jab''', and '''weak attack'''<!--in Wimpy KO bonus in Melee-->/{{ja|弱攻撃|Jaku kōgeki}}, also known as a '''neutral A''', '''neutral combo''' or '''AAA''') is an [[attack]] performed by pressing the attack button, the [[A button]] by default, while one's [[character]] is standing, and the [[control stick]] or [[d-pad]] is in a neutral position. A neutral attack can also be performed by [[crouching]] and tilting the [[Control Stick]] diagonally downwards in the opposite direction the character is facing, as well as by pressing the [[grab]] button right after returning to the standing animation after crouching.  Jabs are typically fast, short-ranged, weak hits that are useful for starting [[combo]]s, or to escape from close-range pressure. Many jabs, such as [[Mario]]'s, form [[natural combo]]s of two or three hits, the final hit usually inflicting the most [[damage]] and [[knockback]], while others, such as [[Fox]]'s, initiate rapid, continuous, multi-hit attacks that opponents must often [[DI]] out of. As of [[Super Smash Bros. 4]], said '''rapid jabs''' (also known as a "neutral infinite"; officially known as a '''flurry attack''' in English<!--according to SSBU tips and patch notes--> and either a '''barrage attack'''/{{ja|連打攻撃|Renda kōgeki}} or '''hundred rending attack'''/{{ja|百裂攻撃|Hyakuretsu kōgeki}} in Japanese) end with a powerful hit (dubbed as the '''hundred rending finish'''/{{ja|百裂フィニッシュ|Hyakuretsu finisshu}} in Japanese) instead of simply cutting off once the player stops pressing the button, which makes them safer to use at the expense of now having slightly higher [[Lag#Ending lag|ending lag]].
[[File:Mario AAA Combo SSBM.gif|thumb|right|300px|{{SSBM|Mario}}'s neutral attack in ''[[Super Smash Bros. Melee]]''.]]


The speed at which each hit in the sequence of a neutral combo is executed can be controlled through the timing of a player's button taps. In ''[[Melee]]'' and ''[[Brawl]]'', neutral combos may be [[Jab cancel|interrupted]] by [[crouch]]ing or [[shield]]ing, in order to restart them, or to perform other moves quickly after canceling them.
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-->), is the most basic [[attack]] a character can perform. It is performed by pressing the [[A 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]].


Despite their intended use, most neutral attacks have a long duration and moderate ending lag, making them very punishable if whiffed. The hits can also be [[smash DI]]'ed out of, have poor range, and most are inferior to other ground attacks a character may have, such as [[forward tilt]]s and [[down tilt]]s. Prior to ''SSB4'', rapid jabs in particular have disproportionately high ending lag to their non-existent knockback, can be easily [[punish]]ed, and cannot be ended easily, because tapping the attack button to perform something else only extends the time the rapid jab is held.
Almost all neutral attacks in the series are [[natural combo]]s: a type of attack with multiple stages which lead directly into each other. Just after the first attack is thrown, pressing the A button again – regardless of whether the first attack connected – will result in an immediate follow-up attack. Certain natural combos have a third stage, and so on. [[Mario]]'s iconic neutral attack, a simple punch-punch-kick combo, is a well-known example of a three-stage neutral attack.


==In ''[[Super Smash Bros.]]''==
From ''Brawl'' onwards, holding the A 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. This property is known as '''consecutiveness''', and can be a helpful way to ensure an enemy will be hit by a jab without requiring strict timing.
In the original ''Super Smash Bros'', standard attacks consisting of consecutive hits, which form neutral combos, are executed by tapping A the appropriate number of times. Characters who possess a rapid jab are able to repeat it steadily and indefinitely if a player repeatedly taps A once the rapid jab is initiated.


{|class="wikitable sortable" style="text-align:center"
==Types of neutral attacks==
!width="150"|Character
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 jab enders:
!Neutral combo
!Rapid jab
!Description
|-
|{{SSB|Captain Falcon}}
|3 hits
|launches after 3rd hit
|Does a fast hit 2%-3%, and then another fast hit for 3%-4%, and then the "[[Gentleman]]" hit (2%-4%). It then leads to a series of punches that deal 1% damage each.
|-
|{{SSB|Donkey Kong}}
|2 hits
|{{n}}
|Does a fast jab (2%-4%), followed by a uppercut (2%-4%)
|-
|{{SSB|Fox}}
|2 hits
|launches after 2nd hit
|Does two fast jabs (4% each), followed by a series of rapid kicks (1% each). Series is continuous if the [[A button]] is pushed rapidly.
|-
|{{SSB|Jigglypuff}}
|2 hits
|{{n}}
|Does two jabs. The first hit does 3% while the second hit does 4%-7%.
|-
|{{SSB|Kirby}}
|2 hits
|launches after 2nd hit
|Does two jabs similar to how Jigglypuff does them (First does 3% and second does 4%). This then follows with weak, long ranged punches that do 1% each.
|-
|{{SSB|Link}}
|3 hits
|launches optionally after 2nd hit
|Does two sword swipes (first hit does 4%-5% and second does 3%), followed by a stab that does 4%. The third hit can be replaced by a series of rapid jabs that do 1% each if he is close to his opponents.
|-
|{{SSB|Luigi}}
|3 hits
|{{n}}
|Does a jab (2%), a punch (2%-4%), and a kick (4%-8%). A [[natural combo]].
|-
|{{SSB|Mario}}
|3 hits
|{{n}}
|Does a jab (2%), a punch (2%-4%), and a kick (4%-8%). This was directly taken from ''Super Mario 64''. Is capable of doing a [[jab grab]].
|-
|{{SSB|Ness}}
|3 hits
|{{n}}
|Does two punches and a side kick. First hit does 2%, second does 2%-4%, third does 4%-8%. Is capable of doing a [[jab grab]].
|-
|{{SSB|Pikachu}}
|1 hit
|{{n}}
|Headbutts forward itself for 2%. Can also do a [[jab grab]].
|-
|{{SSB|Samus}}
|2 hits
|{{n}}
|Does a jab for 3%, and then swings her arm cannon downwards for 7%.
|-
|{{SSB|Yoshi}}
|2 hits
|{{n}}
|Double kicks, first hit does 3% and second does 5%-8%.
|}


==In ''[[Super Smash Bros. Melee]]''==
===Standard===
Characters like Mario, [[Sonic]], and [[Ness]] have jabs that end with a simple final hit, launching opponents away. Certain characters with one-hit jabs 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 jab, there is not a universally-accepted term for it.


Similarly to the original ''Smash Bros'', in ''Melee'', standard attacks that form neutral combos are executed by tapping A the appropriate number of times, and characters who possess a rapid jab are able to repeat it steadily and indefinitely if a player repeatedly taps A once the rapid jab is initiated. Many CPUs use this attack often.
===Rapid jabs===
[[File:Smash 4 - Fox's finishing jab.jpeg|thumb|right|250px|The final hit of {{SSB4|Fox}}'s rapid jab in ''[[Smash 4]].'']]A '''rapid jab''' is a constantly-looping flurry of incredibly fast and weak attacks which combo into each other. Once this attack is launched, simply holding the A button will suffice to continue it. Despite their infinite nature, rapid jabs can be escaped relatively quickly with proper [[DI]] and [[SDI]].


