Editing Up aerial

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[[File:Link uair SSBB.jpg|thumb|250px|Link's up aerial in ''Brawl''.]]
[[File:Link uair SSBB.jpg|thumb|250px|Link's up aerial in ''Brawl''.]]
[[File:Cloud Up Air Ultimate.jpg|thumb|250px|Cloud's up aerial in ''Ultimate''.]]
[[File:MarioUairSSBM.gif|thumb|250px|Mario's up aerial in ''Melee''.]]
An '''up aerial''' ({{ja|上空中攻撃|Ue kūchū kōgeki}}, ''Up/above/upper midair attack''; commonly abbreviated as '''Uair''' or '''u-air''', and referred to as '''AttackAirHi''' internally) is an [[aerial attack]] that is performed in midair by pressing the attack button while tilting the [[control stick]] upward. Its official term varies between titles; it is known as an '''up midair attack''' in ''[[Super Smash Bros. Melee]]'', and an '''up air attack''' from ''[[Super Smash Bros. Brawl]]'' onward. Many up aerials either have a wide coverage above the user, such as flip kicks, or are narrow but powerful strikes directly above the character's head. They also tend to launch the opponent at a predominantly upward angle, making them crucial for [[juggling]]. Many up aerials have a landing animation involving the character falling on their back and having to get back up.
An '''up aerial''' ({{ja|上空中攻撃|Ue kūchū kōgeki}}, ''Up/above/upper midair attack''; commonly abbreviated as '''Uair''' or '''u-air''', and referred to as '''AttackAirHi''' internally) is an [[aerial attack]] that is performed in midair by pressing the attack button and tilting the [[control stick]] upward. Its official term varies between titles; it is known as an '''up midair attack''' in ''[[Super Smash Bros. Melee]]'', and an '''up air attack''' from ''[[Super Smash Bros. Brawl]]'' onward. Many up aerials are flip kicks, which have a wide coverage above the user. They also tend to launch the opponent at a predominantly upward angle, making them crucial for [[juggling]]. A lot of up aerials have a landing animation involving the character falling on their back and having to get back up.


==List of up aerials==
==List of up aerials==
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|-
|[[Joker]]||Performs an upside-down corkscrew kick aimed slightly forward, hitting multiple times. If active, Arsene swings one hand upward in tandem with Joker's last hit.
|[[Joker]]||Performs an upside-down corkscrew kick aimed slightly forward, hitting multiple times. If active, Arsene swings one hand upward in tandem with Joker's last hit.
|-
|[[Kazuya]]||Performs a high upwards kick.
|-
|-
|[[Ken]]||Kicks at a diagonally upward angle.
|[[Ken]]||Kicks at a diagonally upward angle.
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|[[Mii Swordfighter]]||Performs a twirling stab upward.
|[[Mii Swordfighter]]||Performs a twirling stab upward.
|-
|-
|[[Min Min]]||Performs a backflip kick.
|[[Mr. Game & Watch]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Blows two puffs of air above himself.<br/>{{GameIcon|SSBU}} Blows a puff of air that rises upward, hitting opponents multiple times and carrying them alongside it.
|-
|[[Mr. Game & Watch]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Blows two puffs of air above himself. Note: Mr. Game & Watch cannot L-cancel his up aerial in ''Melee'' because it actually functions as a special move, thus being unable to L-cancel. This trait is shared with his neutral and back aerials. <br/>{{GameIcon|SSBU}} Blows a puff of air that rises upward, hitting opponents multiple times and carrying them alongside it.
|-
|[[Mythra]]||Slashes the Aegis Sword above herself in a wide arc starting in front of her.
|-
|-
|[[Ness]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Headbutts in an arc starting from behind.<br/>{{GameIcon|SSBU}} Swings one arm in an overhead arc starting from behind, releasing PSI sparks from his index finger that hit multiple times.
|[[Ness]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Headbutts in an arc starting from behind.<br/>{{GameIcon|SSBU}} Swings one arm in an overhead arc starting from behind, releasing PSI sparks from his index finger that hit multiple times.
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|-
|-
|[[Pit]]||Twirls the Palutena Bow above himself, hitting multiple times.
|[[Pit]]||Twirls the Palutena Bow above himself, hitting multiple times.
