Neutral aerial: Difference between revisions

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*[[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.
*[[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]].
*[[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]].
*{{SSBM|Link}} is the only character in Melee to not have a ending [[hitbox]] but instead ends in the last frame from his animation.
*{{SSB|Ness}} in ''Smash 64'' and {{SSBM|Link}} in ''Melee'' have an interesting property on their neutral aerials as once their [[hitbox]]es 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.
*{{SSBM|Mr. Game & Watch}} has the only neutral aerial in ''Melee'' that cannot be [[L-cancel]]ed, due to being coded as a special move. This oddity is also present in his [[back aerial]] and [[up aerial]].  
*{{SSBM|Mr. Game & Watch}} has the only neutral aerial in ''Melee'' that cannot be [[L-cancel]]ed, due to being coded as a special move. This oddity is also present in his [[back aerial]] and [[up aerial]].  
*{{SSBB|R.O.B.}}'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-cancel]]s 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]].
*{{SSBB|R.O.B.}}'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-cancel]]s 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.
*{{SSB4|Cloud}}'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.
*{{SSB4|Cloud}}'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.
*{{SSBU|Ike}}'s neutral aerial in ''Ultimate'' has a noticeable startup, 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.
*{{SSBU|Ike}}'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.
**{{SSBU|Palutena}}'s neutral aerial has gained notoriety for similar reasons. Its fast startup, wide coverage around Palutena, [[autolink angle|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.
**{{SSBU|Palutena}}'s neutral aerial has gained notoriety for similar reasons. Its fast startup, wide coverage around Palutena, [[autolink angle|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.
*{{SSBU|Steve}}'s neutral aerial can uniquely be repeated if the attack button is held, and is comparable to his very similar [[neutral attack]]/[[forward tilt]].
*{{SSBU|Steve}}'s neutral aerial can uniquely be repeated if the attack button is held, and is comparable to his very similar [[neutral attack]]/[[forward tilt]].