Neutral aerial: Difference between revisions
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|{{SSB4|King Dedede}}|| Sticks his arms out and legs back, attacking with his large stomach. Acts as a sex kick.|| 12% (clean), 7% (late) | |{{SSB4|King Dedede}}|| Sticks his arms out and legs back, attacking with his large stomach. Acts as a sex kick.|| 12% (clean), 7% (late) | ||
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|{{SSB4|Kirby}}|| Spins in the air with his feet and arms sticking out.|| 10% (clean), 8% (mid), 6% (mid late), 4% (late) | |{{SSB4|Kirby}}|| Spins in the air with his feet and arms sticking out. Hitboxes linger for a good while, making this move effective for disrupting opponents.|| 10% (clean), 8% (mid), 6% (mid late), 4% (late) | ||
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|{{SSB4|Link}}|| Thrusts his leg out in front of him for an extended time. Is a [[sex kick]] with relatively fast startup and little landing lag. Deals more damage closer if opponents hit Link's boot, as well as more knockback during the first few frames of hit.|| 11%/9% (clean), 6% (late) | |{{SSB4|Link}}|| Thrusts his leg out in front of him for an extended time. Is a [[sex kick]] with relatively fast startup and little landing lag. Deals more damage closer if opponents hit Link's boot, as well as more knockback during the first few frames of hit.|| 11%/9% (clean), 6% (late) | ||
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|{{SSB4|Mario}}|| Performs a [[sex kick]] that loses power the longer it's out.|| 8% clean, 5% late | |{{SSB4|Mario}}|| Performs a [[sex kick]] that loses power the longer it's out.|| 8% clean, 5% late | ||
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|{{SSB4|Marth}}|| Two horizontal slashes around himself via in inward slash followed into a full 360 outward spin.|| Hit 1: 2% (base), 3% (tip)<br/>Hit 2: 6% (base) 8% (tip) | |{{SSB4|Marth}}|| Two horizontal slashes around himself via in inward slash followed into a full 360 outward spin. Quick start-up and lasting hitboxes make this an effective disrupting tool.|| Hit 1: 2% (base), 3% (tip)<br/>Hit 2: 6% (base) 8% (tip) | ||
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|{{SSB4|Mega Man}}|| Mega Buster: Behaves identically to Mega Man's neutral attack, except Mega Man fires while jumping or falling in the air. The move's cannon sweetspot has high knockback.|| 4% (cannon), 2% (shots) | |{{SSB4|Mega Man}}|| Mega Buster: Behaves identically to Mega Man's neutral attack, except Mega Man fires while jumping or falling in the air. The move's cannon sweetspot has high knockback.|| 4% (cannon), 2% (shots) | ||
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|{{SSB4|Meta Knight}}|| Spins with his sword jutting out.|| 10% (clean), 7.5% (late) | |{{SSB4|Meta Knight}}|| Spins with his sword jutting out. Very effective for edgeguarding, and can often be used after landing a dash attack.|| 10% (clean), 7.5% (late) | ||
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|{{SSB4|Mewtwo}}|| Surrounds itself with electric sparks before knocking the opponent back on the final hit. Does not have a landing hitbox, meaning opponents could end up close to it if the move ends early, but a good move for disrupting opponents.|| 1% (hits 1-8), 4% (hit 9) | |{{SSB4|Mewtwo}}|| Surrounds itself with electric sparks before knocking the opponent back on the final hit. Does not have a landing hitbox, meaning opponents could end up close to it if the move ends early, but a good move for disrupting opponents.|| 1% (hits 1-8), 4% (hit 9) | ||
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|{{SSB4|Mr. Game & Watch}}|| Tosses out a pair of fish from a bowl. Large hitbox, covers every area except below him. Originates from ''Tropical Fish''.|| 5% (hit 1), 4% (hits 2-4) | |{{SSB4|Mr. Game & Watch}}|| Tosses out a pair of fish from a bowl. Large hitbox, covers every area except below him. Originates from ''Tropical Fish''.|| 5% (hit 1), 4% (hits 2-4) | ||
