Neutral attack: Difference between revisions

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|[[Corrin]]||3||Choosable||{{n|16}}||Stabs forwards with a draconic spear arm, slashes with Omega Yato, and then either strikes forwards with Omega Yato again or leans forwards and performs a rapid series of bites with an arm-mounted draconic mouth.
|[[Corrin]]||3||Choosable||{{n|16}}||Stabs forwards with a draconic spear arm, slashes with Omega Yato, and then either strikes forwards with Omega Yato again or leans forwards and performs a rapid series of bites with an arm-mounted draconic mouth.
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|[[Daisy]]||2||Standard||{{n|16}}||Slaps twice. Deals 6'3
|[[Daisy]]||2||Standard||{{n|16}}||Slaps twice.
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|[[Dark Pit]]||3||Choosable||{{n|16}}||Slashes twice, then either uppercuts with one of his blades or repeatedly attacks with both of them.
|[[Dark Pit]]||3||Choosable||{{n|16}}||Slashes twice, then either uppercuts with one of his blades or repeatedly attacks with both of them.
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|[[Hero]]||3||Standard||{{n|16}}||Swings his sword straight upward, then straight downward, and then inward.
|[[Hero]]||3||Standard||{{n|16}}||Swings his sword straight upward, then straight downward, and then inward.
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|[[Ice Climbers]]||2||Standard||{{n|16}}||Swing their hammers outwards, then upwards and inwards. Solo deals 6'9 and
|[[Ice Climbers]]||2||Standard||{{n|16}}||Swing their hammers outwards, then upwards and inwards.
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|[[Ike]]||3||Standard||{{y|16}}||Throws a jab, then a stepping-forwards kick, and then slams Ragnell downwards onto the ground.
|[[Ike]]||3||Standard||{{y|16}}||Throws a jab, then a stepping-forwards kick, and then slams Ragnell downwards onto the ground.
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|[[Inkling]]||3||Choosable||{{y|16}}||Performs a finger jab, a roundhouse kick, and then either a side kick or a series of close-ranged Splattershot blasts.
|[[Inkling]]||3||Choosable||{{y|16}}||Performs a finger jab, a roundhouse kick, and then either a side kick or a series of close-ranged Splattershot blasts.
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|[[Isabelle]]||1||Standard||{{y|16}}||Swings a toy hammer downwards for a very fast and weak single hit. Deals 2'5
|[[Isabelle]]||1||Standard||{{y|16}}||Swings a toy hammer downwards for a very fast and weak single hit.
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|[[Ivysaur]]||3||Infinite||{{GameIcon|SSBB}} {{n|16}}<br>{{GameIcon|SSBU}} {{y|16}}<ref>Repeats the first two whips instead of just the first.</ref>||Whips forwards with one vine, then another, and then performs a rapid storm of vine slaps forwards.
|[[Ivysaur]]||3||Infinite||{{GameIcon|SSBB}} {{n|16}}<br>{{GameIcon|SSBU}} {{y|16}}<ref>Repeats the first two whips instead of just the first.</ref>||Whips forwards with one vine, then another, and then performs a rapid storm of vine slaps forwards.
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|[[Little Mac]]||3||Choosable||{{y|16}}||Throws a jab, then a hook, and then either a leaning uppercut or a barrage of high-speed punches.
|[[Little Mac]]||3||Choosable||{{y|16}}||Throws a jab, then a hook, and then either a leaning uppercut or a barrage of high-speed punches.
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|[[Lucario]]||3||Standard||{{n|16}}||Performs a downwards paw swing, a forward palm thrust, and then a high kick. Deals 6'2
|[[Lucario]]||3||Standard||{{n|16}}||Performs a downwards paw swing, a forward palm thrust, and then a high kick.
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|[[Lucas]]||3||Standard||{{y|16}}||Throws a quick combo of three kicks.
|[[Lucas]]||3||Standard||{{y|16}}||Throws a quick combo of three kicks.
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|[[Marth]]||2||Standard||{{n|16}}||Performs a pair of upwards swings with Falchion.
|[[Marth]]||2||Standard||{{n|16}}||Performs a pair of upwards swings with Falchion.
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|[[Mega Man]]||3||Standard||{{n|16}}||Fires the Mega Buster straight ahead up to three times in a row. Mega Buster deals 3'7
|[[Mega Man]]||3||Standard||{{n|16}}||Fires the Mega Buster straight ahead up to three times in a row.