{|class="wikitable sortable" style="text-align:center"
The rapid jab ends once the A button is released. Prior to ''[[Smash 4]]'', this causes the character to simply stops attacking – however, from ''Smash 4'' onwards, rapid jabs have final hits designed to launch opponents away, which are used once the A button is released. Note that, as no new button input is made to activate this final hit, it is not its own stage of the natural combo.
!width="150"|Character
!Neutral combo
!Rapid jab
!Description
|-
|{{SSBM|Bowser}}
|2 hits
|{{n}}
|Scratches with his left claw, and then his right claw. 8%-11% damage when both hits connect. Noticeable KO potential at higher percentages. A small portion of the first hit [[Semi-Spike|semi-spikes]] though it's too weak to accomplish much.   
|-
|{{SSBM|Captain Falcon}}
|3 hits
|launches after 3rd hit
|Jabs twice, then knees opponent, followed by several fast jabs. First two jabs do around 2-3% each, the "gentlemen" kneeing does 8%, and each jab after does 1% each. A fast and somewhat short-ranged jab-attack, this move is good for disrupting an enemy's approach.
|-
|{{SSBM|Dr. Mario}}
|3 hits
|{{n}}
|Does a weak punch forward, followed by a second weak punch before a stronger kick forward. Damage in respective order: 3-4%, 2-4%, 5-6%
|-
|{{SSBM|Donkey Kong}}
|2 hits
|{{n}}
|A jab then an uppercut. 4%, then 6% damage.
|-
|{{SSBM|Falco}}
|2 hits
|launches after 2nd hit
|Two quick jabs, both doing 4% damage each, which can easily jab cancel into each other, and then a series of fast kicks. Each kick does 1% damage. His second jab makes him move forward slightly.
|-
|{{SSBM|Fox}}
|2 hits
|launches after 2nd hit
|Jabs forwards with his paw, followed by a short series of fast kicks. A versatile jab that can combo into several other attacks, including up smash (similar to in ''Smash 64''). Very useful against shields, to jab reset, and into shine cancels. More useful against lightweights than heavyweights (such as Jigglypuff). The second jabs makes Fox move forward a bit. 2-4% damage on the first jab, 4% damage on the second jab, and 1% damage on the kicks.
|-
|{{SSBM|Ganondorf}}
|1 hit
|{{n}}
|A quick jab that will do 7% damage. Has actual KO potential at higher %s. Since he jabs directly in front of him, some smaller characters can easily duck under it. Ganondorf's fastest attack, it is often use in combos with his other attacks, especially his down aerial.
|-
|{{SSBM|Ice Climbers}}
|2 hits
|{{n}}
|Two hammer swings in front. 1-2% first hit (usually adds up to 3%), then both Climbers do 4% on the next hit, for a total of 11% damage.
|-
|{{SSBM|Jigglypuff}}
|2 hits
|{{n}}
|Two fast jabs. The first hit does 2-3%, the second does 3-5%. The first hit, though low in range, has good enough hitstun to be jab cancelled into a grab, into a tilt, or into itself. The second hit is good for spacing.
|-
|{{SSBM|Kirby}}
|2 hits
|launches after 2nd hit
|Jabs forwards with his hand, followed by a short series of fast punches. Each punch does around 1%-2%.
|-
|{{SSBM|Link}}
|2 hits
|launches after 2nd hit
|His combo from ''Smash 64''. It can consist of two types of attacks; one is done by tapping A three times, which makes Link do two slashes and one stab, while tapping A constantly makes him follow this with a flurry of even faster sword stabs. First hit does 4-5%, second 2-3%, then 6%, followed by 1% per strike.
|-
|{{SSBM|Luigi}}
|3 hits
|{{n}}
|A three-hit attack consisting of two jabs followed by a hip bump. Useful as a low-damage opener. Because the third strike of the combo knocks the opponent away with a medium amount of lag, many players elect to omit the third strike of the combo. Luigi can repeat the first strike of the neutral attack by jab cancelling. The attack consists of two jabs, both doing 1-3% damage, and the last hit does 2-5%.
|-
|{{SSBM|Mario}}
|3 hits
|{{n}}
|Does a weak punch forward, followed by a second weak punch before a stronger kick forward. This entire combo was in ''[[Super Mario 64]]''. 2-3%, 1-2%, 4-5% damage respectively.
|-
|{{SSBM|Marth}}
|2 hits
|{{n}}
|Swings upward, back and forth, with the first hit resembling his up tilt. Useful for both offensive and defensive spacing, especially when used with wavedashing, due to the move's non-commital nature with regards to movement. Due to its speed and disjoint and relative power for a jab, the move is also highly useful for edgeguarding linear recoveries. The second jab, while not as useful as the first jab, the fact that one can chain the 2 jab hits continuously can be used to cover many unorthodox recovery options (such as the shortened [[Fox Illusion]] or [[Falco Phantasm]]). The jabs deal 4% (base) or 6% (tip) each.
|-
|{{SSBM|Mewtwo}}
|1 hit
|launches after 1st hit
|6%, then 2% or 1% randomly. Mewtwo reaches its arm out, blasting out a bit of shadow energy. The blasts are somewhat awkward to combo with.
|-
|{{SSBM|Mr. Game & Watch}}
|1 hit
|launches on 1st hit
|Greenhouse - pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the button is mashed, Mr. Game & Watch will fire the insecticide quickly. Does 1-3% per hit.
|-
|{{SSBM|Ness}}
|3 hits
|{{n}}
|Punches forward, hooking the opponent. Deals 3%. If pressed twice more, Ness will punch forward, then kick. 2% punch, 4% kick.
|-
|{{SSBM|Peach}}
|2 hits
|{{n}}
|Slaps the opponent twice, though the first hit is usually used to start combos. 1-3% first hit, 1-2% second hit.
|-
|{{SSBM|Pichu}}
|1 hit
|launches on 1st hit
|Jabs its head forward, can chain into itself. Quite fast, can infinite against some characters on walls. 1-2% per jab.
|-
|{{SSBM|Pikachu}}
|1 hit
|launches on 1st hit
|An extremely quick headbutt. Does very minimal damage (1-2%), and has a short range. This attack can be canceled into itself with two frames between possible inputs, so it can be mashed for a quick series of headbutts.
|-
|{{SSBM|Roy}}
|1 hit
|{{n}}
|Similar to Marth's, he slashes in front of him. Roy, however, only slashes once, and at a slower rate than Marth. 5-6%.
|-
|{{SSBM|Samus}}
|2 hits
|{{n}}
|A jab followed by her bringing her cannon-arm down in an axe-like way. Jab does 2-3% damage, next hit does 7% damage.
|-
|{{SSBM|Sheik}}
|2 hits
|launches after 2nd hit
|Two swipes that do 3-4%, followed by a fast series of punches doing 1% each.
|-
|{{SSBM|Yoshi}}
|2 hits
|{{n}}
|A very fast short-ranged kick that will do 2-3% damage, followed by a more powerful kick that does 4-6% damage.
|-
|{{SSBM|Young Link}}
|2 hits
|launches after 2nd hit
|Same as Link's; two slashes and a stab, followed by a barrage of stabs. In respective order of damage: 2-3%, 2%, 4-5%, and 1% per consecutive hit.
|-
|{{SSBM|Zelda}}
|1 hit
|{{n}}
|Zaps magic quickly from her palm, in a similar fashion to Ganondorf's neutral attack. Has transcendent priority. The three hits add up to 5% damage.
|}


==In ''[[Super Smash Bros. Brawl]]''==
Characters like [[Kirby]], [[Fox]], and [[Sheik]] are known for possessing rapid jabs.
In ''Brawl'', holding the A button has several uses when performing neutral attacks. Standard attacks consisting of consecutive hits that form neutral combos may be executed either by tapping A the appropriate number of times, or by holding A when one of the attacks connects with an opponent. Characters who possess a rapid jab are able to repeat it steadily and indefinitely if a player holds A once the rapid jab is initiated, however, tapping A repeatedly also works. Additionally, if A is held without attacking an opponent, some characters are able to repeat the first hit of their jab continuously until it does connect, after which their neutral combo will follow, a technique called consecutive jabbing. It should be noted that different characters' consecutive jabs repeat at different paces, with {{SSBB|Fox}} and {{SSBB|Snake}} possessing very fast consecutive jabs, and {{SSBB|Ike}} and {{SSBB|Sonic}} very slow ones. <ref>http://www.smashbros.com/wii/en_us/howto/technique/technique02.html</ref>