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|{{SSB4|Ness}}|| Spins diagonally in the air with his arms outstretched.|| 11% (clean), 7% (late) | |{{SSB4|Ness}}|| Spins diagonally in the air with his arms outstretched. Fast start-up makes it difficult to predict, but up-aerial is still usually preferred.|| 11% (clean), 7% (late) | ||
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|{{SSB4|Olimar}}|| Spins in place, hitting multiple times. Similar to his up tilt.|| 1.5% (hits 1-4), 2% (hit 5) | |{{SSB4|Olimar}}|| Spins in place, hitting multiple times. Similar to his up tilt. Pikmin are not needed or used for this attack.|| 1.5% (hits 1-4), 2% (hit 5) | ||
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|{{SSB4|Pac-Man}}|| Spins around in his ball form.|| 11% (clean), 6% (mid), 3% (late) | |{{SSB4|Pac-Man}}|| Spins around in his ball form.|| 11% (clean), 6% (mid), 3% (late) | ||
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|{{SSB4|Pit}}|| Spins both blades together in front of him, hitting multiple times.|| 0.7% (hits 1-7), 4% (hit 8) | |{{SSB4|Pit}}|| Spins both blades together in front of him, hitting multiple times.|| 0.7% (hits 1-7), 4% (hit 8) | ||
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|{{SSB4|R.O.B.}}|| Shoots his boosters out diagonally down in front of him and spins with them going.|| 8% (base), 6% (tip) | |{{SSB4|R.O.B.}}|| Shoots his boosters out diagonally down in front of him and spins with them going. Disjointed hitboxes give this move great reach, and is also one of the best in terms of disruptive potential.|| 8% (base), 6% (tip) | ||
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|{{SSB4|Robin}}|| A double slash, first in front, then in back. This is the only aerial attack that cannot be done with the Levin Sword.|| 7% | |{{SSB4|Robin}}|| A double slash, first in front, then in back. This is the only aerial attack that cannot be done with the Levin Sword.|| 7% | ||
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|{{SSB4|Sheik}}|| Extends one leg in front with the other tucked underneath in a typical [[sex kick]] form.|| 8% (clean sweetspot), 7% (clean sourspot), 5% (late sweetspot), 4% (late sourspot) | |{{SSB4|Sheik}}|| Extends one leg in front with the other tucked underneath in a typical [[sex kick]] form.|| 8% (clean sweetspot), 7% (clean sourspot), 5% (late sweetspot), 4% (late sourspot) | ||
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|{{SSB4|Shulk}}|| A circular slash with the Monado.|| 7% (blade), 8% (beam) | |{{SSB4|Shulk}}|| A circular slash with the Monado. Great reach makes this an effective approach option, especially with the Speed Monado Art.|| 7% (blade), 8% (beam) | ||
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|{{SSB4|Sonic}}|| Curls up into a ball and moves in several circles. Properties are similar to the sex kick's.|| 12% (clean), 8% (mid), 5%(late) | |{{SSB4|Sonic}}|| Curls up into a ball and moves in several circles. Properties are similar to the sex kick's.|| 12% (clean), 8% (mid), 5%(late) | ||
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|{{SSB4|Wii Fit Trainer}}|| Performs the Jackknife pose in midair, hitting twice.|| 5% (hit 1), 9% (hit 2) | |{{SSB4|Wii Fit Trainer}}|| Performs the Jackknife pose in midair, hitting twice.|| 5% (hit 1), 9% (hit 2) | ||
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|{{SSB4|Yoshi}}|| A sex kick. His foot expands, which gives him an extended range.|| 10% (clean), 7% (mid), 5% (late) | |{{SSB4|Yoshi}}|| A sex kick. His foot expands, which gives him an extended range, though it has noticeable end-lag, making it risky to use off-stage.|| 10% (clean), 7% (mid), 5% (late) | ||