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|[[Meta Knight]]||1||Infinite||{{n|16}}||{{GameIcon|SSBB}} Unleashes a storm of slashes to cover his entire body.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs several very fast slashes in front of himself before ending with a backflipping slash.
|[[Meta Knight]]||1||Infinite||{{n|16}}||{{GameIcon|SSBB}} Unleashes a storm of slashes to cover his entire body.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs several very fast slashes in front of himself before ending with a backflipping slash.
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|[[Palutena]]||2||Infinite||{{n|16}}||Thrusts her staff forwards at hip level, then keeps it there while releasing a rapidly-hitting blast of light from it.
|[[Palutena]]||2||Infinite||{{n|16}}||Thrusts her staff forwards at hip level, then keeps it there while releasing a rapidly-hitting blast of light from it.
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|[[Peach]]||2||Standard||{{n|16}}||Slaps twice. Deals 6'3
|[[Peach]]||2||Standard||{{n|16}}||Slaps twice.
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|[[Pichu]]||1||Standard||{{y|16}}||Performs a very fast and weak headbutt. It deals 1'5
|[[Pichu]]||1||Standard||{{y|16}}||Performs a very fast and weak headbutt.
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|[[Pikachu]]||1||Standard||{{y|16}}||Performs a very fast and weak headbutt. HOWEVER it deals 1'7
|[[Pikachu]]||1||Standard||{{y|16}}||Performs a very fast and weak headbutt.
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|[[Piranha Plant]]||3||Choosable||{{y|16}}||Throws a leaf jab, then a cross, and then either headbutts straight forwards or performs a furious storm of bites.
|[[Piranha Plant]]||3||Choosable||{{y|16}}||Throws a leaf jab, then a cross, and then either headbutts straight forwards or performs a furious storm of bites.
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|[[Sheik]]||3||Infinite||{{n|16}}||Throws two knifehands, then a series of spearhand thrusts.
|[[Sheik]]||3||Infinite||{{n|16}}||Throws two knifehands, then a series of spearhand thrusts.
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|[[Shulk]]||3||Standard||{{y|16}}||Throws a jab and a side kick, then slashes upwards with the Monado. Smash deals 3'2 shield deals 5'3 speed deals 7'4
|[[Shulk]]||3||Standard||{{y|16}}||Throws a jab and a side kick, then slashes upwards with the Monado.
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|[[Simon]]||3||Infinite||{{n|16}}<ref name="rs"/>||Holds a short length of the Vampire Killer in his hands to strike twice with its tip, then rapidly swirls it around in front of himself for multiple hits.
|[[Simon]]||3||Infinite||{{n|16}}<ref name="rs"/>||Holds a short length of the Vampire Killer in his hands to strike twice with its tip, then rapidly swirls it around in front of himself for multiple hits.
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|[[Zelda]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} 1<br/> {{GameIcon|SSBU}} 2||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Standard<br/> {{GameIcon|SSBU}} Infinite||{{n|16}}||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Releases three magic sparks from her outstretched palm.<br/> {{GameIcon|SSBU}} Releases two magic sparks from her palm, then braces herself slightly as she unleashes a larger surge of magic for several hits.
|[[Zelda]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} 1<br/> {{GameIcon|SSBU}} 2||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Standard<br/> {{GameIcon|SSBU}} Infinite||{{n|16}}||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Releases three magic sparks from her outstretched palm.<br/> {{GameIcon|SSBU}} Releases two magic sparks from her palm, then braces herself slightly as she unleashes a larger surge of magic for several hits.
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|[[Zero Suit Samus]]||3||Standard||{{y|16}}||Throws a jab, strikes inwards with the Paralyzer, and then thrusts her elbow forwards. Deals 7'5
|[[Zero Suit Samus]]||3||Standard||{{y|16}}||Throws a jab, strikes inwards with the Paralyzer, and then thrusts her elbow forwards.
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==Notable neutral attacks==
==Notable neutral attacks==
[[File:Brawl Meta Knight Jab.gif|thumb||250px|{{SSBB|Meta Knight}}'s infinite in ''Brawl''.]]
[[File:Brawl Meta Knight Jab.gif|thumb||250px|{{SSBB|Meta Knight}}'s infinite in ''Brawl''.]]
*[[Pikachu]], [[Pichu]], [[Isabelle]] and [[Steve]] all have incredibly fast neutral attacks 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 neutral infinites. [[Villager]]'s neutral attack in ''[[SSB4]]'' also had a similar effect, over two hits instead of one, but it was changed to a true neutral infinite in Ultimate.
