Editing Up aerial

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{{Cleanup|Needs to actually explain what the moves do, not just be a strategic guide, and more table work.}}
[[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:ZeldaUairSSBM.gif|thumb|250px|Zelda'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''' (abbreviated as '''uair''', '''UAir''', or '''AUA''', and referred to as '''AttackAirHi''' internally in ''Brawl'' files) is an [[aerial attack]] that is performed in midair by pressing the attack button and tilting the [[control stick]] or [[d-pad]] upwards. It also gains a moderate boost in height if the character's attack is a backflip used just before the apex of the jump but the user loses their second jump. Its official term varies between titles; it is known as an "up midair attack" in ''[[Melee]]'', and an "up air attack" in ''[[Brawl]]''. Many up aerials are circle kicks, which have large range and very slightly disjointed hitboxes. They can also send the opponent in diverse directions. A lot of up aerials can be used for air [[juggling]].


==List of up aerials==
A lot of up aerials in ''Brawl'' have a landing animation involving the character falling on their back and having to get back up.
{| class="wikitable"
 
==Up aerials in the ''Smash Bros.'' games==
===In ''[[Super Smash Bros.]]''===
{|class="wikitable sortable" style="margin:1em auto 1em auto;text-align:center"
|-
|-
! Character !! Description
!Character!!Description!!Damage
|-
|-
|[[Banjo]] & [[Kazooie]]||Kazooie swings her wings in an upward motion.
|{{SSB|Captain Falcon}}|| Does a flip kick. Incredible hitstun and one of the most fearsome moves in the game due to its versatile uses in both combos and edgeguarding. Back of the hit is a very powerful semi-spike.||16%
|-
|-
|[[Bayonetta]]||Performs a frontflip kick. If the button is held, Bayonetta somersaults repeatedly forward and kicks all around herself while firing [[Bullet Arts]] from her feet.
|{{SSB|Donkey Kong}}|| Slaps upward. Using platform cancels, this is DK's main combo move outside of wall combos. Combos into other up airs or up smash.||12%
|-
|-
|[[Bowser]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Leans his head down, then swings it upward.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Headbutts in an arc starting from the front.
|{{SSB|Fox}}|| Flips then kicks. Has set low knockback with the first hit. Infinites if only the first hit hits. Second hit has great vertical knockback.||15% (total)
|-
|-
|[[Bowser Jr.]]||Swings a hammer above himself. The [[Koopalings]] swing their respective wands instead in ''Ultimate''.
|{{SSB|Jigglypuff}}|| Slaps upward. Part of Jigglypuff's basic combo of up throw, up smash, up throw, multiple up airs into [[Rest]].||16%
|-
|-
|[[Byleth]]||Unlatches the Sword of the Creator into its whip form, waving it above his head.
|{{SSB|Kirby}}|| Spins rapidly. A very different form of aerial as it does 2 hits if it isn't Z-canceled and 1 hit if it is. Combos into down air at low percents.||10%
|-
|-
|[[Captain Falcon]]||Performs a backflip kick.
|{{SSB|Link}}|| Thrusts his sword up. Good combo move but with poor range. Adequate knockback.||16%
|-
|-
|[[Charizard]]||{{GameIcon|SSBB}} Headbutts above itself.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Swings its head upward in an arc starting from the front.
|{{SSB|Luigi}}|| Does a flip kick. Combos into the [[Super Jump Punch]] and the [[Luigi Cyclone]].||12%
|-
|-
|[[Chrom]]||Performs a somersaulting slash above himself in an arc starting from the front.
|{{SSB|Mario}}|| Similar to Luigi’s but not as useful. Combos into f-air and up smash. The low damage hit of the move can also combo as well into back air.||12%
|-
|-
|[[Cloud]]||Holds the Buster Sword parallel to the ground and thrusts it upward.
|{{SSB|Ness}}|| Headbutts upward. Good for juggling and [[DJC]]ing.||15%
|-
|-
|[[Corrin]]||Performs a somersaulting slash above himself in an arc starting from the front.
