Editing Neutral attack

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===Infinite===
===Infinite===
[[File:Smash 4 - Fox's finishing jab.jpeg|thumb|250px|The final hit of {{SSB4|Fox}}'s neutral infinite in ''[[Smash 4]].'']]
[[File:Smash 4 - Fox's finishing jab.jpeg|thumb|250px|The final hit of {{SSB4|Fox}}'s neutral infinite in ''[[Smash 4]].'']]
A '''neutral infinite''' (often called a '''rapid jab''', and officially referred to as a '''flurry attack''' in ''[[Super Smash Bros. Ultimate]]'') is an extremely rapid series of weak hits that loop into each other. Once initiated, the neutral infinite can be indefinitely looped by pressing the attack button repeatedly in ''SSB'' and ''Melee'', or by simply holding it from ''Brawl'' onward. Despite their indefinite nature, neutral infinites can be escaped relatively quickly with proper [[DI]] and [[SDI]], especially prior to ''Smash 4''. Later games mitigate this by speeding up their hit rate and lowering their [[SDI]] (through both engine changes and individual multipliers), as well as slightly pushing the attacker back each hit after landing a certain number of hits. From ''Smash 4'' onward, after blockstrings of 10+ hits, opponents can also dodge out of shield with a frame-1 intangibility, leaving the attacker highly punishable.
A '''neutral infinite''' (often called a '''rapid jab''', and officially known as a '''flurry attack''' in ''[[Super Smash Bros. Ultimate]]'') is an extremely rapid series of weak hits that loop into each other. Once initiated, the neutral infinite can be indefinitely looped by pressing the attack button repeatedly in ''SSB'' and ''Melee'', or by simply holding it from ''Brawl'' onward. Despite their indefinite nature, neutral infinites can be escaped relatively quickly with proper [[DI]] and [[SDI]], especially prior to ''Smash 4''. Later games mitigate this by speeding up their hit rate and lowering their [[SDI]] (through both engine changes and individual multipliers), as well as slightly pushing the attacker back each hit after landing a certain number of hits. From ''Smash 4'' onward, after blockstrings of 10+ hits, opponents can also dodge out of shield with a frame-1 intangibility, leaving the attacker highly punishable.


The neutral infinite ends once the attack button is released. Since no new button input is made to activate this final hit, it is not its own stage of the natural combo. Prior to ''[[Smash 4]]'', this usually leaves the opponent close enough to punish the user—however, from ''Smash 4'' onward, neutral infinites have a final hit on release known as a '''finisher''' that is designed to strongly launch opponents away. While most finishers are designed to only launch a safe distance with low KO potential, a select few are quite strong, notably [[Bowser Jr.]]'s and [[Bayonetta]]'s.
The neutral infinite ends once the attack button is released. Since no new button input is made to activate this final hit, it is not its own stage of the natural combo. Prior to ''[[Smash 4]]'', this usually leaves the opponent close enough to punish the user—however, from ''Smash 4'' onward, neutral infinites have a final hit on release known as a '''finisher''' that is designed to strongly launch opponents away. While most finishers are designed to only launch a safe distance with low KO potential, a select few are quite strong, notably [[Bowser Jr.]]'s and [[Bayonetta]]'s.

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