{|class="wikitable sortable" style="text-align:center"
===Choosables===
!width="150"|Character
A '''choosable jab''' is one that can end either in a rapid jab or in a standard final hit (which, in the context of a choosable, may be referred to as a [[gentleman]]). The rapid jab is chosen by pressing the A button very quickly during the nonfinal hits of the jab – once it is launched, it functions identically to the typical rapid jab. Likewise, the gentleman is chosen by pressing the A button less frequently, or by simply holding the A button once the first hit connects with an opponent.
!Consecutive jab
!Neutral combo
!Rapid jab
!Description
|-
|{{SSBB|Bowser}}
|{{n}}
|2 hits
|{{n}}
|Delivers two swipes with his claws. Relatively safe move, as the arm Bowser is swiping with is intangible while the hitboxes are out. 5%, then 5%.
|-
|{{SSBB|Captain Falcon}}
|{{y}}
|3 hits
|launches after 3rd hit
|Punches twice, followed by a knee, then a series of rapid punches. A good jab canceling move, the first hits can lead into a grab. Extremely fast, this is Captain Falcon's fastest attack, start-up lag wise, though it deals poor [[shield stun]]. 4%, 4%, 5%, and 1%.
|-
|{{SSBB|Charizard}}
|{{n}}
|3 hits
|{{n}}
|A right hand slash, a left hand slash, and a slash with the right wing. 3%, 4%, and 6%.
|-
|{{SSBB|Diddy Kong}}
|{{n}}
|3 hits
|launches after 3rd hit
|Slaps twice, turns around and kicks with his foot, and flicks his tail rapidly. 3%, 2%, and 2%, and the tail attack delivers 2% normally and 1% at the tip.
|-
|{{SSBB|Donkey Kong}}
|{{n}}
|2 hits
|{{n}}
|Delivers a cross punch, then an uppercut. Certain hitboxes can jab lock. 4% and 6%.
|-
|{{SSBB|Falco}}
|{{n}}
|2 hits
|launches after 2nd hit
|Delivers two arm slashes, then spins around rapidly with his arms extended. 4%, 2%, and 1%.
|-
|{{SSBB|Fox}}
|{{y}}
|1 hit
|launches after a right hook
|Left jab, then a 2-part attack that consists of a right hook, then a flurry of kicks, or the Rapid Kick. However, the jab combo doesn't link very well unlike Falco's combo. The first hit can be canceled into various other attacks. 2%, 2%, then 1-2% per kick.
|-
|{{SSBB|Ganondorf}}
|{{n}}
|1 hit
|{{n}}
|Quick palm strike. Moderate knockback, deals more damage if the tip of the attack connects. Very slow for a jab, but it is Ganondorf's quickest ground attack. This attack is good to use out of a perfect shield. Does 7%, 9% if tipped and 5% if hit from very close.
|-
|{{SSBB|Ice Climbers}}
|{{n}}
|2 hits
|{{n}}
|Swing their hammers in front of themselves. Leader, first hit 3%, second hit 4%. Partner, 2% both hits. Total, 2%-11%.
|-
|{{SSBB|Ike}}
|{{y}}
|3 hits
|{{n}}
|Punches with his left hand, then moves into a step-forward kick, then an overhead swing of his sword. This move notably makes Ike the only sword fighter to use a fist in one of his moves. The move can be jab canceled into itself to rack up damage, or a move such as an up tilt. Does 16% total but usually deals about 20% or even 25% when jab canceled.
|-
|{{SSBB|Ivysaur}}
|{{n}}
|2 hits
|launches after 2nd hit
|Whips a vine, then another, then extends the range for repeated vine slaps. Normally, 3% first hit, 2% second hit, then 2% alternating with 1% for each hit. Tired, 2% first hit, 1% second hit, then 1% for each hit.
|-
|{{SSBB|Jigglypuff}}
|{{y}}
|2 hits
|{{n}}
|Two very quick, yet extremely short ranged slaps. Both slaps do 3% damage.
|-
|{{SSBB|King Dedede}}
|{{n}}
|2 hits
|launches after 2nd hit
|A three-part attack: first is a horizontal swipe, then a vertical swipe, and finally a repeating, indefinite hammer spin in the fashion of a drill. Can deal a large amount of damage, but the spinning part is easily DI'd out of. If the "Attack" button is held during the spinning part, the spin can be held indefinitely. Though its reach is good for a jab, it is arguably one of the worst jabs in the game as it has slow start-up (it is the neutral attack with the slowest startup), as well as being rather slow to the second and third hit. Does 6% for the first hit, 5% for the second hit, and 1% to 2% for each hit in the "drill" portion.
|-
|{{SSBB|Kirby}}
|{{y}}
|2 hits
|launches after 2nd hit
|''Vulcan Jab'' - Two punches, followed by a rapid flurry of punches that release shock waves. Similar to Vulcan Jab from his Fighter Ability. This, like many of Kirby's other attacks are based off of copy abilities. Can rack up a lot of damage if used properly, but has high ending lag and can be punished should the opponent SDI out of it. Does (2%, 3%, 1%, 1%, 1%...).
|-
|{{SSBB|Link}}
|{{n}}
|3 hits
|{{n}}
|Swipes his sword across his body, second swipe goes outwards and the third hit is a stab forward. Loosely based on Link's final blow to Ganon in ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}''. The first hit can jab lock, the second has lots of hitstun, allowing it to combo into many other moves. The first two hits can jab cancel into his grab, up special, down smash or even to itself again if the opponent doesn't SDI out of it. 4%, 3%, then 5%.
|-
|{{SSBB|Lucario}}
|{{n}}
|3 hits
|{{n}}
|Waves its hand forward, does a palm thrust, and then kicks high. Each hit has blue aura accompanying it and moves Lucario a fair bit forward. The first hit can combine with other attacks well, especially grabs. By using the first strike, Lucario can initiate a Force Palm grab, standard grab or tilt to start a combo. Initial damage: First hit does 3%, second hit is 2% and the third hit is 5%. At its maximum potential this combo delivers moderate to high knockback.
|-
|{{SSBB|Lucas}}
|{{y}}
|3 hits
|{{n}}
|Kicks with his right leg twice, then does a spinkick with his left. Very fast, as the hitbox comes out on the second frame. Three hits doing 3%, 3%, then 4% for a max of 10%. All hits have surprising disjointed reach.
|-
|{{SSBB|Luigi}}
|{{n}}
|3 hits
|{{n}}
|Punches twice with opposing hands and then turns, thrusting his buttocks out. The first hit is extremely quick. Can jab lock by jab canceling and can also be followed up by a Fire Jump Punch. 3%, 2%, 5%.
|-
|{{SSBB|Mario}}
|{{y}}
|3 hits
|{{n}}
|Jabs with his right, then his left, and then kicks with his right foot. All are from ''Super Mario 64''. Beneficial in making combos. First hit can jab lock, second can jab cancel into a forward tilt or down smash. 3%, 2%, 4%.
|-
|{{SSBB|Marth}}
|{{n}}
|2 hits
|{{n}}
|Swings upward, back and forth. Can be chained continuously. First two can be chained more quickly if well timed. Can jab lock. The first hit has a similar animation to his up tilt, but visually, it has less range. 4% base, 6% tip.
|-
|{{SSBB|Meta Knight}}*
|{{n}}
|{{n}}
|launches immediately
|When held, Meta Knight yells and executes a lightning-fast series of slashes that can also hit enemies behind him. Can set-up a d-smash if [[buffer]]ed correctly. 10% maximum.
|-
|{{SSBB|Mr. Game & Watch}}
|{{n}}
|1 hit
|launches after 2nd hit
|Greenhouse: Mr. Game & Watch rapidly presses an insecticide pump. Good spamming move and hard to get out of. Low ending lag, this can lead into a grab or tilt. 3% for the first hit, 1% for each subsequent hit.
|-
|{{SSBB|Ness}}
|{{y}}
|3 hits
|{{n}}
|Jabs twice and kicks. Can jab lock. First hit does 3%, second hit 2% and third hit inflicts 4%.
|-
|{{SSBB|Olimar}}
|{{n}}
|2 hits
|{{n}}
|Headbutts twice, but hits three times. The antenna on his head deals slight damage, but not knockback. 15% damage (the last 10% is on the final hit, which connects with opponents in front of, above and behind Olimar, in that order).
|-
|{{SSBB|Peach}}
|{{n}}
|2 hits
|{{n}}
|Peach slaps the enemy twice. Similar to a move in ''{{s|mariowiki|Super Mario RPG}}''. Excellent panic move and grab setup due to its speed (comes out in just two frames). The first slap has [[set knockback]]. Interestingly, her second slap is also her most ranged normal move. Both slaps deal 3%.
|-
|{{SSBB|Pikachu}}
|{{y}}
|1 hit
|launches on 1st hit
|Quick headbutt. Can be held, or just pressed. It may also cause tripping and it has a disjointed, invisible hitbox like Snake's forward tilt and up tilt. Best used against an opponent when they are next to a wall to rack up very high damage. It can also damage stage elements (such as the statues in [[Castle Siege]]) rapidly to refresh Stale-move negation. Pikachu´s fastest move. 2% damage each hit.
|-
|{{SSBB|Pit}}**
|{{n}}
|2 or 3 hits
|can launch after 2nd hit
|Slashes three times, spins the blades together back and forth, hitting repeatedly. Interestingly, Pit cannot enter his rapid fire attack by simply holding the attack button, he will only do a three hit combo. However, once he has entered the rapid fire attack, it is necessary only to continue holding the attack button to continue it. This means Pit essentially has two different combos depending if the button is tapped or held initially. 11% damage rapid attack: 1% per hit.
|-
|{{SSBB|R.O.B.}}
|{{n}}
|2 hits
|{{n}}
|Does a quick swing with each arm. Two hits; the first one deals 3% damage and deals slight upward knockback, with almost no KO potential. The second one also deals 3%, but has much more power and horizontal knockback. Total, 6%.
|-
|{{SSBB|Samus}}
|{{n}}
|2 hits
|{{n}}
|Punches and attacks with Arm Cannon in an arc. Good on short-hopping opponents close-up, otherwise the second hit can be easily shielded or shield grabbed. Does 3%, then 7%, with a total of 10%.
|-
|{{SSBB|Sheik}}
|{{n}}
|2 hits
|launches after 2nd hit
|Sweeps her right hand left then right, then repeatedly jabs with her arm straight and with her fingers sticking out. First two hits, 3%. Jabs, 2% each, 1% if hit with the tip of her fingers.
|-
|{{SSBB|Snake}}
|{{y}}
|3 hits
|{{n}}
|Punch, Punch, Spinkick. A natural combo. The final kick has high knockback, and KOs at high percentages, but can be powershielded depending on the character, even if the combo is done as fast as possible. This is the attack combo from ''{{s|wikipedia|Metal Gear Solid 2}}'' and ''{{s|wikipedia|Metal Gear Solid}}'' games. First jab can also be jab canceled into a f-tilt or grab. The farther hitbox of the first jab can also jab lock, easiest to set-up after knocking an opponent shielding an up tilt or full hop neutral aerial off a platform above Snake in stages like {{SSBB|Battlefield}}. Does 14% if all three hit connect and is one of the only neutral attacks in the game capable of KOing before 150% (the other one being Ike's).
|-
|{{SSBB|Sonic}}
|{{y}}
|3 hits
|{{n}}
|A left-handed punch, then a right-handed punch, then finally a side kick with the left leg. Can jab lock the first and second punch. No lag, but extremely poor range. Does 7% damage total.
|-
|{{SSBB|Squirtle}}
|{{y}}
|3 hits
|{{n}}
|Punches once, then jumps forward and slaps with the tail, then flips forward and hits with the tail again. A one frame jab. The second hit can trip opponents sometimes, or simply lead into a grab. Does 3%, 2%, 4%, for a total of 9% damage.
|-
|{{SSBB|Toon Link}}
|{{n}}
|3 hits
|{{n}}
|Slashes twice then thrusts his sword forward. Fairly quick. The first and second hits have very little knockback. The third hit, though it has actual "knockback", has little KO potential. Primarily used as a way to create space against close-up opponents. Does 3%, 2%, 5%.
|-
|{{SSBB|Wario}}
|{{n}}
|2 hits
|{{n}}
|Left hook, then right hook. Decent knockback. Slow for a jab, but still good. Has decent range and a slight disjoint. 1st jab can even set up a forward smash. Wario walks forward slightly when this move is used consecutively. The move is similar to his punches in his boss stage in ''{{s|mariowiki|WarioWare, Inc.: Mega Microgame$}}'' and how he holds up a {{s|mariowiki|GBA}} card in the multiplayer minigame, {{s|mariowiki|Card e-Cards}}. First hit does 6% (fist) or 5% (body), second does 6%.
|-
|{{SSBB|Wolf}}
|{{y}}
|3 hits
|{{n}}
|A natural combo of three hits; Wolf slashes with one arm, then the other, and bites on the third hit, delivering knockback. The first hit moves Wolf no distance and is a consecutive jab - it will repeat itself continuously if the attack button is held down. The second hit moves Wolf forward a very short distance, and the first and second hits may be jab canceled and immediately followed by a second jab, a grab or another attack. The third hit moves Wolf forward an even greater distance than the second, and has above average knockback and hitstun for a neutral attack, but cannot reliably KO. All three hits have substantially large hitboxes, and the second and third are often guaranteed if the first hit connects. The knockback delivered by the third hit is useful for pushing opponents to a safe distance without the risk of punishment, and it can catch opponents off guard if deliberately delayed. However, Wolf's jab is still susceptible to shield grabbing, and must be used with caution in the face of opponents with a dangerous grab game. Neutral combo can be followed up with fair, [[RAR]] back aerial, [[DACUS]] and f-smash at low to mid percentages, and a short hopped [[Blaster (Wolf)|Blaster]] at higher percentages. The three hits deal 3%, 2% and 4% consecutively for a total of 9%.
|-
|{{SSBB|Yoshi}}
|{{n}}
|2 hits
|{{n}}
|Left kick, then right kick. Quick speed and decent damage (the second kick will clank with 14%-damage attacks, such as most tilts) make it a solid "panic" move. 3% then 6%.
|-
|{{SSBB|Zelda}}
|{{n}}
|1 hit
|{{n}}
|Extends one arm. A circular magical spark appears at the end of it, hitting up to three times. Disjointed with decent range. Hits 1-2 deal 2%, third hit deals 2%.
|-
|{{SSBB|Zero Suit Samus}}
|{{y}}
|3 hits
|{{n}}
|Palm strike, pistol whip, hip thrust. One of the fastest moves in the game. The third hit is easy to powershield, although the jab is inescapable in aerial opponents. Hits for 2%, 2%, 3%, respectively, for a total of 7% damage.
|}


<nowiki>*</nowiki>Meta Knight's neutral attack is unique, as it is the only jab that functions as a rapid attack, but cannot function as a single hit attack. When A is pressed, a rapid attack is immediately launched and may be continued indefinitely. However, even if A is not held, Meta Knight will slash several times before the move ends.
Characters like [[Pit]], [[Little Mac]], and [[Corrin]] are known for possessing choosables.


<nowiki>**</nowiki>Pit's neutral attack can function as either a three hit combo, or a two hit combo that launches into a rapid attack, depending on the player's input. If A is held during the second hit, Pit performs the three hit combo, but if A is pressed three times, the rapid attack initiates and continues for as long as A is held afterwards. Pit is the only character who possesses two different types of jabs.
==List of jabs==
Due to the nonexistence of consecutiveness before ''Brawl'', assume any jabs stated to be consecutive were not so in ''[[Smash 64]]'' and ''[[Melee]]''.