|{{SSB|Pikachu}}|| Flips and hits opponents with his tail. It's knockback will depend on which area of the tail it hits. A popular combo move and gimping tool. Has a large disjointed hitbox.||10%
|-
|-
|[[Daisy]]||Swipes one arm after the other from back to the front above herself, creating two magic rainbow trails.
|{{SSB|Samus}}|| Does a spin kick upward. Not too useful outside of baiting overly aggressive opponents and reading it into a back air.||10%
|-
|-
|[[Dark Pit]]||Twirls the Silver Bow above himself, hitting multiple times.
|{{SSB|Yoshi}}|| Flips while using his tail to do damage. A combo end move with low range preventing it from starting up combos. Incredibly useful out of up tilts against any heavy or medium character using [[DJC]]'s.||15%
|-
|-
|[[Dark Samus]]||Performs an upside-down corkscrew kick aimed slightly forward, hitting multiple times.
|}
 
===In ''[[Super Smash Bros. Melee]]''===
 
{|class="wikitable sortable" style="margin:1em auto 1em auto;text-align:center"
|-
|-
|[[Diddy Kong]]||{{GameIcon|SSBB}} Performs a backflip kick.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Kicks in an overhead arc starting from the front.
!Character!!Description!!Damage
|-
|-
|[[Donkey Kong]]||{{GameIcon|SSB}} Swipes one arm in an overhead arc starting from the front, much like his [[up tilt]].<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Headbutts in an arc starting from behind.
|{{SSBM|Bowser}}|| A hit upward hard with his head. Very high knockback, but one of Bowser's slower moves. It is the strongest up aerial and one of the strongest aerials in the game (stronger than Ganondorf's dair on grounded opponents). ||9-17%
|-
|-
|[[Dr. Mario]]||Performs a backflip kick.
|{{SSBM|Captain Falcon}}|| A backflip in midair with his feet out. Knockback direction depends on what angle the move hits the foe, though strong nonetheless. Also good for juggling. ||13%
|-
|-
|[[Duck Hunt]]||The duck pecks upward three times.
|{{SSBM|Donkey Kong}}|| A headbutt upward, good for juggling fast-fallers. ||14%
|-
|-
|[[Falco]]||{{GameIcon|SSBM}} Flips forward, hitting with his tail and then his legs.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs a frontflip kick.
|{{SSBM|Dr. Mario}}|| A flip kick upwards, which is good for juggling fast fallers. ||10%
|-
|-
|[[Fox]]||Flips forward, hitting with his tail and then his legs.
|{{SSBM|Falco}}|| a kick up with his tail extended afterward. A two-hit move. If hit with the center of Falco's body, there is no knockback.||6% (hit 1)/9% (hit 2); 15% total
|-
|-
|[[Ganondorf]]||Performs a backflip kick.
|{{SSBM|Fox}}|| A flip kick with extreme vertical [[knockback]] and high speed. ||17% (two hits)
|-
|-
|[[Greninja]]||Performs an upside-down corkscrew kick, hitting multiple times.
|{{SSBM|Ganondorf}}||One of his most useful and fastest moves and when used backwards allows him to knock-out his opponents at low [[damage]] due to the [[semi-spike]]. ||13%
|-
|-
|[[Hero]]||Kicks straight upward.
|{{SSBM|Ice Climbers}}||Both Ice Climbers point their hammers above their head.||17% (total)
|-
|-
|[[Ice Climbers]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Thrust their hammers upward.<br/>{{GameIcon|SSBU}} Swing their hammers upward in an arc starting from the front.
|{{SSBM|Jigglypuff}}|| Waves its hand up in an arch. Not the best aerial KO move, though excellent for juggling. ||17% (total)
|-
|-
|[[Ike]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Twirls Ragnell above himself in a helicopter motion.<br/>{{GameIcon|SSBU}} Slashes above himself in an arc starting from the front.
|{{SSBM|Kirby}}|| A flip in midair, kicking upwards. Great knockback, possibly Kirby's best KO move.||15%
|-
|-
|[[Incineroar]]||Kicks in an overhead arc starting from the front.
