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: | [[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== | ||
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|[[Captain Falcon]]||Performs a backflip kick. | |[[Captain Falcon]]||Performs a backflip kick. | ||
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|[[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. | ||
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|[[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. | ||
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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. | ||
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|[[Ken]]||Kicks at a diagonally upward angle. | |[[Ken]]||Kicks at a diagonally upward angle. | ||
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|[[Min Min]]||Performs a backflip kick. | |[[Min Min]]||Performs a backflip kick. | ||
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|[[Mr. Game & Watch]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Blows two puffs of air above himself. Note: Mr. Game | |[[Mr. Game & Watch]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Blows two puffs of air above himself. Note: Mr. Game and 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. | ||
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|[[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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|[[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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|[[Sonic]]||Performs a scissor kick. | |[[Sonic]]||Performs a scissor kick. | ||
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|[[Squirtle]]||Backflips and swings its tail overhead. | |[[Squirtle]]||Backflips and swings its tail overhead. | ||
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**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]]. It is also the only aerial move where his appearance changes in ''Ultimate''. | ||
*{{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 | *{{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. | ||
**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. | *[[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) 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. | **[[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''. | *[[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|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]]. | ||
{{Attacks}} | {{Attacks}} | ||
[[Category:Game controls]] | [[Category:Game controls]] | ||
[[es:Ataque aéreo hacia arriba]] | [[es:Ataque aéreo hacia arriba]] |