==In ''[[Super Smash Bros. 4]]''==
{| class="wikitable sortable"
All rapid jabs, with the exception of the {{SSB4|Villager}}, now end with a stronger finishing hit that launches the opponent away from them after enough time in the jab. These finishers have slightly longer range than rapid jabs, allowing the attacker to safely end the move and knock away opponents if they escape. The attacker will also be gradually pushed backwards as they land more hits. All this serves a dual purpose, to both remove infinite combos and give jabbing fighters the ability to knock their opponent away when they are done with them. Additionally, rapid jabs themselves seem to have been sped up.
{|class="wikitable sortable" style="text-align:center"
!width="150"|Character
!Consecutive jab
!Neutral combo
!Rapid jab
!Description
|-
|{{SSB4|Bayonetta}}
|{{n}}
|3 hits
|Launches after 3rd hit if the player repeatedly taps attack
|Performs a three-hit combo, then attacks with a barrage of punches-however, unlike other rapid jabs, this can't be held indefinitely-and then ending with a haymaker. Based off of the standard punch combo in Bayonetta. Fairly slow at 9 frames, but deals high damage for a rapid jab, at around 19% total. 1.5% (hits 1 & 2) 2% (hit 3) .5% (rapid jab hit) 6% (finisher)
|-
|{{SSB4|Bowser}}
|{{n}}
|2 hits
|{{n}}
|Throws up to two punches straight forward at decent range, making it effective for fending off aggressive opponents. The second hit deals good knockback, enough to KO at 150% near the ledge. 5% (first hit) 6% (second hit)
|-
|{{SSB4|Bowser Jr.}}
|{{y}}
|2 hits
|Can launch after 2nd hit
|Robotic arms with boxing gloves attached pop out on each side of the clown car to jab at the opponent. The finisher can KO at high percentages. 3% (1st hit) 2% (2nd hit) 2% (rapid jab hit)  3% (finisher)
|-
|{{SSB4|Captain Falcon}}
|{{y}}
|3 hits
|Launches after 2nd hit if player repeatedly taps attack
|Punches with the left hand, then the right. If not a rapid jab, finishes with the [[Gentleman]], else proceeds into a series of rapid punches with the right arm, then finishes with the left. 2% (1st and 2nd hits) 5% (3rd hit) 1% (rapid jab hit) 2% (finisher)
|-
|{{SSB4|Cloud}}
|{{y}}
|3 hits
|{{n}}
|Kicks with his left and right legs before finishing the combo with an outward slash with his right arm. Cloud's overall fastest attack, but surprisingly punishable if shielded. The last hit will [[semi-spike]]. 2.5% (1st hit) 2% (2nd hit) 3.5% (3rd hit)
|-
|{{SSB4|Corrin}}
|{{n}}
|3 hits
|Launches after 2nd hit if player repeatedly taps attack
|Stabs with the transformed free arm before swinging the Omega Yato up and down. If tapped twice before the last hit, the free arm transforms into a draconic mouth and rapidly "bites" before finishing off the combo with a single, powerful "bite".
|-
|{{SSB4|Charizard}}
|{{n}}
|3 hits
|{{n}}
|Claw swipes with one arm, then the other, and finishes with the wing on the same side as the first swipe. 3% (1st hit) 4% (2nd hit) 5% (3rd hit)
|-
|{{SSB4|Dark Pit}}
|{{n}}
|3 hits
|Launches after 2nd hit if player repeatedly taps attack
|Identical to Pit's in every way, but his neutral infinite's finisher has lower range.
|-
|{{SSB4|Diddy Kong}}
|{{n}}
|3 hits
|Launches automatically after 3rd hit
|Swipes with the right arm, then the left, then kicks with the right foot, transitioning into a tail whip jab attack that finishes with the tail flinging upward to knock the opponent back. 2% (1st and 3rd hit) 1% (2nd hit) roughly 0.5% (rapid jab hit) 3% (finisher)
|-
|{{SSB4|Donkey Kong}}
|{{n}}
|2 hits
|{{n}}
|Delivers a swiping punch with the left hand, then an uppercut with the right hand. Good for fending off aggressive attackers. 4% (1st hit) 6% (2nd hit)
|-
|{{SSB4|Dr. Mario}}
|{{y}}
|3 hits
|{{n}}
|Identical to Mario's, albeit slightly different damage output and slower, as well as being more effective for jab canceling. 3% (1st hit) 2% (2nd hit) 4% (3rd hit)
|-
|{{SSB4|Duck Hunt}}
|{{n}}
|3 hits
|Launches after 2nd hit if player repeatedly taps attack
|Swipes with one paw, then does a headbutt. If not a rapid jab, finishes by turning and kicking with both hind legs, else turns and has the duck peck repeatedly, then finishes with a much harder peck that has good knockback. 2% (1st hit) 3% (2nd hit) 4% (3rd hit) 1% (rapid jab hit) 3% (finisher)
|-
|{{SSB4|Falco}}
|{{n}}
|2 hits
|Can launch after 2nd hit
|Swipes down with the left arm, then swipes back up again. Rapid jab causes Falco to spin rapidly clockwise tilted toward his opponent, finishing with one more strong swipe from the left arm. 3% (1st hit) 2% (2nd hit) roughly 0.5% (rapid jab hit) 3% (finisher)
|-
|{{SSB4|Fox}}
|{{y}}
|2 hits
|Can launch after 2nd hit
|Jabs with the right arm, then the left. Rapid jab causes Fox to start rapidly kicking his opponent with the right leg, finishing with one last good kick. Excellent at jab canceling, even leading to guaranteed KO followups with an up smash with some characters. Somewhat unreliable at low percents as the opponent is usually pushed away just far enough to powershield the finisher. 2% (1st hit) 1% (2nd hit) roughly 0.5% (rapid jab hit) 2% (finisher)
|-
|{{SSB4|Ganondorf}}
|{{n}}
|1 hit
|{{n}}
|Delivers one strong electrifying jab with his right hand. Has good knockback and is useful for fending off aggressive attackers. 10% (sweetspot) 8% (body) 6% (sourspot)
|-
|{{SSB4|Greninja}}
|{{n}}
|3 hits
|Launches after 2nd hit if player repeatedly taps attack
|Jabs with one arm, then the other. If not a rapid jab, finishes with a quick burst of water, else proceeds into a series of smaller water slashes, finishing with a swipe augmented by a water burst. 2% (1st hit) 1% (2nd hit) 3% (3rd hit) 1% (rapid jab hit) 2% (finisher)
|-
|{{SSB4|Ike}}
|{{y}}
|3 hits
|{{n}}
|Punches with his fist, then kicks with his right leg, then swings Ragnell downward with decent knockback. A reliable move since it is faster than anything else in Ike's moveset. 3% (1st and 2nd hits) 5% (3rd hit)
|-
|{{SSB4|Jigglypuff}}
|{{y}}
|2 hits
|{{n}}
|Punches with one fist, then the other. Not the best attack for Jigglypuff to use in any instance, but can be used as a pseudo jab-cancel into other attacks, particularly [[Pound]]. 3% (1st and 2nd hits)
|-
|-
|{{SSB4|King Dedede}}
! Character !! Stages !! Last stage !! Cons. !! Description
|{{n}}
|2 hits
|Can launch after 2nd hit
|Swipes inward with the hammer, then outward. Rapid jab causes King Dedede to spin his hammer in front of him, trapping his opponent, then finishing with an upward swipe that can KO at high percentages. This is one of the few jabs whose finisher is a decent vertical KO move. 4% (1st and 2nd hits) 1% (rapid jab hit) 3% (finisher)
|-
|-
|{{SSB4|Kirby}}
|[[Banjo]] & [[Kazooie]]||colspan=4|''unknown''
|{{y}}
|2 hits
|Can launch after 2nd hit
|Punches with one arm, then the other. Rapid jab causes Kirby to deliver a rapid series of punches (Vulcan Jab) to his opponent, then finishing with a downward strike (Smash Punch) that can KO at high percentages near a ledge. Very quick start-up can be effective to prevent opponents from grabbing. 2% (1st hit) 3% (2nd hit) 1% (rapid jab hit) 2% (finisher)
|-
|-
|{{SSB4|Link}}
|[[Bayonetta]]||4||Rapid||{{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.
|{{n}}
|3 hits
|{{n}}
|Swipes right with his sword, then left, then finishes with a thrust. Effective deterrent against aggressive attackers, and also deals decent shield damage. 3% (1st hit) 2% (2nd hit) 5% (3rd hit)
|-
|-
|{{SSB4|Little Mac}}
|[[Bowser]]||2||Standard||{{n|16}}||Strikes forwards with one hand, then the other.
|{{y}}
|3 hits
|Launches automatically if player rapidly taps attack button near an opponent
|Jabs with the left arm, then the right, then uppercuts with the left arm. Rapid jab causes Little Mac to deliver a series of rapid jabs to his opponent (appropriately) then finishes with a powerful uppercut that can KO at high percentages. 2% (1st and 2nd hit) 7% (3rd hit) roughly 1% (rapid jab hit) 3% (finisher)
|-
|-
|{{SSB4|Lucario}}
|[[Bowser Jr.]]||3||Rapid||{{y|16}}||Deploys a pair of mechanical arms with boxing gloves from the Koopa Clown Car, then uses them to throw a jab, a cross, and then a flurry of rapid punches.
|{{n}}
|3 hits
|{{n}}
|Swipes downward with the left hand, than jabs with the right, then finishes with a kick from the right leg. Damage and knockback increase as Lucario takes damage. 2% (1st hit, min) 4% (1st hit, max) 1% (2nd hit, min) 3% (2nd hit, max) 2% (3rd hit, min) 5% (3rd hit, max)
|-
|-
|{{SSB4|Lucas}}
|[[Captain Falcon]]||{{GameIcon|SSB}}{{GameIcon|SSBM}} 4<br/> {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} 3||{{GameIcon|SSB}}{{GameIcon|SSBM}} Rapid<br/> {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Choosable||{{y|16}}||{{GameIcon|SSB}}{{GameIcon|SSBM}} Jabs twice, [[Gentleman|strikes with his knee]], and then performs a series of one-handed jabs.<br/> {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Jabs twice, then either strikes with his knee or performs a series of one-handed jabs ending in an uppercut.
|{{y}}
|3 hits
|{{n}}
|Kicks with his right leg twice, then does a spinkick with his left. All hits are very fast and have surprising disjointed reach. 2.5% (1st hit), 2% (2nd hit), 4% (3rd hit)
|-
|-
|{{SSB4|Lucina}}
|[[Charizard]]||3||Standard||{{n|16}}||Throws alternating swipes with its claws, then slashes its wing upwards and inwards.
|{{n}}
|2 hits
|{{n}}
|Same as Marth's. except damage and knockback are the same at all points. 4% (Both hits, sometimes 5%)
|-
|-
|{{SSB4|Luigi}}
|[[Chrom]]||1||Standard||{{n|16}}||Slashes upwards in front of himself.
|{{n}}
|3 hits
|{{n}}
|Punches with one hand, then the other, then flings his rear end forward for a third hit.  Decent knockback at all percentages on 3rd hit. 3% (1st hit) 2% (2nd hit) 5% (3rd hit)
|-
|-
|{{SSB4|Mario}}
|[[Cloud]]||3||Standard||{{y|16}}||Throws two kicks, then slashes outwards with the Buster Sword.
|{{y}}
|3 hits
|{{n}}
|Punches with one hand, then the other, then kicks with the leg on the side of the second punch.  Consistently low knockback, making it good for starting combos. 2% (1st and 2nd hits) 4% (3rd hit)
|-
|-
|{{SSB4|Marth}}
|[[Corrin]]||3||Choosable||{{n|16}}||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.
|{{n}}
|2 hits
|{{n}}
|Slices upward twice with the Falchion, pushing his opponent back. Deals greater knockback if hit with the tip. Good for jab canceling. 6% (Both hits, tip) 4% (Both hits, center)
|-
|-
|{{SSB4|Mega Man}}
|[[Daisy]]||2||Standard||{{n|16}}||Slaps twice.
|{{n}}
|up to 3 hits
|{{n}}
|Fires shots from his Mega Buster, complete with the classic firing sound. Hitting with the Buster itself causes a little extra damage and negligible knockback, not KOing even at 999%. Can shoot up to 3 shots at a time if player repeatedly taps attack. Excellent reach makes it difficult for opponents to approach, allowing Mega Man to efficiently space them. 2% (Each shot) 3% (if done at melee range)
|-
|-
|{{SSB4|Meta Knight}}
|[[Dark Pit]]||3||Choosable||{{n|16}}||Slashes twice, then either uppercuts with one of his blades or repeatedly attacks with both of them.
|{{n}}
|Rapid jab only
|Launches automatically
|Rapidly swings the Galaxia in front of him in many directions, finishing with a strong upwards swipe. Fast start-up, but is easily punished if the jab misses its mark. 1.2% (rapid jab hit) 2% (finisher)
|-
|-
|{{SSB4|Mewtwo}}
|[[Dark Samus]]||2||Standard||{{n|16}}||Jabs, then clubs downwards with her Arm Cannon.
|{{n}}
|3 hits
|Can launch after 2nd hit
|Slaps, summons a small darkness field in front of it, then swipes across. 4% first hit, 1% per rapid hit (up to 5% per cycle), 2% launching hit. Attack button cannot be held until rapid jab starts.
|-
|-
|{{SSB4|Mii Brawler}}