|{{SSBM|Link}}|| Stabs sword above him. Good for juggling or Star KO-ing at higher damages ~120%. Has some [[sex kick]] properties. ||12-16%
|-
|-
|[[Inkling]]||Kicks twice with one leg after the other in an overhead arc starting from the front.
|{{SSBM|Luigi}}|| A flip kick upward, similar to Mario's although doesn't offer the same juggling properties from the ground as Mario's. ||13%
|-
|-
|[[Isabelle]]||Thrusts two turnips upward.
|{{SSBM|Mario}}|| A flip kick upward. Good move for juggling and for combos. ||11%
|-
|-
|[[Ivysaur]]||Blasts pollen from its bulb above itself, falling down at a faster speed afterward.
|{{SSBM|Marth}}|| An aerial backflip slash.||13%
|-
|-
|[[Jigglypuff]]||Waves one arm in an overhead arc starting from behind.
|{{SSBM|Mewtwo}}||A flip in the air.||14%
|-
|-
|[[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.
|{{SSBM|Mr. Game & Watch}}|| Pumping an insecticide pump above him twice. The first hit has knockback growth, so at higher percentages, it rarely follows into the second, stronger hit. This attack cannot be [[L-canceling|L-canceled]].||15%
|-
|-
|[[Kazuya]]||Performs a high upwards kick.
|{{SSBM|Ness}}|| An upwards headbutt. It has good upwards knockback, allowing for juggling.||13%
|-
|-
|[[Ken]]||Kicks at a diagonally upward angle.
|{{SSBM|Peach}}|| An eccentric kick upwards.||11% (sides)/12% (body)/14% (foot)
|-
|-
|[[King Dedede]]||Twirls his hammer above himself, hitting multiple times.
|{{SSBM|Pichu}}|| Similar to Pikachu’s. Can’t finish its foe, but can juggle and set up more aerial moves and grabs for fast fallers. If the player [[SHFFL]]s it, they can [[Wavedash]] at the end of the move.||4%
|-
|-
|[[King K. Rool]]||Stretches his body and thrusts his head upward, falling while laughing afterward.
|{{SSBM|Pikachu}}|| An air flip, hitting with its tail. This does not inflict much damage, but if this lands at a certain point, it can semi-spike, so it's excellent for edge-guarding.||4%
|-
|-
|[[Kirby]]||{{GameIcon|SSB}} Performs a cartwheel. From ''Melee'' onward, this is his [[neutral aerial]].<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs a backflip kick.
|{{SSBM|Roy}}|| Am upward backflip slash. Identical in function to Marth's, except weaker.||9%
|-
|-
|[[Link]]||Performs a prolonged stab above himself with the Master Sword.
|{{SSBM|Samus}}|| Brings her legs above her body and spins. Several hits.||10% (maximum)
|-
|-
|[[Little Mac]]||Weakly throws out a hook in an overhead arc starting from behind.
|{{SSBM|Sheik}}|| An upward kick, similar to Samus’. Not only is it good for juggling, it can stand in as a finisher.||12%
|-
|-
|[[Lucario]]||Kicks straight upward, releasing aura from its foot.
|{{SSBM|Yoshi}}||A somersault kick, hitting with his tail.||13%
|-
|-
|[[Lucas]]||Headbutts in an arc starting from behind.
|{{SSBM|Young Link}}|| Aims his sword upwards, similar to Link’s up aerial. Not good for KOing, but good for juggling. ||15%
|-
|-
|[[Lucina]]||Performs a somersaulting slash above herself in an arc starting from the front.
|{{SSBM|Zelda}}|| Holds up her hand to set off a magical explosion. ||13%
|-
|-
|[[Luigi]]||Performs a backflip kick.
|}
|-
===In ''[[Super Smash Bros. Brawl]]''===
|[[Mario]]||Performs a backflip kick.