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|{{SSB4|Zelda}}|| Spins with magic at the end of her arms.|| 2% (hits 1-4 back), 1% (hits 1-4 front), 3% (hit 5) | |{{SSB4|Zelda}}|| Spins with magic at the end of her arms. One of Zelda's faster attacks.|| 2% (hits 1-4 back), 1% (hits 1-4 front), 3% (hit 5) | ||
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|{{SSB4|Zero Suit Samus}}|| Spins the Plasma Whip around herself.|| 10% (hit 1), 10% (hit 2) | |{{SSB4|Zero Suit Samus}}|| Spins the Plasma Whip around herself.|| 10% (hit 1), 10% (hit 2) |
Revision as of 04:58, September 21, 2015
The neutral aerial (often abbreviated as "nair", "Nair", or "ANA", and referred to as AttackAirN in internal Brawl and Super Smash Bros. for Nintendo 3DS files) is an aerial attack that is performed by pressing only the A button, and no direction on the control stick, while in midair. Its official term varies between titles, where it is known as a "Standard Midair Attack" in Super Smash Bros. Melee, and a "Standard Air Attack" in Super Smash Bros. Brawl. Most characters' neutral aerials are fast, high-range moves useful for bettering other air attacks. Many neutral aerials are also sex kicks. With A-sticking, one is able to do neutral aerials without losing any horizontal momentum. Most neutral aerials have no landing lag if the player lands whilst the aerial is still being performed.
List of neutral aerials in Super Smash Bros.
Character | Description | Damage |
---|---|---|
Captain Falcon | Does a sex kick. Usually used as an out of shield move. Severe ending lag even with Z-canceling to be used too often. | 16% |
Donkey Kong | Spins around, attacking with his arms. DK's best aerial for comboing outside of his up air. Usually comboed into his forward aerial and rising up aerial. | 15% |
Fox | Does a sex kick. A very useful combo move, combos into practically every single aerial and ground move in Fox's arsenal. | 14% |
Jigglypuff | Flattens itself and attacks with both feet extended. One of Jigglypuff's main approach tactics is to teleport into a neutral aerial. Jigglypuff's main spacing aerial. | 7-14% |
Kirby | Flattens himself and attacks with both feet extended. A very high power combo move, good at edgeguarding and OOS play. The lighter damages combo into an F-smash. | 15% |
Link | Does a sex kick. Link's quickest aerial, moderate range, usually comboed into a down air or projectiles, OOS move. | 6-10% |
Luigi | Does a sex kick. Usually used for edgeguarding. The later hits of the sex kick can combo into an up special due to its low knockback. | 14% |
Mario | Same as Luigi. Great OOS move. Can combo into an up smash. | 14% |
Ness | Does a split kick with the properties of a sex kick. It is a good spacing move as it turns Ness's entire body into a hitbox. | 14% |
Pikachu | Does a sex kick. A very good combo move (as a starter or finisher). | 9-14% |
Samus | Does a sex kick. A good gimping move that allows Samus one of her few edge guard tools. | 16% |
Yoshi | Does a sex kick. A well known DJC move, very good at breaking shields. | 9-14% |
List of neutral aerials in Super Smash Bros. Melee
Character | Description | Damage |
---|---|---|
Bowser | Spins around in his shell. Low knockback, but long duration. | 13% |
Captain Falcon | Double kick. A very useful move in comboing because its two kicks and its knockback give Falcon the spacing and timing needed to continue with another aerial attack. | 6% (hit 1), 7% (hit 2) 13% total |
Donkey Kong | A spin with arms extended. Can be used as an OOS option or a combo finisher. | 10% (clean), 12% (late) |
Dr. Mario | A sex kick that grows from weaker to stronger, an unusual trait in sex kicks. Can be used to force an opponent offstage or as an edgeguard. | 10% (early), 14% (late) |
Falco | A clone of Fox's neutral aerial. | 12% (clean), 9% (late) |