|[[Diddy Kong]]||3||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Rapid<br/>{{GameIcon|SSBU}} Standard||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Slaps twice, then rapidly flicks his tail around in front of himself.<br/>{{GameIcon|SSBU}} Slaps twice, then throws a side kick.
|{{y}}
|2 hits
|Can launch after 2nd hit
|Jabs with one arm, than the other. Rapid jab delivers a flurry of punches which finish off with a strong kick. 3% (1st hit) 2% (2nd hit) roughly 1% (rapid jab hit) 2% (finisher)*
|-
|-
|{{SSB4|Mii Gunner}}
|[[Donkey Kong]]||2||Standard||{{n|16}}||Punches forwards, then uppercuts.
|{{n}}
|4 hits
|{{n}}
|Swipes the cannon inward, then outward, then finishes by thrusting it forward and releasing a small explosion. 2% (1st and 2nd hits) 5% (3rd hit) 4% (3rd hit, explosion only)*
|-
|-
|{{SSB4|Mii Swordfighter}}
|[[Dr. Mario]]||3||Standard||{{y|16}}||Throws two punches, then a straight kick.
|{{n}}
|3 hits
|{{n}}
|Does an overhand slash downward, then back up, then switches to an underhand slash. 4% (1st hit) 3% (2nd hit) 5% (3rd hit)*
|-
|-
|{{SSB4|Mr. Game & Watch}}
|[[Duck Hunt]]||3||Choosable||{{n|16}}||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.
|{{n}}
|1 hit
|Launches after 1st hit if player rapidly taps attack
|Pumps an insecticide pump at his opponent. Rapid jab causes him to pump faster, then deliver a strong pump from an upward angle to send the opponent flying. Finisher can KO at high percentages near an edge. 3% (1st hit) 1% (rapid jab hit) 2% (finisher)
|-
|-
|{{SSB4|Ness}}
|[[Falco]]||3||Rapid||{{n|16}}||{{GameIcon|SSBM}} Throws two punches, then a series of kicks with incredible speed.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} 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.
|{{y}}
|3 hits
|{{n}}
|Punches with the left arm, then the right, then kicks with the right leg. Like Mario's but faster and dealing less knockback, making it arguably better. 2% (1st and 2nd hits) 4% (3rd hit)
|-
|-
|{{SSB4|Olimar}}
|[[Fox]]||3||Rapid||{{y|16}}||Throws two punches, then a series of kicks with incredible speed.
|{{n}}
|2 hits
|{{n}}
|Delivers two fast punches, with first the left arm, then the right. Olimar does not need or use Pikmin to do this move. 3% (1st hit) 4% (2nd hit)
|-
|-
|{{SSB4|Pac-Man}}
|[[Ganondorf]]||1||Standard||{{n|16}}||Strikes straight forwards with his hand.
|{{y}}
|3 hits
|{{n}}
|Punches with one arm, then the other, then does a bicycle kick. 3% (1st hit) 2% (2nd hit) 4% (3rd hit)
|-
|-
|{{SSB4|Palutena}}
|[[Greninja]]||3||Choosable||{{n|16}}||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.
|{{n}}
|1 hit
|Launches after 1st hit if player rapidly taps attack
|Thrusts the head of her staff at hip level. Rapid jab causes the staff to repeatedly pulse, then finish with one more powerful pulse that knocks the opponent back. Finisher is a good KO move at high percentages at an edge. 3% (1st hit) roughly 0.5% (rapid jab hit) 3.5% (finisher)
|-
|-
|{{SSB4|Peach}}
|[[Hero]]||3||Standard||{{n|16}}||Swings his sword straight upward, then straight downward, and then inward.
|{{n}}
|2 hits
|{{n}}
|Delivers 2 fast slaps, first with the left hand, then the right. Consistently low knockback. 2% (1st hit) 3% (2nd hit)
|-
|-
|{{SSB4|Pikachu}}
|[[Ice Climbers]]||2||Standard||{{n|16}}||Swing their hammers outwards, then upwards and inwards.
|{{y}}
|1 hit
|{{n}}
|Headbutts the opponent. Can hit in rapid succession, making it similar to a rapid jab, but with no finisher. Can make the opponents trip. 1% (Each hit, sometimes 2%)
|-
|-
|{{SSB4|Pit}}
|[[Ike]]||3||Standard||{{y|16}}||Throws a jab, then a stepping-forwards kick, and then slams Ragnell downwards onto the ground.
|{{n}}
|3 hits
|Launches after 2nd hit if player repeatedly taps attack
|Swipes down with the right sword, then horizontally with the left, then up with the right again if not a rapid jab, else recombines his swords into the bow and begins spinning it horizontally around him, hitting the opponent multiple times until finishing with an upward strike from the still combined bow. 2% (1st and 2nd hit) 5% (3rd hit) 1% (rapid jab hit) 2% (finisher)
|-
|-
|{{SSB4|R.O.B.}}
|[[Incineroar]]||3||Standard||{{n|16}}||Throws a straight spearhand, then a knee jab, and then a leaning-forwards elbow bash.
|{{n}}
|2 hits
|{{n}}
|Delivers 2 fast swipes with each arm. Only the second hit deals knockback. 3% (both hits)
|-
|-
|{{SSB4|Robin}}
|[[Inkling]]||3||Choosable||{{y|16}}||Performs a finger jab, a roundhouse kick, and then either a side kick or a series of close-ranged Splattershot blasts.
|{{n}}
|3 hits (2 without Fire tome)
|Launches after 2nd hit if player repeatedly taps attack and has a Wind tome
|Swipes upward with the bronze sword, then back down. If not a rapid jab, finishes with a blast of fire from a Fire tome that can KO at high percentages, but does nothing if no Fire tome is present. If rapid jab, opens the Wind tome and rapidly slashes the opponent with wind magic, finishing off with a stronger wind slash that knocks the opponent upward and can also KO at high percentages. Cannot rapid jab if no Wind tome is available. 3% (1st and 2nd hits) 5% (3rd hit, uses 1 Fire durability) roughly 1% (rapid jab hit) 2% (finisher, uses 1 Wind durability)
|-
|-
|{{SSB4|Rosalina & Luma}}
|[[Isabelle]]||1||Standard||{{y|16}}||Swings a toy hammer downwards for a very fast and weak single hit.
|{{n}}
|3 hits
|Launches after 2nd hit if player repeatedly taps attack
|Rosalina waves her arms about as Luma delivers one punch, then another, if not rapid jab, Rosalina waves yet again as Luma delivers a spinning kick, else Luma begins spinning and finishes with a slam, while Rosalina twirls her wand and finishes with one last flick if the wand. Luma deals greater knockback with the 3rd attack, while Rosalina deals greater knockback with her rapid jab finisher.  
'''Rosalina:''' 2% (1st hit) 1% (2nd hit) 3% (3rd hit) 2% (rapid jab hit) 3% (finisher)
'''Luma:''' 2% (1st and 2nd hit) 4% (finisher) 1% (rapid jab hit) 3% (finisher)
|-
|-
|{{SSB4|Roy}}
|[[Ivysaur]]||3||Rapid||{{n|16}}||Whips forwards with one vine, then another, and then performs a rapid storm of vine slaps forwards.
|{{n}}
|1 hit
|{{n}}
|Roy slashes his sword upwards in reverse-grip, ending at shoulder height. Easily combos into itself and his forward tilt at low percentages. Can be used to pseudo-chain grab with his down throw at zero to very low percents. 7.5% (sweetspot), ~4.65% (sourspot).
|-
|-
|{{SSB4|Ryu}}
|[[Jigglypuff]]||2||Standard||{{n|16}}||Throws two alternating punches.
|{{n}}
|1 hit (held), 3 hits (tapped)
|{{n}}
|''Tapped'': Ryu does a jab, cross, then a hook. Tapping the button without Ryu hitting anything makes him repeat the first hit as fast as the player can tap, similar to how jabs work in his home series. His weak attack combo is based off his standing light attack, close medium punch and standing hard punch in that order from ''Street Fighter IV''. 2% (1st hit), 5% (2nd hit), 5% (3rd hit)<br/>''Held'': Ryu does a roundhouse kick. Based off his standing heavy kick in ''Street Fighter II''. Deals 10%
|-
|-
|{{SSB4|Samus}}
|[[Joker]]||3||Standard||{{n|16}}||Slashes inwards, stabs forwards in reverse grip, and then slashes outwards.
|{{n}}
|2 hits
|{{n}}
|Punches with her free hand, then swipes downward with her arm cannon. Both hits do decent knockback, but the 2nd hit is greater. Second hit can be powershielded, as explained by a tip in the loading screen. 3% (1st hit) 8% (2nd hit)
|-
|-
|{{SSB4|Sheik}}
|[[Ken]]||''Tapped:'' 3<br/>''Held:'' 1||Standard||{{y|16}}<ref name="kr">Holding the A button uses the appropriate held variant of the attack, but the attack can still effectively be made consecutive by repeatedly tapping the A button quickly.</ref>||''Tapped:'' Throws a straight jab, then a short-straight punch, and then a hook.<br/>''Held (far):'' Swings his leg upwards and then brings it back down for a swift axe kick.<br/>''Held (close):'' Throws an uppercut.
|{{n}}
|2 hits
|Can launch after 2nd hit
|Swipes horizontally with the left arm, the swipes upward with the right. Rapid jab deals a rapid series of strikes with her left arm, finishing with one last strong strike diagonally upward. 2% (1st hit) 3% (2nd hit) roughly 0.5% (rapid jab hit) 3% (finisher)
|-
|-
|{{SSB4|Shulk}}
|[[King Dedede]]||3||Rapid||{{n|16}}||Swipes inwards with his hammer, then upwards, and then thrusts it forward while spinning its head like a drill for several hits.
|{{y}}
|3 hits
|{{n}}
|Punches with the left arm, then kicks with the right leg, then finishes with an upward slash from the Monado. Damage and knockback depend on the [[Monado Arts|Monado Art]] being used. '''Key - (Normal, Jump, Speed, Shield, Buster, Smash)''' 4%, 4%, 3%, 2% (sometimes 3%), 5%, 2% (1st hit) 3%, 3%, 3%, 2%, 5%, 2% (2nd hit) 5%, 5%, 5%, 4%, 7%, 2% (3rd hit)
|-
|-
|{{SSB4|Sonic}}
|[[King K. Rool]]||3||Standard||{{y|16}}||Strikes forwards with his palm, slashes inwards with his claws, then kicks straight forwards.
|{{y}}
|3 hits
|{{n}}
|Punches with one hand, then the other, then kicks with the leg on the side of the first punch. Similar to Mario's. 2% (1st and 2nd hits) 4% (3rd hit)
|-
|-
|{{SSB4|Toon Link}}
|[[Kirby]]||3||Rapid||{{y|16}}||Jabs twice, then throws a very fast series of punches.
|{{n}}
|3 hits
|{{n}}
|Pretty much like Link's, except faster and with shorter reach, and less shield damage. 3% (1st hit) 2% (2nd hit) 4% (3rd hit)
|-
|-
|{{SSB4|Villager}}
|[[Link]]||3||{{GameIcon|SSB}}{{GameIcon|SSBM}} Choosable<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Standard||{{n|16}}||{{GameIcon|SSB}}{{GameIcon|SSBM}} Slashes twice with the Master Sword, then either stabs forwards a single time or performs a very fast series of forwards stabs.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Slashes twice with the Master Sword, then leans into a final forwards strike.
|{{y}} (both hits used)
|2 hits
|{{n}}
|Dons a pair of boxing gloves and swings punches back and forth at the opponent. 2nd hit deals more knockback. Good for fending off aggressive opponents. 3% (both hits)
|-
|-
|{{SSB4|Wario}}
|[[Little Mac]]||3||Choosable||{{y|16}}||Throws a jab, then a hook, and then either a leaning uppercut or a barrage of high-speed punches.
|{{n}}
|2 hits
|{{n}}
|Punches downward with one hand, then uppercuts with the other, sending the opponent upwards. 4% (1st hit) 5% (2nd hit)
|-
|-
|{{SSB4|Wii Fit Trainer}}
|[[Lucario]]||3||Standard||{{n|16}}||Performs a downwards paw swing, a forward palm thrust, and then a high kick.
|{{n}}
|3 hits
|{{n}}
|Performs a Sideways Leg Lift, Single Leg Twist, and finally a Lunge which can bury grounded opponents. The first hit of this attack also has a foot hitbox that knocks the opponent away. 3% (1st and 3rd hits) 2% (2nd hit)
|-
|-
|{{SSB4|Yoshi}}
|[[Lucas]]||3||Standard||{{y|16}}||Throws a quick combo of three kicks.
|{{n}}
|2 hits
|{{n}}
|Delivers two fast kicks, with first the left leg, then the right. Good reach and quick start up allows it to out-prioritize most enemy attacks, making it arguably one of the best jabs in the game. 3% (1st hit) 4% (2nd hit)
|-
|-
|{{SSB4|Zelda}}
|[[Lucina]]||2||Standard||{{n|16}}||Performs a pair of upwards swings with Parallel Falchion.
|{{n}}
|1 hit (3 parts)
|{{n}}
|Extends her left palm and deliver a rapid series of three magical pulses. The last pulse deals some knockback. 3% (per spark) 5% (final spark) 11% (total)
|-
|-
|{{SSB4|Zero Suit Samus}}
|[[Luigi]]||3||Standard||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}||{{GameIcon|SSB}} Throws two punches, then a straight kick.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Throws two punches, then performs a jumping hip check.
|{{y}}
|3 hits
|{{n}}
|Punches with her left hand, then pistol whips, then hits with the right elbow. Has one of the fastest start-ups in the game, making it good for out-prioritizing opponents. 1% (1st hit) 2% (2nd hit) 3% (3rd hit)
|-
|-
|}
|[[Mario]]||3||Standard||{{y|16}}||Throws two punches, then a straight kick.
 