{|class="wikitable sortable" style="margin:1em auto 1em auto;text-align:center"
|-
|[[Marth]]||Performs a somersaulting slash above himself in an arc starting from the front.
|-
|[[Mega Man]]||Uses the Air Shooter, firing a small tornado above himself that hits opponents multiple times and [[Windbox|carries them upward]] alongside it.
|-
|[[Meta Knight]]||Slashes above himself in an arc starting from the front.
|-
|[[Mewtwo]]||Backflips and swings its tail overhead.
|-
|-
|[[Mii Brawler]]||Kicks in an overhead arc starting from the front.
!Character!!Description!!Damage
|-
|-
|[[Mii Gunner]]||Fires several shots upward from their arm cannon.
|{{SSBB|Bowser}}|| A very strong upwards headbutt. A great KO move, one of the most powerful uairs in the game. ||17%
|-
|-
|[[Mii Swordfighter]]||Performs a twirling stab upward.
|{{SSBB|Captain Falcon}}|| A quick, circle kick. Acts as a semi-spike. Has almost no lag and is versatile in its knockback and damage, making it one of Falcon's best moves. ||13%, 12%, 10%, 8%, or 6% depending on position and timing
|-
|-
|[[Min Min]]||Performs a backflip kick.
|{{SSBB|Charizard}}|| Quickly bites the area above him. Low knockback and sex kick-like properties. ||10%
|-
|-
|[[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.
|{{SSBB|Diddy Kong}}|| A flip kick with good knockback. ||11%
|-
|-
|[[Mythra]]||Slashes the Aegis Sword above herself in a wide arc starting in front of her.
|{{SSBB|Donkey Kong}}|| Headbutts upwards. Powerful and can star KO at medium percentages. ||14%
|-
|-
|[[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.
|{{SSBB|Falco}}|| An attack similar to Fox's, but with less power. ||11%
|-
|-
|[[Olimar]]||{{GameIcon|SSBB}} Throws his leading Pikmin above himself, hitting multiple times.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Grabs his leading Pikmin by its stem and twirls it above himself.<br/>If no Pikmin are following Olimar, he still performs the respective moves, but they have no effect.
|{{SSBB|Fox}}|| Whips his tail upwards, followed by a kick. Moderately fast with above-average knockback. ||5% with the tail, 11% with the kick
|-
|-
|[[Pac-Man]]||Performs a backflip kick.
|{{SSBB|Ganondorf}}|| A very quick, powerful circle kick. Can semi-spike. ||13%
|-
|-
|[[Palutena]]||Twirls and summons her halo, hitting multiple times.
|{{SSBB|Ice Climbers}}|| Point both hammers upwards. High knockback, disjointed hitbox. ||5-17%
|-
|-
|[[Peach]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Kicks at a diagonally upward angle.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Swipes one arm after the other from back to the front above herself, creating two magic rainbow trails.
|{{SSBB|Ike}}|| Swings his sword in a circular motion above his head. Very powerful, lengthy duration. ||14%
|-
|-
|[[Pichu]]||Swings its tail in an overhead arc starting from behind.
|{{SSBB|Ivysaur}}|| Pumps pollen out of its bulb upwards. High knockback, causes Ivysaur to [[fast fall]]. Can be used to reduce and negate vertical momentum. ||16%
|-
|-
|[[Pikachu]]||Swings its tail in an overhead arc starting from behind.
|{{SSBB|Jigglypuff}}|| Waves its arm upwards. Deceivingly long and large hitbox. ||9%
|-
|-
|[[Piranha Plant]]||Headbutts in an arc starting from behind.
|{{SSBB|King Dedede}}|| Spins his hammer upwards. Multiple hits, diverse knockback. ||19% (if all hits connect)
|-
|-
|[[Pit]]||Twirls the Palutena Bow above himself, hitting multiple times.
|{{SSBB|Kirby}}|| A flip kick with average power. Great combo potential when combined with his throws and up tilt. ||10%
|-
|-
|[[Pyra]]||Slashes the Aegis Sword above herself in a wide arc starting in front of her.
