Neutral attack: Difference between revisions

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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
[[File:Mario AAA Combo SSBM.gif|thumb|right|300px|{{SSBM|Mario}}'s neutral attack in ''[[Super Smash Bros. Melee]]''.]]
[[File:Mario AAA Combo SSBM.gif|thumb|right|300px|{{SSBM|Mario}}'s neutral attack in ''[[Super Smash Bros. Melee]]''.]]
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--> before ''[[Super Smash Bros. Ultimate]]''), is the most basic [[attack]] a character can perform. It is performed by pressing the attack 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]].


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]].
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 attack button again – regardless of whether the first attack connected – will result in an immediate follow-up attack. Certain natural combos also have a third stage, with a few that have a fourth stage. [[Mario]]'s iconic neutral attack, a simple punch-punch-kick combo, is a well-known example of a three-stage neutral attack.
 
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.


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.
From ''Brawl'' onwards, holding the attack 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 until it hits an opponent. This property is known as '''consecutiveness''', and can be a helpful way to ensure an opponent will be hit by a jab without requiring strict timing. Additionally, when a neutral attack connects, regardless of whether it possesses consecutiveness, the next stages can be activated by simply holding the button, rather than pressing it repeatedly like in the original ''[[Super Smash Bros.]]'' and ''Melee''.


==Types of neutral attacks==
==Types of neutral attacks==
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===Rapid jabs===
===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]].
[[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 that link into each other. Once this attack is launched, it can be infinitely looped by pressing the attack button repeatedly in ''SSB'' and ''Melee'', or by simply holding it from ''Brawl'' onward. Despite their infinite nature, rapid jabs can be escaped relatively quickly with proper [[DI]] and [[SDI]], especially prior to ''Smash 4''. Later games mitigate this by speeding up the rapid jabs' hit rate and lowering their [[SDI multiplier]]s (as well as weakening SDI itself), but they instead slightly push the attacker back after landing a certain amount of hits.


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.
The rapid jab ends once the attack button is released. Prior to ''[[Smash 4]]'', this causes the character to simply stop attacking – however, from ''Smash 4'' onwards, rapid jabs have a final hit known as a '''rapid jab finisher''' that is designed to launch opponents away, and is used 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.


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


===Choosables===
===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.
A '''choosable jab''' is one that can end either in a rapid jab or a standard final hit (which, in the context of a choosable, may be referred to as a [[Gentleman]]). The rapid jab is chosen by repeatedly pressing the attack button 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 attack button less frequently, or by simply holding it once the first hit connects with an opponent.


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


==List 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]]''.
Consecutiveness only applies from ''Brawl'' onward, as the feature did not exist in previous games.


{| class="wikitable sortable"
{| class="wikitable sortable"
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|[[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.
|[[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.
|-
|-
|[[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.
|[[Captain Falcon]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}} 4<br/> {{GameIcon|SSB4}}{{GameIcon|SSBU}} 3||{{GameIcon|SSB}}{{GameIcon|SSBM}} Rapid<br/> {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Choosable||{{y|16}}||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}} Jabs twice, [[Gentleman|strikes with his knee]], and then performs a series of one-handed jabs.<br/> {{GameIcon|SSB4}}{{GameIcon|SSBU}} Jabs twice, then either strikes with his knee or performs a series of one-handed jabs ending in an uppercut.
|-
|-
|[[Charizard]]||3||Standard||{{n|16}}||Throws alternating swipes with its claws, then slashes its wing upwards and inwards.
|[[Charizard]]||3||Standard||{{n|16}}||Throws alternating swipes with its claws, then slashes its wing upwards and inwards.
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|[[Joker]]||3||Standard||{{n|16}}||Slashes inwards, stabs forwards in reverse grip, and then slashes outwards.
|[[Joker]]||3||Standard||{{n|16}}||Slashes inwards, stabs forwards in reverse grip, and then slashes outwards.
|-
|-
|[[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.
|[[Ken]]||''Tapped:'' 3<br/>''Held:'' 1||Standard||{{y|16}}<ref name="kr">Holding the attack button uses the appropriate held variant of the attack, but the attack can still effectively be made consecutive by repeatedly tapping the attack 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.
|-
|-
|[[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.
|[[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.
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==Notable neutral attacks==
==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.
*[[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.
*[[Meta Knight]] is the only character with a one-stage rapid jab. Even pressing the attack 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.
*[[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.
*[[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.
*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 inflicting any movement-inhibiting effect for that matter.
*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.
*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.
*[[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 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 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 an attack similar to their held [[up tilt]], but with virtually no knockback.
*[[Inkling]]'s rapid jab covers opponents in [[ink]].
*[[Inkling]]'s rapid jab covers opponents in [[ink]]. If Inkling runs out of ink, the rapid jab can still be used, but it will possess no hitboxes.
*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.
*If the attack 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 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.
*Particularly in ''[[Smash 4]]'', [[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 attack 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.
*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]].
**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.
**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.