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|[[Pyra]]||Slashes the Aegis Sword above herself in a wide arc starting in front of her.
|-
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|[[R.O.B.]]||Flails both arms above himself, hitting multiple times.
|[[R.O.B.]]||Flails both arms above himself, hitting multiple times.
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|-
|-
|[[Samus]]||Performs an upside-down corkscrew kick aimed slightly forward, hitting multiple times.
|[[Samus]]||Performs an upside-down corkscrew kick aimed slightly forward, hitting multiple times.
|-
|[[Sephiroth]]||Performs an upward slash with Masamune in a front-to-back arc.
|-
|-
|[[Sheik]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Performs an upside-down corkscrew kick aimed slightly forward.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs an upside-down corkscrew kick aimed slightly forward, hitting multiple times, then follows up with a stretch kick.
|[[Sheik]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Performs an upside-down corkscrew kick aimed slightly forward.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs an upside-down corkscrew kick aimed slightly forward, hitting multiple times, then follows up with a stretch kick.
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|-
|-
|[[Sonic]]||Performs a scissor kick.
|[[Sonic]]||Performs a scissor kick.
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|[[Sora]]||Performs an upward slash in a front-to-back arc.
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|-
|[[Squirtle]]||Backflips and swings its tail overhead.
|[[Squirtle]]||Backflips and swings its tail overhead.
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|[[Steve]]||Swings his axe above himself.
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|[[Terry]]||A flipping kick above.
|[[Terry]]||A flipping kick above.
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**It can also [[meteor smash]] opponents if it's reflected.
**It can also [[meteor smash]] opponents if it's reflected.
*{{SSBU|Simon}} and {{SSBU|Richter}}'s up aerials function as [[tether recoveries]].
*{{SSBU|Simon}} and {{SSBU|Richter}}'s up aerials function as [[tether recoveries]].
*[[Captain Falcon]]'s up aerial is one of his most useful moves in each of his appearances. In ''Melee'' and ''Brawl'', it is used as an aerial spacing tool because of its long-range, and can KO at fairly high percents. In ''Smash 64'', ''Smash 4'', and ''Ultimate'', it is used as a juggling tool to string multiple up aerials together and finish off with another move (most infamously [[Falcon Dive]] in ''Smash 64'', commonly known as the [[Stairway to Heaven]].). It can also be used as a rather powerful edgeguarding tool in ''Smash 64''.
*[[Captain Falcon]]'s up aerial is one of his most useful moves in each of his appearances. In ''Melee'' and ''Brawl'', it is used as an aerial spacing tool because of its long-range, and can KO at fairly high percents. In ''Smash 64'', ''Smash 4'', and ''Ultimate'', it is used as a juggling tool to string multiple up aerials together and finish off with another move (most infamously [[Falcon Dive]] in ''Smash 64''). It can also be used as a rather powerful edgeguarding tool in ''Smash 64''.
*{{SSBM|Fox}}'s up aerial in ''Melee'' is known for its deadly power, being the second strongest up aerial in the game, only behind {{SSBM|Bowser}}'s. It can KO most opponents under 100% from ground level, and can be comboed into from his [[up throw]] at a wide range of percents, including at high percents as a KO setup. It was slightly less powerful in ''Smash 64'' although it had better combo potential, especially the first hit. While its knockback was greatly reduced from ''Brawl'' onward, it remains a powerful finisher, KOing under 150% from ground level.
*{{SSBM|Fox}}'s up aerial in ''Melee'' is known for its deadly power, being the second strongest up aerial in the game, only behind {{SSBM|Bowser}}'s. It can KO most opponents under 100% from ground level, and can be comboed into from his [[up throw]] at a wide range of percents, including at high percents as a KO setup. It was slightly less powerful in ''Smash 64'' although it had better combo potential, especially the first hit. While its knockback was greatly reduced from ''Brawl'' onward, it remains a powerful finisher, KOing under 150% from ground level.
*{{SSBM|Bowser}}'s up aerial in ''Melee'' is the strongest up aerial, as well as one of the strongest aerials overall, although it has extremely high startup lag to compensate. Its power was reduced in ''Brawl'' (and reduced again in ''Smash 4'') although it has noticeably less startup lag (which was reduced even further in ''Smash 4'').