|{{SSBB|Link}}|| Points his sword upwards. Diverse diagonal knockback with a fairly long-lasting hitbox. ||13-15%
|-
|-
|[[R.O.B.]]||Flails both arms above himself, hitting multiple times.
|{{SSBB|Lucario}}|| A kick upwards. Like his [[forward aerial]] or Peach's up aerial. ||7-14%
|-
|-
|[[Richter]]||Whips upward with the Vampire Killer. Can function as a [[tether recovery]].
|{{SSBB|Lucas}}|| Moves slightly upwards and headbutts the area above him, similar to Ness' uair, but with more ending lag. ||13%
|-
|-
|[[Ridley]]||Thrusts his closed wings upward, stabbing with their sharp ends.
|{{SSBB|Luigi}}|| Identical in animation to Mario's flip kick, but slightly stronger. ||13%
|-
|-
|[[Robin]]||Performs a somersaulting slash in an overhead arc starting from the front. Can use either the Bronze Sword or the Levin Sword.
|{{SSBB|Mario}}||A quick flip kick to the area above him. A decent juggler at low-medium percentages. ||11%
|-
|-
|[[Rosalina]] & [[Luma]]||''Rosalina:'' Summons a rising planetary ring above herself.<br/>''Luma:'' {{GameIcon|SSB4}} Performs a backflip kick.<br/>{{GameIcon|SSBU}} Performs an uppercut.
|{{SSBB|Marth}}|| A simple upward slash. Average damage, combo ability and knockback when tipped, below average when not. ||11% untipped, 14% tipped
|-
|-
|[[Roy]]||Slashes above himself in an arc starting from the front.
|{{SSBB|Meta Knight}}|| Slashes upwards at an incredible speed, the fastest uair in the game. Can be used in combination with multiple jumps for chaining, easily racking up 30% damage or more. ||10%
|-
|-
|[[Ryu]]||Uppercuts in front of himself, hitting twice.
|{{SSBB|Mr. Game & Watch}}|| Blows upwards. Opponents not hit with the attack are pushed upwards an extremely high distance. A distinct, useful attack that can set up for further combos. Has a large disjointed hitbox. ||7% (hit 1)/9% (hit 2); 16% total
|-
|-
|[[Samus]]||Performs an upside-down corkscrew kick aimed slightly forward, hitting multiple times.
|{{SSBB|Ness}}|| Headbutts the area above him. Its high knockback scaling makes it effective for both juggling and KOing, depending on the opponents' damage percentage. ||13%
|-
|-
|[[Sephiroth]]||Performs an upward slash with Masamune in a front-to-back arc.
|{{SSBB|Olimar}}|| Throws a Pikmin upwards. The Pikmin spins around. Multiple hits. Hardest to DI out of if the Pikmin is yellow. In fact, Olimar can be falling and this attack will still complete and keep hitting the opponent if a Yellow Pikmin is used. Red Pikmin can KO at high percentages.|| Red: 24%, Blue: 22%, Yellow: 16%, White: 9%, Purple: 22%.
|-
|-
|[[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.
|{{SSBB|Peach}}|| An odd kick upwards. One of her few KO moves at high percentages if used while floating (after her midair jump). ||11% (body)/12% (leg)/13% (foot)
|-
|-
|[[Shulk]]||Thrusts the Monado upward, then activates its beam blade for a second hit.
|{{SSBB|Pikachu}}|| Spins with its tail out for damage. Very low knockback, very low damage. Useful for aerial strings, and combos. ||6%
|-
|-
|[[Simon]]||Whips upward with the Vampire Killer. It can function as a tether recovery.
|{{SSBB|Pit}}|| Quickly spins his bow upwards. Diverse horizontal knockback. ||12% (if all hits connect)
|-
|-
|[[Snake]]||Performs an upside-down dropkick.
|{{SSBB|R.O.B.}}|| Waves his arms upwards. Multiple hits, diverse knockback ||20% approx. (if all hits connect)
|-
|-
|[[Sonic]]||Performs a scissor kick.