Fox | A powerful, quick, and relatively lagless sex kick. | 12% (clean), 9% (late) |
Ganondorf | Basically a slower version of Captain Falcon's neutral aerial. Both kicks have high knockback, making it impossible to land his second kick at above 25%. | 12% (both kicks) |
Ice Climbers | A spin with hammers extended. Short ranged, but good for aerial spacing and following up with another neutral aerial if predicted right. | 8% (both Ice Climbers) 16% total |
Jigglypuff | A sex kick often used for spacing or combos. | 12% (clean), 9% (late) |
Kirby | An aerial spin. Hits all around Kirby, but that has poor range and power. | 10% (clean), 8% (late) |
Link | Sex kick which has high range, combos effectively, and can be interrupted before its hitbox finishes, making it a completely lagless attack. | 11% (left foot clean), 9% (right knee clean) 8% (right foot clean), 7% (late) |
Luigi | A sex kick that sends enemies at an upward trajectory. Good, fast KO move. | 15% (clean), 8% (late) |
Mario | A simple sex kick that loses power the longer it's out. | 12% (clean), 8% (late) |
Marth | Two horizontal slashes around himself. Both hits connect easily, can follow up into each other. | 4% (hit 1), 10% (hit 2) 14% total |
Mewtwo | An electrical spark field with good knockback and a quick start-up, aiding in its safe recovery. | 1-2% (hits 1-8), 4% (hit 9) up to 20% if all hits connect. |
Mr. Game & Watch | A parachute expansion that is used mostly as a potent edgeguard. However, it cannot be L-cancelled. | 16% |
Ness | An aerial spin with arms extended that can serve as a combo finisher. Similar in appearance to Peach's neutral aerial. | 11% (clean), 8% (late) |
Peach | A very fast move, coming out on frame 2, which makes it a very fast move for escaping combos, retaliations out of shields, and quick KOs. | 14% (clean), 10% (mid), 9% (late) |
Pichu | A clone of Pikachu's neutral aerial. | 12% (clean), 9% (late) |
Pikachu | An aerial spin. It is somewhat weak, hampering its effectiveness. | 12% (clean), 9% (late) |
Roy | Essentially a clone of Marth's neutral air; one of Roy's best combo moves. | 4% (hit 1), 8% (hit 2) 12% total |
Samus | Sex kick which lasts a long time, combos efficiently, can KO, and is generally considered one of the best aerial attacks in the game. | 14% (clean), 10% (late) |
Sheik | A sex kick that can serve as an edgeguard or a spacer. | 14% (clean), 9% (late) |
Yoshi | A sex kick that works well with DJC. | 14% (clean), 10% (late) |
Young Link | Sex kick which is a shorter-ranged version of Link's sex kick. | 12% (clean), 8% (late) |
Zelda | A multihit shower of magic, much like Mewtwo's but not as useful. | 2% (hits 1-5), 5% (hit 6) 15% total |
List of neutral aerials in Super Smash Bros. Brawl
Character | Description | Damage |
---|---|---|
Bowser | Spins in his shell. Low knockback and very low KO potential. Generally avoided due to its short hitbox duration and massive ending lag. | 13% (clean), 9% (late) |
Captain Falcon | Kicks forward twice. The first kick has set knockback which easily connects into the second kick. | 4% (hit 1), 6% (hit 2) |
Charizard | Spins its entire body in a somersault, hitting with its tail. Deals more damage if it connects with the fiery tip of Charizard's tail. | 9% (tail), 12% (fire) |
Diddy Kong | A midair cartwheel with kick-like properties. Similar to his dash attack. | 6% |
Donkey Kong | Spins with both arms extended. Similar to the Spinning Kong, but much faster to execute. | 11% (clean), 8% late |
Falco | Swings his arms four times. Can be ground-cancelled with no landing lag to lead into other attacks. | 3% (hits 1-2), 2% (hit 3), 4% (hit 4) |
Fox | A sex kick. Comes out quick and is good for spacing. | 9% (clean), 6% (late) |