*{{SSBM|Bowser}}'s up aerial in ''Melee'' is the strongest up aerial, as well as one of the strongest aerials overall, although it has extremely high startup lag to compensate. Its power was reduced in ''Brawl'' (and reduced again in ''Smash 4'') although it has noticeably less startup lag (which was reduced even further in ''Smash 4'').
**In ''Smash 64'' the strongest up aerial was {{SSB|Ness}}' up aerial in the Japanese version and {{SSB|Jigglypuff}}'s in the international versions.
**In ''Smash 64'' the strongest up aerial was {{SSB|Ness}}' up aerial in the Japanese version and {{SSB|Jigglypuff}}'s in the international versions.
**From ''Brawl'' onward, this is the case for [[Zelda]]'s up aerial instead which is particularly powerful in ''Brawl''.
**From ''Brawl'' onward, this is the case for [[Zelda]]'s up aerial instead which is particularly powerful in ''Brawl''.
*{{SSBM|Mr. Game & Watch}} has the only up aerial in ''Melee'' that cannot be [[L-cancel]]ed, due to being coded as a special move. This oddity is also present in his [[neutral aerial]] and [[back aerial]]. It is also the only aerial move where his appearance changes in ''Ultimate''.
*{{SSBM|Mr. Game & Watch}} has the only up aerial in ''Melee'' that cannot be [[L-cancel]]ed, due to being coded as a special move. This oddity is also present in his [[neutral aerial]] and [[back aerial]].
*{{SSBB|Meta Knight}}'s up aerial [[Meta Knight (SSBB)/Up aerial|in ''Brawl'']] is infamous for its range, juggling ability, and extreme speed (coming out on frame 2 and taking only 13 [[frame]]s to finish), allowing it to true combo into itself even at tumble percents with ''Brawl''{{'}}s [[hitstun canceling]]. Prior to the introduction of {{SSBU|Steve}}, it was the fastest aerial attack in the entire series. It remains the fastest aerial in terms of startup lag, as Steve's comes out on frame 4 and takes 11 frames to finish, assuming Steve has gold tools.
*{{SSBB|Meta Knight}}'s up aerial [[Meta Knight (SSBB)/Up aerial|in ''Brawl'']] is infamous for its range, juggling ability, and extreme speed (coming out on frame 2 and taking only 13 [[frame]]s to finish), allowing it to true combo into itself even with ''Brawl''{{'}}s [[hitstun canceling]]. It is the fastest aerial attack in the entire series.
**In ''Smash 4'', it has been significantly [[nerf]]ed, although, in combination with the changes to hitstun canceling, it can still combo into itself multiple times and then into [[Shuttle Loop]], which easily KOs opponents near the upper blast line.
**In ''Smash 4'', it has been significantly [[nerf]]ed, although, in combination with the changes to hitstun canceling, it can still combo into itself multiple times and then into [[Shuttle Loop]], which easily KOs opponents near the upper blast line.
*{{SSB4|Rosalina & Luma}}'s up aerial in ''Smash 4'' is widely considered one of the best due to Luma's very fast startup (the lowest out of every up aerial in the game) and high base knockback, as well as Rosalina's large disjointed hitbox, which can be used in conjunction to combo into itself and as a followup from several other moves. Most infamously, with high [[rage]], it can drag opponents to the upper blast line and KO them at extremely low percents. In ''Ultimate'', it has been noticeably [[nerf]]ed, with Luma's attack having more startup, and both characters' attacks having more ending lag to the point there are no longer any followups out of them, in addition to the effect of rage itself being weakened.
*{{SSB4|Rosalina & Luma}}'s up aerial in ''Smash 4'' is widely considered one of the best due to Luma's very fast startup (the lowest out of every up aerial in the game) and high base knockback, as well as Rosalina's large disjointed hitbox, which can be used in conjunction to combo into itself and as a followup from several other moves. Most infamously, with high [[rage]], it can drag opponents to the upper blast line and KO them at extremely low percents. In ''Ultimate'', it has been noticeably [[nerf]]ed, with Luma's attack having more startup, and both characters' attacks having more ending lag to the point there are no longer any followups out of them, in addition to the effect of rage itself being weakened.