<nowiki>*</nowiki> This assumes the Mii is default height and weight.
 
==In ''[[Super Smash Bros. Ultimate]]''==
{|class="wikitable sortable" style="text-align:center" width="100%"
!width="10%"|Character
!width="10%"|Consecutive jab
!width="10%"|Neutral combo
!width="15%"|Rapid jab
!width="55%"|Description
|-
|-
|{{SSBU|Banjo & Kazooie}}
|[[Marth]]||2||Standard||{{n|16}}||Performs a pair of upwards swings with Falchion.
|N/A
|N/A
|N/A
|
|-
|-
|{{SSBU|Bayonetta}}
|[[Mega Man]]||3||Standard||{{n|16}}||Fires the Mega Buster straight ahead up to three times in a row.
|{{n}}
|3 hits
|Launches after 3rd hit if attack button is pressed repeatedly
|
|-
|-
|{{SSBU|Bowser}}
|[[Meta Knight]]||1||Rapid||{{n|16}}||{{GameIcon|SSBB}} Unleashes a storm of slashes to cover his entire body.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs several very fast slashes in front of himself before ending with a backflipping slash.
|{{n}}
|2 hits
|{{n}}
|
|-
|-
|{{SSBU|Bowser Jr.}}
|[[Mewtwo]]||2||Rapid||{{n|16}}||Performs a dark-powered palm thrust, then leans further forwards to release a stream of dark smoke from that same palm for rapid hits.
|{{y}}
|2 hits
|Can launch after 2nd hit
|
|-
|-
|{{SSBU|Captain Falcon}}
|[[Mii Brawler]]||3||Rapid||{{y|16}}||Throws two jabs, then a barrage of quick punches ending in a swift back kick.
|{{y}}
|3 hits
|Launches after 2nd hit if attack button is pressed repeatedly
|
|-
|-
|{{SSBU|Charizard}}
|[[Mii Gunner]]||3||Standard||{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}||{{GameIcon|SSB4}} Performs a pair of bludgeons with the arm cannon, then thrusts it straight forwards accompanied by a near-immediate flame blast.<br/>{{GameIcon|SSBU}} Throws a jab, then a side kick, and then thrusts the arm cannon straight forwards accompanied by a near-immediate flame blast.
|{{n}}
|3 hits
|{{n}}
|
|-
|-
|{{SSBU|Chrom}}
|[[Mii Swordfighter]]||3||Standard||{{n|16}}||Slashes inwards, outwards, and then upwards.
|{{n}}
|1 hit
|{{n}}
|
|-
|-
|{{SSBU|Cloud}}
|[[Mr. Game & Watch]]||2||Rapid||{{n|16}}||Pumps insecticide forwards, then begins to pump it much more rapidly.
|{{y}}
|3 hits
|{{n}}
|
|-
|-
|{{SSBU|Corrin}}
|[[Ness]]||3||Standard||{{y|16}}||Throws two jabs, then a side kick.
|{{n}}
|3 hits
|Launches after 2nd hit if attack button is pressed repeatedly
|
|-
|-
|{{SSBU|Daisy}}
|[[Olimar]]||2||Standard||{{n|16}}||{{GameIcon|SSBB}} Performs a pair of headbutts.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Throws two leaning punches.
|{{n}}
|2 hits
|{{n}}
|
|-
|-
|{{SSBU|Dark Pit}}
|[[Pac-Man]]||3||Standard||{{y|16}}||Throws two jabs, then performs a backflipping kick.
|{{n}}
|3 hits
|Launches after 2nd hit if attack button is pressed repeatedly
|
|-
|-
|{{SSBU|Dark Samus}}
|[[Palutena]]||2||Rapid||{{n|16}}||Thrusts her staff forwards at hip level, then keeps it there while releasing a rapidly-hitting blast of light from it.
|{{n}}
|2 hits
|{{n}}
|
|-
|-
|{{SSBU|Diddy Kong}}
|[[Peach]]||2||Standard||{{n|16}}||Slaps twice.
|{{y}}
|3 hits
|{{n}}
|
|-
|-
|{{SSBU|Donkey Kong}}
|[[Pichu]]||1||Standard||{{y|16}}||Performs a very fast and weak headbutt.
|{{n}}
|2 hits
|{{n}}
|
|-
|-
|{{SSBU|Dr. Mario}}
|[[Pikachu]]||1||Standard||{{y|16}}||Performs a very fast and weak headbutt.
|{{y}}
|3 hits
|{{n}}
|
|-
|-
|{{SSBU|Duck Hunt}}
|[[Piranha Plant]]||3||Choosable||{{y|16}}||Throws a leaf jab, then a cross, and then either headbutts straight forwards or performs a furious storm of bites.
|{{n}}
|3 hits
|Launches after 2nd hit if attack button is pressed repeatedly
|
|-
|-
|{{SSBU|Falco}}
|[[Pit]]||3||Choosable||{{n|16}}||Slashes twice, then either uppercuts with one of his blades or repeatedly attacks with both of them.
|{{n}}
|2 hits
|Can launch after 2nd hit
|
|-
|-
|{{SSBU|Fox}}
|[[R.O.B.]]||2||Standard||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}||Throws two alternating hooks.
|{{y}}
|2 hits
|Can launch after 2nd hit
|
|-
|-
|{{SSBU|Ganondorf}}
|[[Richter]]||3||Standard||{{n|16}}<ref name="rs">Holding the attack button instead enables free whip movement.</ref>||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.
|{{n}}
|1 hit
|{{n}}
|
|-
|-
|{{SSBU|Greninja}}
|[[Ridley]]||3||Choosable||{{n|16}}||Slashes inwards with both claws, then either bites in front of himself or performs a high-speed flurry of tail stabs.
|{{n}}
|3 hits
|Launches after 2nd hit if attack button is pressed repeatedly
|
|-
|-
|{{SSBU|Hero}}
|[[Robin]]||3||Choosable||{{n|16}}||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.
|{{n}}
|3 hits
|{{n}}
|
|-
|-
|{{SSBU|Ice Climbers}}
|[[Rosalina]] & [[Luma]]||3||Choosable||{{n|16}}||''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.<br/>''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.
|{{n}}
|2 hits
|{{n}}
|
|-
|-
|{{SSBU|Ike}}
|[[Roy]]||1||Standard||{{n|16}}||Slashes upwards in front of himself.
|{{y}}
|3 hits
|{{n}}
|
|-
|-
|{{SSBU|Incineroar}}
|[[Ryu]]||''Tapped:'' 3<br/>''Held:'' 1||Standard||{{y|16}}<ref name="kr"/>||''Tapped:'' Throws a straight jab, then a short-straight punch, and then a hook.<br/>''Held (far):'' Performs a strong, upwards-angled roundhouse kick.<br/>''Held (close):'' Throws an uppercut. <small>(only exists in {{GameIcon|SSBU}})</small>
|{{n}}
|3 hits
|{{n}}
|
|-
|-
|{{SSBU|Inkling}}
|[[Samus]]||2||Standard||{{n|16}}||Jabs, then clubs downwards with her Arm Cannon.
|{{y}}
|3 hits
|Launches after 2nd hit if attack button is pressed repeatedly
|
|-
|-
|{{SSBU|Isabelle}}
|[[Sheik]]||3||Rapid||{{n|16}}||Throws two knifehands, then a series of spearhand thrusts.
|{{y}}
|1 hit
|{{n}}
|
|-
|-
|{{SSBU|Ivysaur}}
|[[Shulk]]||3||Standard||{{y|16}}||Throws a jab and a side kick, then slashes upwards with the Monado.
|{{n}}
|2 hits
|Can launch after 2nd hit
|
|-
|-
|{{SSBU|Jigglypuff}}
|[[Simon]]||3||Standard||{{n|16}}<ref name="rs"/>||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.
|{{y}}
|2 hits
|{{n}}
|
|-
|-
|{{SSBU|Joker}}
|[[Snake]]||3||Standard||{{n|16}}||Throws two jabs and then performs a spinning roundhouse kick.
|{{n}}
|3 hits
|{{n}}
|
|-
|-
|{{SSBU|Ken}}
|[[Sonic]]||3||Standard||{{y|16}}||Throws two jabs, then a kick.
|{{n}}
|1 hit (held), 3 hits (tapped)
|{{n}}
|
|-
|-
|{{SSBU|King Dedede}}
|[[Squirtle]]||3||Standard||{{y|16}}||{{GameIcon|SSBB}} Throws a jab, performs an inwards tail whip, and flips forwards for a downwards tail drop.<br/>{{GameIcon|SSBU}} Throws a jab, performs a jumping kick, and then spins its tail in a modified roundhouse.
|{{n}}
|2 hits
|Can launch after 2nd hit
|
|-
|-
|{{SSBU|King K. Rool}}
|[[Toon Link]]||3||Standard||{{n|16}}||Slashes twice, then stabs straight forwards.
|{{y}}
|3 hits
|{{n}}
|
|-
|-
|{{SSBU|Kirby}}
|[[Villager]]||{{GameIcon|SSB4}} 2<br/>{{GameIcon|SSBU}} 3||{{GameIcon|SSB4}} Unique<br/>{{GameIcon|SSBU}} Rapid||{{y|16}}<ref>Repeats the first two punches instead of just the first.</ref>||{{GameIcon|SSB4}} Throw a pair of alternating hooks.<br/>{{GameIcon|SSBU}} Throws a pair of alternating hooks, then begins to throw a faster chain of hooks ending with a straight punch.
|{{y}}
|2 hits
|Can launch after 2nd hit
|
|-
|-
|{{SSBU|Link}}
|[[Wario]]||2||Standard||{{n|16}}||Throws a pair of alternating hooks.
|{{n}}
|3 hits
|{{n}}
|
|-
|-
|{{SSBU|Little Mac}}
|[[Wii Fit Trainer]]||3||Standard||{{y|16}}||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]].
|{{y}}
|3 hits
|Launches after 2nd hit if attack button is pressed repeatedly
|
|-
|-
|{{SSBU|Lucario}}
|[[Wolf]]||3||Standard||{{y|16}}||Performs two claw slashes, then leans forwards for a final blow.
|{{n}}
|3 hits
|{{n}}
|
|-
|-
|{{SSBU|Lucas}}
|[[Yoshi]]||2||Standard||{{n|16}}||Throws two simple kicks.
|{{y}}
|3 hits
|{{n}}
|
|-
|-
|{{SSBU|Lucina}}
|[[Young Link]]||3||Choosable||{{n|16}}||Slashes twice with the Master Sword, then either stabs forwards a single time or performs a very fast series of strikes.
|{{n}}
|2 hits
|{{n}}
|
|-
|-
|{{SSBU|Luigi}}
|[[Zelda]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} 1<br/> {{GameIcon|SSBU}} 2||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Standard<br/> {{GameIcon|SSBU}} Rapid||{{n|16}}||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Releases three magic sparks from her outstretched palm.<br/> {{GameIcon|SSBU}} Releases two magic sparks from her palm, then braces herself slightly as she unleashes a larger surge of magic for several hits.
|{{y}}
|3 hits
|{{n}}
|
|-
|-
|{{SSBU|Mario}}
|[[Zero Suit Samus]]||3||Standard||{{y|16}}||Throws a jab, strikes inwards with the Paralyzer, and then thrusts her elbow forwards.
|{{y}}
|3 hits
|{{n}}
|
|-
|{{SSBU|Marth}}
|{{n}}
|2 hits
|{{n}}
|
|-
|{{SSBU|Mega Man}}
|{{n}}
|up to 3 hits
|{{n}}
|
|-
|{{SSBU|Meta Knight}}
|{{n}}
|Rapid jab only
|Launches automatically
|
|-
|{{SSBU|Mewtwo}}
|{{n}}
|1 hit
|Can launch after 1st hit
|
|-
|{{SSBU|Mii Brawler}}
|{{y}}
|2 hits
|Can launch after 2nd hit
|
|-
|{{SSBU|Mii Gunner}}
|{{y}}
|3 hits
|{{n}}
|
|-
|{{SSBU|Mii Swordfighter}}
|{{n}}
|3 hits
|{{n}}
|
|-
|{{SSBU|Mr. Game & Watch}}
|{{n}}
|1 hit
|Can launch after 1st hit
|
|-
|{{SSBU|Ness}}
|{{y}}
|3 hits
|{{n}}
|
|-
|{{SSBU|Olimar}}
|{{n}}
|2 hits
|{{n}}
|
|-
|{{SSBU|Pac-Man}}
|{{y}}
|3 hits
|{{n}}
|
|-
|{{SSBU|Palutena}}
|{{n}}
|1 hit
|Can launch after 1st hit
|
|-
|{{SSBU|Peach}}
|{{n}}
|2 hits
|{{n}}
|
|-
|{{SSBU|Pichu}}
|{{y}}
|1 hit
|{{n}}
|
|-
|{{SSBU|Pikachu}}
|{{y}}
|1 hit
|{{n}}
|
|-
|{{SSBU|Pit}}
|{{n}}
|3 hits
|Launches after 2nd hit if attack button is pressed repeatedly
|
|-
|{{SSBU|Piranha Plant}}
|{{y}}
|3 hits
|Launches after 2nd hit if attack button is pressed repeatedly
|
|-
|{{SSBU|Richter}}
|{{n}}
|2 hits
|Can launch after 2nd hit
|
|-
|{{SSBU|Ridley}}
|{{n}}
|3 hits
|Launches after 2nd hit if attack button is pressed repeatedly
|
|-
|{{SSBU|R.O.B.}}
|{{y}}
|2 hits
|{{n}}
|
|-
|{{SSBU|Robin}}
|{{n}}
|3 hits
|Launches after 2nd hit if attack button is pressed repeatedly
|
|-
|{{SSBU|Rosalina & Luma}}
|{{n}}
|3 hits
|Launches after 2nd hit if attack button is pressed repeatedly
|
|-
|{{SSBU|Roy}}
|{{n}}
|1 hit
|{{n}}
|
|-
|{{SSBU|Ryu}}
|{{n}}
|1 hit (held), 3 hits (tapped)
|{{n}}
|
|-
|{{SSBU|Samus}}
|{{n}}
|2 hits
|{{n}}
|
|-
|{{SSBU|Sheik}}
|{{n}}
|2 hits
|Can launch after 2nd hit
|
|-
|{{SSBU|Shulk}}
|{{y}}
|3 hits
|{{n}}
|
|-
|{{SSBU|Simon}}
|{{n}}
|2 hits
|Can launch after 2nd hit
|
|-
|{{SSBU|Snake}}
|{{y}}
|3 hits
|{{n}}
|
|-
|{{SSBU|Sonic}}
|{{y}}
|3 hits
|{{n}}
|
|-
|{{SSBU|Squirtle}}
|{{y}}
|3 hits
|{{n}}
|
|-
|{{SSBU|Toon Link}}
|{{n}}
|3 hits
|{{n}}
|
|-
|{{SSBU|Villager}}
|{{y}} (both hits used)
|2 hits
|{{n}}
|
|-
|{{SSBU|Wario}}
|{{n}}
|2 hits
|{{n}}
|
|-
|{{SSBU|Wii Fit Trainer}}
|{{y}}
|3 hits
|{{n}}
|Performs a Sideways Leg Lift, Single Leg Twist, and finally a Lunge which can bury grounded opponents. The first hit of this attack also has a foot hitbox that knocks the opponent away. 2% (1st and 2nd hits) 3% (3rd hit)
|-
|{{SSBU|Wolf}}
|{{y}}
|3 hits
|{{n}}
|
|-
|{{SSBU|Yoshi}}
|{{n}}
|2 hits
|{{n}}
|
|-
|{{SSBU|Young Link}}
|{{n}}
|3 hits
|Launches after 2nd hit if attack button is pressed repeatedly
|
|-
|{{SSBU|Zelda}}
|{{n}}
|1 hit (2 parts)
|Can launch after 1st hit
|
|-
|{{SSBU|Zero Suit Samus}}
|{{y}}
|3 hits
|{{n}}
|
|}
|}