Ganondorf | Two quick mid-air kicks. The first hit deals the most damage and knockback, making it unlikely to combo into the second hit above extremely low percents. | 11% (hit 1 clean), 7% (hit 1 late), 7% (hit 2 clean), 5% (hit 2 late) |
Ice Climbers | Spin in a circle with their hammers outstretched. Good for aerial spacing. | 7% (leader), 5% (partner) |
Ike | Ike swings Ragnell in an arc around his body. Low knockback (although it can still KO at high percentages). The attack is shorter ranged than most of his aerials, but covers almost 360°. | 9% |
Ivysaur | Spins facing diagonally downwards. Hits multiple times with the last hit dealing minor knockback. It is possible to spike with it. | 2% (hits 1-7) |
Jigglypuff | A sex kick. Can be used in the Wall of Pain for blocking but not for knockback. | 10% (clean), 6% (late) |
King Dedede | Sticks his arms out and legs back, attacking with his large stomach. Very fast start-up with a hitbox that covers Dedede's entire body and having a long duration but has below average knockback. Has sex kick properties. | 12% (clean), 7% (late) |
Kirby | Spins in the air with feet and arms sticking out. Awful range, poor power and a huge amount of ending lag in the air, and quite sluggish; sometimes considered the worst move in his arsenal. | 12% (clean), 10% (mid), 8% (mid late), 6% (late) |
Link | Thrusts his leg out in front of him for an extended time. A very fast sex kick with almost no landing lag at all, being great to use to land safely from juggles. | 10% (clean), 6% (late) |
Lucario | Spins with aura at the end of its hands. It has long ending lag in the air, but minimal landing lag along with almost no start-up. | 11% (clean), 9% (late) |
Lucas | Spins in a gyro pattern with PSI energy around him. Often described as the best aerial damage racker in the game. | 2% (hits 1-7), 3% (hit 8) |
Luigi | Performs a sex kick with powerful upward knockback. One of the strongest sex kicks in the game. | 14% (clean), 6% (late) |
Mario | Performs a sex kick. Can be used to break certain chain throws and combos but it has low knockback and short reach. | 10% (clean) 5% (late) |
Marth | Spins forwards then backwards with his sword. If tipped, second hit can KO. | Hit 1: 3% (base), 6% (tip) Hit 2: 9% (base), 12% (tip) |
Meta Knight | Slashes while spinning in a circle. Surprisingly powerful, decent KO option. Surprisingly powerful, decent KO option. Good OoS option because of its speed and power. | 12% (hit 1), 5-7% (hit 2) |
Mr. Game & Watch | Two fish will come out of both sides of a bowl, hitting multiple times. The last hit has moderate knockback. If the last hit does not hit, it can combo into other aerials and smashes. Its large hitbox and light vertical knockback allows it to juggle very well. Originates from Tropical Fish. | 5% (hit 1), 4% (hits 2-4) |
Ness | Spins diagonally in the air with arms outstretched. | 11% (clean), 7% (late) |
Olimar | Spins with his arms sticking out. Multiple hits, similar to up tilt. Does not involve the use of Pikmin. | 2% (hits 1-6) |
Peach | Spins around in midair. One of her few KO moves at above 120% when the opponent is near the ledge. | 13% (clean), 10%/9% (late) |
Pikachu | Curls up in a ball and repeatedly somersaults. Extremely fast startup with good horizontal knockback, making it a good aerial finisher or a useful edgeguarding move. | 12% (clean), 6% (late) |
Pit | Spins both blades together in front of him, hitting multiple times. This can stop weak projectiles if executed at the right time. | 1% (hits 1-7), 4% (hit 8) |
R.O.B. | Pauses for a second, then fires his boosters as he spins vertically. | 10% |
Samus | Performs a sex kick. Deals below-average horizontal knockback. Samus's large character model makes this neutral longer-ranged than many of the others in the game, but it's still a primarily defensive maneuver. | 8% (clean), 6% (late) |