*{{SSB4|Cloud}}'s up aerial in ''Smash 4'' is often considered one of the best due to its speed, power, juggling ability, low landing lag, immediate [[auto-cancel]] after the hitboxes cease, and deceptively long range both vertically and horizontally, making it a powerful juggling option with little commitment and allowing it to start combos on grounded opponents. In ''Ultimate'', it is much harder to use consistently, as it auto-cancels later, has less range especially vertically, and its power has been decreased, although it remains a solid anti-air option.
*{{SSB4|Cloud}}'s up aerial in ''Smash 4'' is often considered one of the best due to its speed, power, juggling ability, low landing lag, immediate [[auto-cancel]] after the hitboxes cease, and deceptively long range both vertically and horizontally, making it a powerful juggling option with little commitment and allowing it to start combos on grounded opponents. In ''Ultimate'', it is much harder to use consistently, as it auto-cancels later, has less range especially vertically, and its power has been decreased, although it remains a solid anti-air option.
*[[Zero Suit Samus]]'s up aerial in ''Smash 4'' is notorious for setting up ladder combos. It can combo into itself at low to mid percent to drag opponents near the upper blast line and combo into [[Boost Kick]] for an early KO. It can even be done with the aid of platforms. While the move has a bit more ending lag in ''Ultimate'', she can still pull it off depending on the hitbox placement she hits with.
*[[Mario]]'s up aerial in ''Smash 4'' and ''Ultimate'' (and ''Smash 64'' to a lesser extent) easily sets up [[ladder combo]]s into itself at low to mid percents, due to its combination of low lag all around and wide coverage above him. With the aid of platforms (such as those of {{SSB|Dream Land}}), these combos can be extended to drag opponents near the upper blast line and combo into [[Super Jump Punch]] for a KO.
**It is also one of her best moves in ''Brawl''. Compared to its later incarnations, it has faster startup (frame 4 instead of frame 6) and has significantly more KO power due to its higher damage and knockback. Additionally, it is notorious for possessing a large disjointed hitbox on its clean hit (although its clean hit has three active frames, the sizable disjoint is only active for one). Despite not having as much combo potential as it does in later games, it is still a very potent combo and juggle tool overall, and is one of the best aerials in the game.
*[[Zero Suit Samus]]'s up aerial in ''Smash 4'' is notorious for setting up ladder combos. It can combo into itself at low to mid percent to drag opponents near the upper blast line and combo into [[Boost Kick]] for a KO. It can even be done with the aid of platforms. Even it is nerfed in ''Ultimate'', she can still pull it off depending on hitbox placement she hits with.
**[[Mario]]'s up aerial in ''Smash 4'' and ''Ultimate'' (and ''Smash 64'' to a lesser extent) is similar to ZSS's, easily setting up [[ladder combo]]s into itself at low to mid percents, due to its combination of low lag all around and wide coverage above him. With the aid of platforms (such as those of {{SSB|Dream Land}}), these combos can be extended to drag opponents near the upper blast line and combo into [[Super Jump Punch]] for a KO.
 
*[[King K. Rool]]'s up aerial has him perform a small leap that halts his momentum and stalls him in the air. Additionally, it provides head intangibility and [[Belly Super Armor]], making it extremely well protected during startup, on top of being a powerful KO option. Its peculiar stalling properties uniquely assist K. Rool in recovering and "stealing" platforms, however this is counteracted by its extremely high ending lag, the longest of any aerial attack in ''Ultimate''.
*{{SSBU|Steve}}'s up aerial in ''Ultimate'' is incredibly fast and easily combos into itself or other aerials. It is also the only up aerial in the game that can be repeated by holding down the attack button, and is comparable to his [[up tilt]].
*{{SSBU|Sephiroth}}'s up aerial in ''Ultimate'' has notably immense range, far surpassing that of every other up aerial in the game.
*[[Ryu]] and [[Little Mac]] are the only characters with a up aerial that involves punching, and both are one of only three up aerials that involves attacking solely with an arm, with the other being [[Jigglypuff]]'s up aerial. R.O.B’s up aerial also involves his arms though he flails them instead.
==Gallery==
<gallery>
MarioUairSSBM.gif|Mario's up aerial in ''Melee''.
</gallery>
{{Attacks}}
{{Attacks}}
[[Category:Game controls]]
[[Category:Game controls]]
[[es:Ataque aéreo hacia arriba]]

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