== Trivia ==
<references/>
*[[Mega Man]]'s neutral attack is the only one that is a projectile, and therefore can be reflected or [[pocket]]ed.
*[[Robin]]'s neutral attacks are the only ones that can have a direct influence on his/her specials (i.e. making them temporarily unavailable) and vice versa.
*[[Wii Fit Trainer]]'s neutral attack is the only one in the series that causes a status effect, with the third hit specifically being able to [[bury]] grounded opponents.
*Many fighters lack a rapid jab, but [[Meta Knight]] is the only fighter whose neutral attack is ''only'' a rapid jab.
**A tip in ''Super Smash Bros. 4'' jokingly states that "Meta Knight doesn't do 'standard attacks'".
*[[Bayonetta]]'s neutral attack is both the only one with the rapid jab coming after a third hit, as well as the one with the strongest finisher, at 6%.
**It is also the only rapid jab to end naturally. All others can be held for as long as the button is pressed.
*In ''Super Smash Bros. 4'', {{SSB4|Zero Suit Samus}}'s and {{SSB4|Little Mac}}'s neutral attacks are tied not only for fastest neutral attack, but also for the fastest attacks in the entire game, coming out on frame 1.
**Additionally, Little Mac cannot use his rapid jab if the second hit of his neutral combo doesn't hit anything.
*{{SSBM|Captain Falcon}}'s non-rapid jab finisher in ''Melee'', colloquially known as the [[Gentleman]], is notoriously difficult to perform in NTSC versions of the game without initiating his rapid jab. This is due to the trigger for the infinite requiring fewer inputs than it normally takes for Falcon to perform his entire jab combo, and thus the Gentleman requires extremely precise timing and clever exploitation of freeze frames in order to perform. This issue is corrected in PAL versions of ''Melee.''