Sheik | A somewhat weak sex kick, though it is one of her few KO moves at 120%. | 13% clean, 5% late. |
Snake | Performs four kicks in quick succession. Overall, the move has a fairly long duration with high ending and landing lag, making it unwieldy and easily punishable. The most damaging neutral aerial in the game if all four hits connect, dealing 28% total. | 6% (hit 1), 5% (hit 2), 4% (hit 3), 13% (hit 4) |
Sonic | Curls up into a ball and moves in several circles. | 11% (early), 8% (mid), 5% (late) |
Squirtle | Withdraws into its shell and spins in midair, releasing water from all sides. A good defensive move for spacing. | 9% (clean), 6% (late) |
Toon Link | Slashes on both sides, front then back, in midair. The first hit can bring the target into the second hit, provided the enemy is positioned properly. Good to use as a quick approach. | 10% (hits 1-2) |
Wario | Extends his hands and fingers, then spins in place. A quick move to use in the air. Great for spacing and hard to punish. Also great when short hopping with it out of shield. Both hits can connect at very low percentages. | 9% (clean), 4% (late) |
Wolf | Curls up and spins around. If the attack connects on the first hit, it will hit once and deliver weak horizontal knockback. Otherwise, it will hit several times and deliver small amounts of hitstun but no knockback unless it hits the sweetspot, which deals minimal knockback. | 8% (clean), 3% (late sweetspot), 1% (late sourspot) |
Yoshi | Performs a sex kick. The size of his foot is larger during the attack to indicate an extended reach. | 12% (clean), 9% (mid), 6% (late) |
Zelda | Spins in place, slowly trailing sparkles from her hands. Useful for catching opponents in combos. | 2% (hits 1-4), 5% (hit 5) |
Zero Suit Samus | Spins the Plasma Whip around herself. Fairly long range, but with below average knockback. Always deals 10% damage, regardless of stale-move negation, and does not refresh stale-move negation on other moves. | 10% |
List of neutral aerials in Super Smash Bros. 4
Character | Description | Damage |
---|---|---|
Bowser | Does an aerial cartwheeling attack. A mechanically unusual attack, as both the third and fourth hits are present at once (on Bowser's top and bottom half respectively) and connecting with the fourth hit will mean the third hit cannot strike that opponent. | 5% (hits 1-2) 10% (final hit sweetspot), 5% (final hit sourspot) |
Bowser Jr. | Junior Clown Car spins around with boxing gloves extended. | 6% (clean), 5% (mid), 3% (late) |
Captain Falcon | Kicks forward twice. The first kick has set knockback which easily connects into the second kick. | 4% (hit 1), 6% (hit 2) |
Charizard | Spins its entire body in a somersault, hitting with its tail. Deals more damage if it connects with the fiery tip of Charizard's tail. | 7% (tail), 10% (flame) |
Dark Pit | Identical to Pit's. | 0.7% (hits 1-7), 4% (hit 8) |
Diddy Kong | A midair cartwheel that has properties similar to a sex kick. | 6% |
Donkey Kong | Spins with both arms extended. | 11% (clean), 8% (late) |
Dr. Mario | A semi-clone of Mario's neutral aerial, in which it grows from weaker to stronger. | 5.6% (clean), 8.96% (late) |
Duck Hunt | The dog performs an aerial cartwheel to hit his opponents. Has properties of a sex kick. | 11% (clean), 5% (late) |
Falco | Swings his arms four times. The final hit knocks opponents away. | 3% (hits 1-2), 2% (hit 3), 4% (hit 4) |
Fox | A sex kick. Loses power the longer it's out. | 9% (clean), 6% (late) |
Ganondorf | Two quick mid-air kicks. The first hit deals the most damage and knockback, making it unlikely to combo into the second hit above extremely low percent. | 12% (hit 1 clean), 7% (hit 1 late), 9% (hit 2 clean), 5% (hit 2 late) |
Greninja | Enters a ninja pose while a burst of water emits around itself. | 11% (clean), 6% (late) |
