Editing Up aerial
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ArticleIcons|series=y}} | {{ArticleIcons|series=y}} | ||
[[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: | [[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 | 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== | ||
Line 21: | Line 21: | ||
|[[Captain Falcon]]||Performs a backflip kick. | |[[Captain Falcon]]||Performs a backflip kick. | ||
|- | |- | ||
|[[Charizard]]||{{GameIcon|SSBB}} | |[[Charizard]]||{{GameIcon|SSBB}} Bites above itself.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Swings its head upward in an arc starting from the front. | ||
|- | |- | ||
|[[Chrom]]||Performs a somersaulting slash above himself in an arc starting from the front. | |[[Chrom]]||Performs a somersaulting slash above himself in an arc starting from the front. | ||
Line 68: | Line 68: | ||
|- | |- | ||
|[[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. | ||
|- | |- | ||
|[[Ken]]||Kicks at a diagonally upward angle. | |[[Ken]]||Kicks at a diagonally upward angle. | ||
Line 107: | Line 105: | ||
|[[Mii Swordfighter]]||Performs a twirling stab upward. | |[[Mii Swordfighter]]||Performs a twirling stab upward. | ||
|- | |- | ||
|[[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 | |||
|- | |- | ||
|[[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. | ||
Line 130: | Line 124: | ||
|- | |- | ||
|[[Pit]]||Twirls the Palutena Bow above himself, hitting multiple times. | |[[Pit]]||Twirls the Palutena Bow above himself, hitting multiple times. | ||
|- | |- | ||
|[[R.O.B.]]||Flails both arms above himself, hitting multiple times. | |[[R.O.B.]]||Flails both arms above himself, hitting multiple times. | ||
Line 148: | Line 140: | ||
|- | |- | ||
|[[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. | ||
|- | |- | ||
|[[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. | ||
Line 160: | Line 150: | ||
|- | |- | ||
|[[Sonic]]||Performs a scissor kick. | |[[Sonic]]||Performs a scissor kick. | ||
|- | |- | ||
|[[Squirtle]]||Backflips and swings its tail overhead. | |[[Squirtle]]||Backflips and swings its tail overhead. | ||
|- | |- | ||
|[[Terry]]||A flipping kick above. | |[[Terry]]||A flipping kick above. | ||
Line 194: | Line 180: | ||
**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'' | *[[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]] | *{{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 | *{{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. | ||
*[[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. | |||
{{Attacks}} | {{Attacks}} | ||
[[Category:Game controls]] | [[Category:Game controls]] | ||