Neutral aerial


 * "Nair" redirects here. For the Mexican smasher, see .

A neutral aerial (, Neutral midair attack; often abbreviated as Nair or n-air, and referred to as AttackAirN internally) is an aerial attack that is performed by pressing only the attack button, and no direction on the control stick, while in midair. Its official term varies between titles; it is known as a standard midair attack in Super Smash Bros. Melee, a standard air attack in Super Smash Bros. Brawl and Super Smash Bros. 4, and a neutral air attack in Super Smash Bros. Ultimate. Most characters' neutral aerials are fast moves that hit around themselves, making them useful at particularly close ranges and for stuffing the opponent by beating out slower aerial attacks. Many neutral aerials are also sex kicks, and tend to have little landing lag, especially in Melee when L-canceled. In Brawl and Smash 4, with A-sticking, the player is able to do neutral aerials without losing any horizontal momentum.

Notable neutral aerials

 * is the only character in the original Super Smash Bros. not to have a sex kick as his neutral aerial.
 * Dr. Mario's neutral aerial is the only sex kick in the series that is stronger during its late frames, rather than during its early frames.
 * Luigi's neutral aerial from Melee onward is the only sex kick in the series to launch opponents straight upward. It is considered one of Luigi's best moves in all these games, as well as one of the best neutral aerials in the series, due to its fast startup and the clean hit's sheer power allowing it to function as an effective combo breaker that can KO at high percents, while it is also capable of starting combos of its own with either the clean hit or late hit in combination with its low landing lag.
 * in Smash 64 and in Melee have an interesting property on their neutral aerials as once their hitboxes are activated, they do not end until the animation ends. In Ness' case, this happens because the timer used before the command to end the move's hitbox is the wrong type of timer, making the hitboxes last longer than they should, to the point that they last the entire rest of the animation. In Link's case, there is no command to end the hitboxes, so they just continue for as long as the animation continues.
 * has the only neutral aerial in Melee that cannot be L-canceled, due to being coded as a special move. This oddity is also present in his back aerial and up aerial.
 * 's neutral aerial in Brawl sports a slow startup, but has a long-lasting hitbox that maintains extreme power throughout the entire move, and auto-cancels immediately after the hitbox ceases. This is often cited as R.O.B.'s best finisher, as well as one of the best neutral aerials in the game. In Smash 4, its power has been drastically reduced, but it is a much more effective combo starter in combination with the changes to hitstun canceling and DI. This continues to be the case in Ultimate as well.
 * 's neutral aerial is long ranged, fast and auto-cancels from a short hop, making it difficult to punish. In Ultimate, it is much harder to use due to having noticeably less range.
 * 's neutral aerial in Ultimate has noticeable startup lag, but long-range with coverage all around Ike, alongside a very low landing lag in proportion to these attributes, and launches opponents vertically. This makes it one of his safest approach options and gives it a myriad of combos even up to high percents, with KO setups into his up aerial. While update 8.0.0 nerfed his neutral aerial reduced this combo into up aerial at high percents, it still deals low knockback at low percents and has a new KO setup with Aether. Since Ike's optimal strategy relies heavily on his neutral aerial, it has become quite infamous in the Smash community.
 * 's neutral aerial has gained notoriety for similar reasons. Its fast startup, wide coverage around Palutena, autolinking multi-hits and moderate landing lag combined with her fast dashing speed allow her to repeatedly combo the move into itself and rack up a large amount of damage at low percents while dragging opponents across the stage, making it one of her strongest punish options. This move was also nerfed like Ike's instead it was nerfed in patch 7.0.0, which made it have less knockback in the finishing hit, albeit it can still combo into lower percents.
 * 's neutral aerial has Belly Super Armor through its duration. Coupled with its fast startup and landing lag, it is a versatile move that can be used for starting combo, contesting approaches or juggling, edgeguarding and a variety of other purposes.
 * 's neutral aerial can uniquely be repeated if the attack button is held, and is comparable to his very similar neutral attack/forward tilt.
 * 's neutral aerial has several unique properties:
 * It can be performed from both sides depending on the attack or special button.
 * It can change speed and damage depending on the ARM she's using.
 * 's neutral aerial is the first and only one that can meteor smash opponents.
 * Both Mega Man and Sora's neutral aerials are the only ones in the series to consist of a natural combo.

Ataque aéreo normal