Up aerial: Difference between revisions

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The '''up aerial''' (abbreviated as "uair", "UAir", "u-air" or "AUA") is an [[aerial attack]] that is performed in midair by pressing the [[A Button]], and tilting the control stick 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, where it is known as a "Up Midair Attack" in ''[[Super Smash Bros. Melee]]'', and a "Up Air Attack" in ''[[Super Smash Bros. Brawl|Brawl]]''. Many up aerials are circle kicks, which have large range, good priority and very slightly disjointed hitboxes. They can also send the opponent in diverse directions. A lot of up aerials can be used for [[Juggling]].
The '''up aerial''' (abbreviated as "uair", "UAir", "u-air" or "AUA") is an [[aerial attack]] that is performed in midair by pressing the [[A Button]], and tilting the control stick 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, where it is known as a "Up Midair Attack" in ''[[Super Smash Bros. Melee]]'', and a "Up Air Attack" in ''[[Super Smash Bros. Brawl|Brawl]]''. Many up aerials are circle kicks, which have large range, good priority and very slightly disjointed hitboxes. They can also send the opponent in diverse directions. A lot of up aerials can be used for [[Juggling]].



Revision as of 16:41, October 24, 2008

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The up aerial (abbreviated as "uair", "UAir", "u-air" or "AUA") is an aerial attack that is performed in midair by pressing the A Button, and tilting the control stick 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, where it is known as a "Up Midair Attack" in Super Smash Bros. Melee, and a "Up Air Attack" in Brawl. Many up aerials are circle kicks, which have large range, good priority and very slightly disjointed hitboxes. They can also send the opponent in diverse directions. A lot of up aerials can be used for Juggling.

List of up aerials in SSBB:

Mario: A simple circle kick.

Luigi: Identical to Mario's circle kick.

Peach: An odd kick upwards. Only her foot does damage.

Bowser: Tosses a bite upwards. Looks like a claw swing unless slowed down or paused. A great juggling move.

Donkey Kong: Headbutts upwards.

Diddy Kong: A weak circle kick.

Yoshi: Flips over vertically, doing damage with his tail. Good knockback.

Wario: Claps upwards. Can be used to fly as Wario-Man.

Link: Points his sword upwards. Diverse diagonal knockback.

Zelda: Pulsates an explosion out of her hand. Large, disjointed hitbox, will kill off the top of the stage at low percentages (50% upwards).

Sheik: Spins her body around, with her feet pointing upwards. Sex kick like properties.

Ganondorf: A very quick, powerful circle kick. Can semi-spike.

Toon Link: Identical to Link's.

Samus: Very much like Sheik's. However, the first hits suck the opponent in; only the last hit gives (large) knockback.

Zero Suit Samus: A circle kick. However, it makes a slashing sound when it connects.

Pit: Spins his bow upwards. Diverse horizontal knockback.

Ice Climbers: Point both hammers upwards. Surprisingly high knockback, disjointed hitbox.

R.O.B.: Waves his arms upwards. Multiple hits, diverse knockback.

Kirby: A powerful circle kick. Insane combo potential when combined with throws and Utilt.

Meta Knight: Slashes upwards at an incredible speed, quickest Uair in the game, possibly quickest aerial. Can be used in combination with multiple jumps for chaining, can easily rack up 30% damage or more. High stun. Dthrow -> Uair -> Fair is one of the few inescapable combos in Brawl; it cannot be airdodged, attacked through, or DI'd out of, even if the opponent DIs away (if they DI upward from the Dthrow then this combo is even easier to land)

King Dedede: Spins his hammer upwards. Multiple hits, diverse knockback.

Captain 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 as long as the Pikmin is yellow.

Fox: A very quick and powerful circle kick.

Falco: Similar to Fox's, but less power.

Wolf: Slashes upwards at a high speed. Fairly low knockback, high stun, good for combos.

Pikachu: Spins with his tail out for damage. Very low knockback, very low damage, can Semi-spike. Useful for aerial strings, and combos.

Squirtle: An extremely quick circle kick, but uses his tail instead of his legs.

Ivysaur: Pumps pollen out of his bulb upwards. High knockback, causes Ivysaur to fast fall. Can be used to reduce and negate vertical momentum.

Charizard: Points his head and neck upwards. Surprisingly low knockback.

Lucario: An odd kick upwards. Like fair, or Peach's uair.

Jigglypuff: Waves her arm upwards. Deceivingly long and large hitbox, but unfortunately low priority.

Marth: A simple upward slash. Average damage, combo ability and knockback when tipped, below average when not.

Ike: A slow upward slash. Very powerful, lengthy duration.

Ness: Headbutts. High knockback, good priority.

Lucas: Similar to Ness' in animation, but with more range, less knockback and less priority.

Mr. Game & Watch: Blows upwards. Opponents not hit with the attack are pushed upwards an extremely high distance. Distinct, useful attack that can set up for further combos. Typical of Mr. Game & Watch, this move has a large disjointed hitbox with high priority.

Snake: A midair handstand. Similar properties to Charizard's. Better knockback.

Sonic: A scissor kick. One of his few KO moves.


Notable characters' up aerials

  • Bowser's up aerial, although it begins slow, possesses extreme power, and can be used to combo fast-fallers and knock-out opponents at low Damage Percentages.
  • Captain Falcon's up aerial, arguably one of his best combo moves in the series which allows Falcon to combo or even set up other combos.
  • Fox's up aerial, a flip kick with immense upward knockback and high speed.
  • Ganondorf's up aerial, one of his most useful and fastest moves and when used backwards, allows him to knock-out his opponents at low Damage Percentages due to the semi-spike.
  • Link and Young Link's up aerial, which can result in a very effective knockback at considerable speed, with excellent priority and range.
  • Meta Knight's up aerial, one of the fastest aerials in the game.
  • Mr. Game & Watch's up aerial pushes opponents who are above reach of the hitbox even higher into the air.
  • Zelda up aerial is a quick and powerful finisher that can kill just below 100%, but has a small hitbox.