Ike | Ike swings Ragnell in an arc around his body. Large arc range and low endlag makes this one of Ike's better spacing options. | 9% (clean), 6% (late) |
Jigglypuff | Sticks its foot out, shrinking in on itself a little. Commonly used to block opponents from the ledge, or ending a wall of pain. Has sex kick properties. | 11% (clean), 6% (late) |
King Dedede | Sticks his arms out and legs back, attacking with his large stomach. Acts as a sex kick. | 12% (clean), 7% (late) |
Kirby | Spins in the air with his feet and arms sticking out. Hitboxes linger for a good while, making this move effective for disrupting opponents. | 10% (clean), 8% (mid), 6% (mid late), 4% (late) |
Link | Thrusts his leg out in front of him for an extended time. Is a sex kick with relatively fast startup and little landing lag. Deals more damage closer if opponents hit Link's boot, as well as more knockback during the first few frames of hit. | 11%/9% (clean), 6% (late) |
Little Mac | Short jab angled downwards. A very weak meteor smash that can be used to edgeguard off stage with limited efficacy. Incredibly little ending lag, can potentially be used to lock opponents below the stage and footstool, though risky due to Mac's abysmal recovery. | 2%. |
Lucario | Spins with aura at the end of his hands. A second, weaker hitbox occurs at the end of the attack behind Lucario. | 8% (clean), 6% (late) |
Lucas | Spins around with PSI energy surrounding him. | 1% (hits 1-4), 4% (hit 5) |
Lucina | Identical to Marth's. | 2.375% (hit 1), 6.65% (hit 2) |
Luigi | Performs a sex kick with upward knockback. | 12% (clean), 6% (late) |
Mario | Performs a sex kick that loses power the longer it's out. | 8% clean, 5% late |
Marth | Two horizontal slashes around himself via in inward slash followed into a full 360 outward spin. Quick start-up and lasting hitboxes make this an effective disrupting tool. | Hit 1: 2% (base), 3% (tip) Hit 2: 6% (base) 8% (tip) |
Mega Man | Mega Buster: Behaves identically to Mega Man's neutral attack, except Mega Man fires while jumping or falling in the air. The move's cannon sweetspot has high knockback. | 4% (cannon), 2% (shots) |
Meta Knight | Spins with his sword jutting out. Very effective for edgeguarding, and can often be used after landing a dash attack. | 10% (clean), 7.5% (late) |
Mewtwo | Surrounds itself with electric sparks before knocking the opponent back on the final hit. Does not have a landing hitbox, meaning opponents could end up close to it if the move ends early, but a good move for disrupting opponents. | 1% (hits 1-8), 4% (hit 9) |
Mii Brawler | A simple sex kick. Similar to Mario's neutral aerial. | 10% (clean), 5% (late)* |
Mii Gunner | Sweeps the arm cannon downward in an arc around himself/herself. | 6%* |
Mii Swordfighter | Slashes in a circle around himself/herself while doing a corkscrew in the air. | 8%* |
Mr. Game & Watch | Tosses out a pair of fish from a bowl. Large hitbox, covers every area except below him. Originates from Tropical Fish. | 5% (hit 1), 4% (hits 2-4) |
Ness | Spins diagonally in the air with his arms outstretched. Fast start-up makes it difficult to predict, but up-aerial is still usually preferred. | 11% (clean), 7% (late) |
Olimar | Spins in place, hitting multiple times. Similar to his up tilt. Pikmin are not needed or used for this attack. | 1.5% (hits 1-4), 2% (hit 5) |
Pac-Man | Spins around in his ball form. | 11% (clean), 6% (mid), 3% (late) |
Palutena | Spins her staff around her, nullifying weak projectiles. | 1.5% (hits 1-5), 4% (hit 6) |
Peach | Spins around in midair, similar to Ness's. | 13% (clean), 6% (mid), 5% (late) |
Pikachu | Spins around in a ball in midair. Extremely fast startup with good horizontal knockback, making it a good aerial finisher or a useful edgeguarding move. Can be auto-cancelled when performed alongside a non fast-fell short hop, otherwise high landing lag. | 8.5% (clean), 5.5% (late) |