*The fastest neutral attacks come out on frame 1, making them some of the fastest moves in the game. The only two fighters who possess frame 1 neutral attacks are [[Zero Suit Samus]] and [[Little Mac]], with Little Mac's neutral attack in ''Smash 4'' also having [[Priority#Moves_that_cannot_rebound|anti-rebounding priority]].
*[[Meta Knight]] is the only character with no "normal" neutral attacks before he begins the infinite. 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 neutral attacks in the series to hit all around the character instead of just in front of them.
*[[Pikachu]], [[Pichu]], [[Isabelle]] and [[Steve]] all have incredibly fast neutral attacks 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 neutral infinites.
*[[Ganondorf]], [[Roy]] and [[Chrom]] have the distinction of possessing single-hit neutral attacks that, unlike the characters mentioned above, are not designed to chain into themselves.
**In Ganondorf's case, his neutral attack in ''Melee'' is based off the first hit of [[Captain Falcon]]'s neutral attack, with it having a larger hitbox, an [[electric]] effect, and more base knockback and damage, but higher ending lag; its fast startup of frame 3 and decent knockback makes it commonly used to start combos. Starting from ''Brawl'', it has been retooled into a strong palm strike with the ability to KO at high percents, at the cost of very slow startup (frame 7-8), which significantly weakens its ability as a defensive option, although it is typically one of Ganondorf's fastest attacks.
**Roy's neutral attack in ''Melee'' is similarly based on his base character [[Marth]], only dealing a single hit with adjusted knockback angles for the purposes of starting combos, although it is rather poor for this purpose. Hitbox and knockback changes to the move from ''Smash 4'' onwards have improved its combo ability significantly, with the version in ''Ultimate'' commonly considered one of the best neutral attacks in the game thanks to its speed and ability to combo into almost any option, along with its hitbox being wide enough to hit ledge-hanging opponents. Chrom's version lacks a sweetspot or sourspot, although it is generally considered better due to its consistency and slightly higher horizontal range.
*[[Samus]]' neutral attack is infamous for being the only one where the first hit does not combo into the second at any reasonable percent, allowing an opponent to always shield the second hit, or even interrupt it with a neutral attack (or similarly fast attack) of their own. Unlike other attacks that have unintentional interactions due to coding or hitbox problems, her neutral attack is deliberately designed to be unreliable, as the ingame [[tip]]s in ''Smash 4'' and ''Ultimate'' mention that it is "safer to just hit with the first attack and then flee".
*[[Meta Knight]] is the only character with no "normal" neutral attacks before he begins the infinite. 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 neutral attacks in the series to hit all around the character instead of just in front of them.
*[[Olimar]]'s neutral attack 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 neutral attack in the series to have a damaging hitbox which does not make opponents flinch.
*[[Olimar]]'s neutral attack 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 neutral attack in the series to have a damaging hitbox which does not make opponents flinch.
*[[Ike]]'s neutral attack in ''Brawl'' is notable for being used for combos by only using the first and second part via crouch-cancelling the third. This allows for easy damage multipliers and combos. The attack also has a powerful knockback at high percent which will KO characters around 170%.
*[[Ike]]'s neutral attack in ''Brawl'' is notable for being used for combos by only using the first and second part via crouch-cancelling the third. This allows for easy damage and combos. The attack also has powerful knockback at high percents which will KO characters around 170%.
*[[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 neutral attack combines a spear hand with a back kick for an attack that hits on both sides of their body, being one of three neutral attacks to do so&mdash;the others being {{SSBM|Ness}}' in ''Melee'' and {{SSBB|Meta Knight}}'s in ''Brawl'', though Meta Knight's doesn't hit both sides simultaneously. Also unique to Wii Fit Trainer's neutral attack is that the third hit, when sweetspotted at the foot, can [[bury]] opponents. It is the only neutral attack capable of burying or inflicting any movement-inhibiting effect for that matter.
*The first hit of [[Wii Fit Trainer]]'s neutral attack combines a spear hand with a back kick for an attack that hits on both sides of their body, being one of three neutral attacks to do so&mdash;the others being {{SSBM|Ness}}' in ''Melee'' and {{SSBB|Meta Knight}}'s in ''Brawl'', though Meta Knight's doesn't hit both sides simultaneously. Also unique to Wii Fit Trainer's neutral attack is that the third hit, when sweetspotted at the foot, can [[bury]] opponents. It is the only neutral attack capable of burying or inflicting any movement-inhibiting effect for that matter.
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*[[Inkling]]'s neutral infinite covers opponents in {{b|ink|status}}. If Inkling runs out of ink, it can still be used, but it will possess no hitboxes.