==''Super Smash Bros. for Wii U'' digital manual description==
==Notable neutral attacks==
''"Press {{Button|Wii U|A|s=25px}} to perform a standard attack. Press {{Button|Wii U|A|s=25px}} repeatedly to perform a series of attacks. With some fighters, you can hold {{Button|Wii U|A|s=25px}} to attack continuously until you hit an opponent. You'll then automatically unleash a series of standard attacks."''
*[[Pikachu]], [[Pichu]], and [[Isabelle]] all have incredibly fast jabs 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 rapid jabs.
*[[Meta Knight]] is the only character with a one-stage rapid jab. Even pressing the A 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 jabs in the series to hit all around the character instead of just in front of them.
*[[Olimar]]'s jab 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 jab in the series to have a damaging hitbox which does not make opponents flinch.
*[[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.
*The first hit of [[Wii Fit Trainer]]'s jab combines a spearhand with a back kick for an attack that hits on both sides of their body, being one of only two jabs to do so alongside Meta Knight's in ''Brawl''. Also unique to Wii Fit Trainer's jab is that the third hit, when sweetspotted at the foot, can [[bury]] opponents. It is the only jab capable of burying; or, for that matter, inflicting any movement-inhibiting effect.
*Both [[Robin]]'s standard jab ender and rapid jab 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 jab ender draw from the same durability meter, as do [[Elwind]] and their rapid jab. The longer the rapid jab is held, the more durability will be sapped from Elwind. If one or both of these tomes is broken, the relevant jab ender(s) cannot be used until it respawns.
*[[Ryu]] has two different attacks which can be achieved through a jab 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 jab. However, the second and third stages of this jab can only be accessed upon a successful hit. Otherwise, repeatedly tapping the A 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 attack 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 jabs are an example. Holding the attack button while close to an opponent results in them instead performing their held [[up tilt]], but with virtually no knockback.
*[[Inkling]]'s rapid jab covers opponents in [[ink]].
*If the A button is held instead of pressed during [[Simon]] and [[Richter]]'s jab, they will hold the Vampire Killer forwards in front of themselves and remain stationary. Input from the control stick while the A 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.
*Particularly in ''[[SSB4]]'', [[Villager]]'s jab functions quite unlike any other in the series. It is a two-hit [[natural combo]] whose second hit can be cancelled back into the first hit, allowing for an endless volley of repeating punches. It is also a consecutive jab that uniquely repeats both hits instead of just the first one. Both of these factors may lead players to the conclusion that it is a rapid jab, 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 A button instead of holding it, which cannot be done for any true rapid jab. In ''[[Ultimate]]'', a true rapid jab 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 ''Smash 4'', and [[Bayonetta]] from ''Smash 4'' 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 rapid jab 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 rapid jab is the only one in the series that cannot be held indefinitely. After being held for sufficiently long, even if it isn't hitting anything, the rapid jab's final hit will come out with no input from the player, and the attack will end.


== Gallery ==
==Gallery==
<gallery>
<gallery>
Mario AAA Combo SSBM.gif|An animation of {{SSBM|Mario}}'s neutral attack 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''.
Wolf_jab.gif|{{SSBB|Wolf}}'s three hit neutral attack in ''Brawl''.
Line 1,348: Line 222:
*[[Jab cancel]]
*[[Jab cancel]]
*[[Lock#Jab_Lock|Jab lock]]
*[[Lock#Jab_Lock|Jab lock]]
==References==
{{Reflist}}


{{Attacks}}
{{Attacks}}

Revision as of 00:19, August 3, 2019

Mario's neutral attack in Super Smash Bros. Melee.

A neutral attack (弱攻撃), often referred to as a jab (and officially standard attack or weak attack), is the most basic attack a character can perform. It is performed by pressing the A 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 A button again – regardless of whether the first attack connected – will result in an immediate follow-up attack. Certain natural combos have a third stage, and so on. 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 A 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. This property is known as consecutiveness, and can be a helpful way to ensure an enemy will be hit by a jab without requiring strict timing.

Types of neutral attacks

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 jab enders:

Standard

Characters like Mario, Sonic, and Ness have jabs that end with a simple final hit, launching opponents away. Certain characters with one-hit jabs 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 jab, there is not a universally-accepted term for it.

Rapid jabs

The final hit of Fox's rapid jab in Smash 4.

A rapid jab is a constantly-looping flurry of incredibly fast and weak attacks which combo into each other. Once this attack is launched, simply holding the A button will suffice to continue it. Despite their infinite nature, rapid jabs can be escaped relatively quickly with proper DI and SDI.

The rapid jab ends once the A button is released. Prior to Smash 4, this causes the character to simply stops attacking – however, from Smash 4 onwards, rapid jabs have final hits designed to launch opponents away, which are used once the A button is released. Note that, as no new button input is made to activate this final hit, it is not its own stage of the natural combo.

Characters like Kirby, Fox, and Sheik are known for possessing rapid jabs.

Choosables

A choosable jab is one that can end either in a rapid jab or in a standard final hit (which, in the context of a choosable, may be referred to as a gentleman). The rapid jab is chosen by pressing the A button very quickly during the nonfinal hits of the jab – once it is launched, it functions identically to the typical rapid jab. Likewise, the gentleman is chosen by pressing the A button less frequently, or by simply holding the A button once the first hit connects with an opponent.

Characters like Pit, Little Mac, and Corrin are known for possessing choosables.

List of jabs

Due to the nonexistence of consecutiveness before Brawl, assume any jabs stated to be consecutive were not so in Smash 64 and Melee.

Character Stages Last stage Cons. Description
Banjo & Kazooie unknown
Bayonetta 4 Rapid 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.
Bowser 2 Standard No Strikes forwards with one hand, then the other.
Bowser Jr. 3 Rapid Yes Deploys a pair of mechanical arms with boxing gloves from the Koopa Clown Car, then uses them to throw a jab, a cross, and then a flurry of rapid punches.
Captain Falcon Super Smash Bros.Super Smash Bros. Melee 4
Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate 3
Super Smash Bros.Super Smash Bros. Melee Rapid
Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Choosable
Yes Super Smash Bros.Super Smash Bros. Melee Jabs twice, strikes with his knee, and then performs a series of one-handed jabs.
Super Smash Bros. BrawlSuper 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 3 Super Smash Bros. BrawlSuper Smash Bros. 4 Rapid
Super Smash Bros. Ultimate Standard
Super Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Super Smash Bros. BrawlSuper Smash Bros. 4 Slaps twice, then 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 Rapid 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.
Fox 3 Rapid 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 Rapid No Whips forwards with one vine, then another, and then performs a rapid storm of vine slaps forwards.
Jigglypuff 2 Standard No Throws two alternating punches.
Joker 3 Standard No Slashes inwards, stabs forwards in reverse grip, and then slashes outwards.
Ken Tapped: 3
Held: 1
Standard Yes[1] 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 Rapid 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 Rapid 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 Rapid 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 Rapid 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 Rapid 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.
Mr. Game & Watch 2 Rapid No Pumps insecticide forwards, then begins to pump it much more rapidly.
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 Rapid 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.
R.O.B. 2 Standard Super Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Throws two alternating hooks.
Richter 3 Standard No[2] 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 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[1] 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.
Sheik 3 Rapid 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 Standard No[2] 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.
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.
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 Unique
Super Smash Bros. Ultimate Rapid
Yes[3] 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 Master 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 Rapid
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. ^ a b Holding the A button uses the appropriate held variant of the attack, but the attack can still effectively be made consecutive by repeatedly tapping the A button quickly.
  2. ^ a b Holding the attack button instead enables free whip movement.
  3. ^ Repeats the first two punches instead of just the first.

Notable neutral attacks

  • Pikachu, Pichu, and Isabelle all have incredibly fast jabs 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 rapid jabs.
  • Meta Knight is the only character with a one-stage rapid jab. Even pressing the A 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 jabs in the series to hit all around the character instead of just in front of them.
  • Olimar's jab 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 jab in the series to have a damaging hitbox which does not make opponents flinch.
  • 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.
  • The first hit of Wii Fit Trainer's jab combines a spearhand with a back kick for an attack that hits on both sides of their body, being one of only two jabs to do so alongside Meta Knight's in Brawl. Also unique to Wii Fit Trainer's jab is that the third hit, when sweetspotted at the foot, can bury opponents. It is the only jab capable of burying; or, for that matter, inflicting any movement-inhibiting effect.
  • Both Robin's standard jab ender and rapid jab 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 jab ender draw from the same durability meter, as do Elwind and their rapid jab. The longer the rapid jab is held, the more durability will be sapped from Elwind. If one or both of these tomes is broken, the relevant jab ender(s) cannot be used until it respawns.
  • Ryu has two different attacks which can be achieved through a jab 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 jab. However, the second and third stages of this jab can only be accessed upon a successful hit. Otherwise, repeatedly tapping the A 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 attack 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 jabs are an example. Holding the attack button while close to an opponent results in them instead performing their held up tilt, but with virtually no knockback.
  • Inkling's rapid jab covers opponents in ink.
  • If the A button is held instead of pressed during Simon and Richter's jab, they will hold the Vampire Killer forwards in front of themselves and remain stationary. Input from the control stick while the A 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.
  • Particularly in SSB4, Villager's jab functions quite unlike any other in the series. It is a two-hit natural combo whose second hit can be cancelled back into the first hit, allowing for an endless volley of repeating punches. It is also a consecutive jab that uniquely repeats both hits instead of just the first one. Both of these factors may lead players to the conclusion that it is a rapid jab, 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 A button instead of holding it, which cannot be done for any true rapid jab. In Ultimate, a true rapid jab 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 Smash 4, and Bayonetta from Smash 4 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 rapid jab 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 rapid jab is the only one in the series that cannot be held indefinitely. After being held for sufficiently long, even if it isn't hitting anything, the rapid jab's final hit will come out with no input from the player, and the attack will end.

Gallery

See also