|{{SSBB|Samus}}|| Very much like Sheik's. However, the first hits suck the opponent in, while the last hit gives noticeable knockback. ||11% (if all hits connect)
|-
|-
|[[Sora]]||Performs an upward slash in a front-to-back arc.
|{{SSBB|Sheik}}|| Spins her body around, with her feet pointing upwards. Sex kick-like properties. Not good for KOing, but better at juggling. ||6-11%
|-
|-
|[[Squirtle]]||Backflips and swings its tail overhead.
|{{SSBB|Snake}}|| A midair handstand. Similar properties to Charizard's, with higher knockback. ||14%
|-
|-
|[[Steve]]||Swings his axe above himself.
|{{SSBB|Sonic}}|| A scissor kick. Average knockback. ||9% (if both hits connect)
|-
|-
|[[Terry]]||A flipping kick above.
|{{SSBB|Squirtle}}|| Flips upwards, hitting opponents vertically with its tail. It is quick, but not very good at KOing. ||11%
|-
|-
|[[Toon Link]]||Performs a prolonged stab above himself with the Master Sword.
|{{SSBB|Toon Link}}|| An upwards sword thrust. Identical to Link's, except a very slight diagonal range and much more knockback. Can KO much easier than Link's. ||12-14%
|-
|-
|[[Villager]]||Thrust one, two, or three turnips upward, with the amount being [[random]].
|{{SSBB|Wario}}|| Claps upwards. Can be used to fly as [[Wario-Man]]. Very powerful and a great finisher. ||17%
|-
|-
|[[Wario]]||Claps his hands and feet together.
|{{SSBB|Wolf}}|| Slashes upwards at a high speed. Fairly low knockback, high stun, good for combos. ||10%
|-
|-
|[[Wii Fit Trainer]]||Assumes the Half-Moon pose, swinging her outstretched arms in an overhead arc that starts from the front.
|{{SSBB|Yoshi}}|| Flips over vertically, doing damage with his tail. High knockback, possibly Yoshi’s best KO move. ||13%
|-
|-
|[[Wolf]]||Swipes his claws with one arm in an overhead arc starting from the front.
|{{SSBB|Zelda}}|| Pulsates an explosion out of her hand. Large, disjointed hitbox, will KO off the top of the stage at low percentages (50% upwards). It is the strongest up aerial in the game and is one of the strongest aerials in the game. ||15%
|-
|-
|[[Yoshi]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Somersaults and flicks his tail upward.<br/>{{GameIcon|SSBU}} Swings his tail upward in an arc starting from behind.
|{{SSBB|Zero Suit Samus}}|| A flip kick, and one of her best moves, when used with one of her jumps. It can KO lightweights around 90% if [[sweetspot]]ted, (the sweetspot is directly in front of her,when the move first comes out). However, it makes a slashing sound when it connects. ||7-10%
|-
|-
|[[Young Link]]||Performs a prolonged stab above himself with the Kokiri Sword.
|-
|[[Zelda]]||Releases an explosion above herself from one hand.
|-
|[[Zero Suit Samus]]||Performs a backflip kick.
|}
|}
{{Attacks}}


==Notable up aerials==
[[Category:Game Controls]]
[[File:ZeldaUairSSBM.gif|thumb|Zelda's up aerial in ''Melee''.]]
*[[Mega Man]]'s up aerial, as well as {{SSBU|Mr. Game & Watch}}'s in ''Ultimate'', are the only up aerials in the series to be [[projectile]]s, allowing them to be [[reflect]]ed or [[Pocket]]ed.
**Mega Man's is known for its ability to deal over 20% damage if all hits connect, as well as being composed of [[windbox]]es that push opponents upward, allowing it to [[juggle]] them efficiently and KO them near the upper [[blast line]], especially if they attempt to jump out of it.
**It can also [[meteor smash]] opponents if it's reflected.
*{{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''.
*{{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'').
**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''.
*{{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. 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.
**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|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.
**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.
**[[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}}
[[Category:Game controls]]
[[es:Ataque aéreo hacia arriba]]

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