Pit | Spins both blades together in front of him, hitting multiple times. | 0.7% (hits 1-7), 4% (hit 8) |
R.O.B. | Shoots his boosters out diagonally down in front of him and spins with them going. Disjointed hitboxes give this move great reach, and is also one of the best in terms of disruptive potential. | 8% (base), 6% (tip) |
Robin | A double slash, first in front, then in back. This is the only aerial attack that cannot be done with the Levin Sword. | 7% |
Rosalina & Luma | Rosalina: Spins in the air, creating a starry field at the end of her feet. Luma: Kicks forward, then back. |
R: 5% (early), 7.5% (late) L: 4% (front), 3% (back) |
Roy | Two horizontal slashes around himself via in inward slash followed into a full 360 outward spin. | Hit 1: 6% (base), 4% (tip) Hit 2: 8% (base) 5% (tip) |
Ryu | Performs a short ranged punch close to his body with his fist. Based off of Ryu's jumping light punch in Street Fighter II. | 8% (clean), 4.5% (late) |
Samus | A quick kick in front of her and behind her. | 8% (front hit), 7% (back hit clean), 6% (back hit late) |
Sheik | Extends one leg in front with the other tucked underneath in a typical sex kick form. | 8% (clean sweetspot), 7% (clean sourspot), 5% (late sweetspot), 4% (late sourspot) |
Shulk | A circular slash with the Monado. Great reach makes this an effective approach option, especially with the Speed Monado Art. | 7% (blade), 8% (beam) |
Sonic | Curls up into a ball and moves in several circles. Properties are similar to the sex kick's. | 12% (clean), 8% (mid), 5%(late) |
Toon Link | Slashes on both sides, front then back, in midair. | 8% (front), 7% (back) |
Villager | Does a cartwheel in midair, similar to Diddy Kong's neutral aerial. Has properties similar to a sex kick's. | 9% (clean), 5% (late) |
Wario | Extends his hands and fingers, then spins in place, performing a belly flop. | 6% (clean), 4%(late) |
Wii Fit Trainer | Performs the Jackknife pose in midair, hitting twice. | 5% (hit 1), 9% (hit 2) |
Yoshi | A sex kick. His foot expands, which gives him an extended range, though it has noticeable end-lag, making it risky to use off-stage. | 10% (clean), 7% (mid), 5% (late) |
Zelda | Spins with magic at the end of her arms. One of Zelda's faster attacks. | 2% (hits 1-4 back), 1% (hits 1-4 front), 3% (hit 5) |
Zero Suit Samus | Spins the Plasma Whip around herself. | 10% (hit 1), 10% (hit 2) |
* This assumes the Mii is default height and weight.
Notable neutral aerials
- Donkey Kong is the only character in the original Super Smash Bros. not to have a sex kick as his neutral air.
- Dr. Mario's neutral air is the only sex kick which becomes stronger the longer it is out in the whole of the Super Smash Bros. series.
- Mr. Game & Watch has the only neutral air which cannot be L-cancelled in Melee.
- Ivysaur and Little Mac are the only two characters whose neutral airs can meteor smash in the whole series.
- R.O.B.'s neutral aerial has a relatively long duration that, while sporting some startup, has almost no ending lag, with a hitbox that maintains extreme power throughout the entire move. This is often cited as R.O.B.'s best finisher, as well as one of the best neutral airs in the game.
Attacks in the Super Smash Bros. series | |
---|---|
Standard ground attacks | Neutral attack · Dash attack |
Tilt attacks | Forward tilt · Up tilt · Down tilt · Crouching attack |
Smash attacks | Forward smash · Up smash · Down smash |
Aerial attacks | Neutral aerial · Forward aerial · Back aerial · Up aerial · Down aerial · Grab aerial · Glide attack |
Throws | Grab · Pummel · Forward throw · Back throw · Up throw · Down throw |
Get-up attacks | Floor attack · Edge attack |
Special moves | Neutral special move · Side special move · Up special move · Down special move · Command-input move · Final Smash |