*[[Inkling]]'s neutral infinite covers opponents in {{b|ink|status}}. If Inkling runs out of ink, it can still be used, but it will possess no hitboxes.
*If the attack button is held instead of pressed during [[Simon]] and [[Richter]]'s neutral attack, 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. It is overall similar to Sheik's [[Chain]] in ''Melee'' and ''Brawl''.
*If the attack button is held instead of pressed during [[Simon]] and [[Richter]]'s neutral attack, 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. It is overall similar to Sheik's [[Chain]] in ''Melee'' and ''Brawl''.
*Particularly in ''[[SSB4]]'', [[Villager]]'s neutral attack functions quite unlike any other in the series. It is a two-hit [[natural combo]] whose second hit can be canceled back into the first hit, allowing for an endless volley of repeating punches. It is also a consecutive move that uniquely repeats both hits instead of just the first one. Both of these factors may lead players to the conclusion that it is an infinite, 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 neutral infinite. In ''[[Ultimate]]'', a true infinite was added as a third stage of the natural combo, giving it a proper final hit, but its unique two-hit consecutiveness remains.
*In ''[[SSB4]]'', [[Villager]]'s neutral attack functions as a two-hit [[natural combo]] with a unique function: its second hit can be canceled back into the first hit, allowing for an endless volley of repeating punches. It is also a consecutive move that uniquely repeats both hits instead of just the first one. Both of these factors may lead players to the conclusion that it is an infinite, 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 neutral infinite. In ''[[Ultimate]]'', a true infinite 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 ''SSB4'', and [[Bayonetta]] from ''SSB4'' 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 infinite 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 neutral infinite is the only one in the series that cannot be held indefinitely. After being held for sufficiently long, even if it is not hitting anything, the final hit will come out with no input from the player, and the attack will end.
*[[Samus]]' neutral attack is infamous for being the only one where the first hit does not combo into the second at any reasonable percent, allowing an opponent to always shield the second hit, or even interrupt it with a neutral attack (or similarly fast attack) of their own.
*[[Bowser Jr.]]'s neutral infinite finisher is notable for having the most knockback of any neutral attack and by far the most of any neutral infinite, able to KO at around 120% near the ledge. This is in addition to having a large [[disjoint]], making it a relatively safe, reliable KO move.
*[[Bowser Jr.]]'s neutral infinite finisher is notable for having the most knockback of any neutral attack and by far the most of any neutral infinite, able to KO at around 120% near the ledge. This is in addition to having a large [[disjoint]], making it a relatively safe, reliable KO move.
**In ''Ultimate'', [[Bayonetta]]'s neutral infinite finisher is similarly one of the strongest in the game as of Update 12.0.0, giving it potent KO potential near the ledge. This is hampered by it being one of the slowest neutral attacks in the game at frame 9, although it is still Bayonetta's fastest grounded KO option.
*[[Kazuya]] has one of the most unique neutral attacks in the series, with two variations depending if the third button press is delayed or not. If the button press is delayed, Kazuya performs the Flash Punch Combo, which functions as a standard three hits jab, but deals significantly more damage (15% base) and knockback than other moves of this kind. Otherwise, if the third press is not delayed, Kazuya transitions to the 10-Hit Combo, an unique series of 10 attacks that moves Kazuya forward. If all hits connect, the combo deals an impressive 38% base damage, and the last hit is [[unblockable]]. However, because of its high [[SDI]] multiplier, it's very difficult to connect the entire 10-Hit Combo without the opponent falling out. As such, Kazuya players usually prefer to use the Flash Punch Combo, while the 10-Hit Combo is used mostly as a mixup to push opponents off the edge and interrupting it early to capitalize on sloppy escape options.
*[[Kazuya]] has one of the most unique neutral attacks in the series, with two variations depending if the third button press is delayed or not. If the button press is delayed, Kazuya performs the Flash Punch Combo, which functions as a standard three hits jab, but deals significantly more damage (15% base) and knockback than other moves of this kind. Otherwise, if the third press is not delayed, Kazuya transitions to the 10-Hit Combo, an unique series of 10 attacks that moves Kazuya forward. If all hits connect, the combo deals an impressive 38% base damage, and the last hit is [[unblockable]]. However, because of its high [[SDI]] multiplier, it's very difficult to connect the entire 10-Hit Combo without the opponent falling out. As such, Kazuya players usually prefer to use the Flash Punch Combo, while the 10-Hit Combo is used mostly as a mixup to push opponents off the edge and interrupting it early to capitalize on sloppy escape options.


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