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Up aerial: Difference between revisions

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{{ArticleIcons|ssb=yes|melee=yes|brawl=yes}}
{{ArticleIcons|ssb=yes|melee=yes|brawl=yes}}
{{Cleanup|Needs to actually explain what the moves do, not just be a strategic guide, and more table work.}}
{{Cleanup|Needs to actually explain what the moves do, not just be a strategic guide, and more table work.}}
[[File:Upa.jpg|thumb|250px|Link's up aerial in ''Brawl''.]]
[[File:Link uair SSBB.jpg|thumb|250px|Link's up aerial in ''Brawl''.]]
[[File:ZeldaUairSSBM.gif|thumb|250px|Zelda's up aerial in ''Melee''.]]
[[File:ZeldaUairSSBM.gif|thumb|250px|Zelda's up aerial in ''Melee''.]]
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]].
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]].

Revision as of 22:52, December 22, 2013

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Link's up aerial in Brawl.
Zelda's up aerial in Melee.

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.

A lot of up aerials in Brawl have a landing animation involving the character falling on their back and having to get back up.

Up aerials in the Smash Bros. games

In Super Smash Bros.

Character Description Damage
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%
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%
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)
Jigglypuff Slaps upward. Part of Jigglypuff's basic combo of up throw, up smash, up throw, multiple up airs into Rest. 16%
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%
Link Thrusts his sword up. Good combo move but with poor range. Adequate knockback. 16%
Luigi Does a flip kick. Combos into the Super Jump Punch and the Luigi Cyclone. 12%
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%
Ness Headbutts upward. Good for juggling and DJCing. 15%
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%
Samus Does a spin kick upward. Not too useful outside of baiting overly aggressive opponents and reading it into a back air. 10%
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%

In Super Smash Bros. Melee

Character Description Damage
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%
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%
Donkey Kong A headbutt upward, good for juggling fast-fallers. 14%
Dr. Mario A flip kick upwards, which is good for juggling fast fallers. 10%
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
Fox A flip kick with extreme vertical knockback and high speed. 17% (two hits)
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%
Ice Climbers Both Ice Climbers point their hammers above their head. 17% (total)
Jigglypuff Waves its hand up in an arch. Not the best aerial KO move, though excellent for juggling. 17% (total)
Kirby A flip in midair, kicking upwards. Great knockback, possibly Kirby's best KO move. 15%
Link Stabs sword above him. Good for juggling or Star KO-ing at higher damages ~120%. Has some sex kick properties. 12-16%
Luigi A flip kick upward, similar to Mario's although doesn't offer the same juggling properties from the ground as Mario's. 13%
Mario A flip kick upward. Good move for juggling and for combos. 11%
Marth An aerial backflip slash. 13%
Mewtwo A flip in the air. 14%
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-canceled. 15%
Ness An upwards headbutt. It has good upwards knockback, allowing for juggling. 13%
Peach An eccentric kick upwards. 11% (sides)/12% (body)/14% (foot)
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 SHFFLs it, they can Wavedash at the end of the move. 4%
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%
Roy Am upward backflip slash. Identical in function to Marth's, except weaker. 9%
Samus Brings her legs above her body and spins. Several hits. 10% (maximum)
Sheik An upward kick, similar to Samus’. Not only is it good for juggling, it can stand in as a finisher. 12%
Yoshi A somersault kick, hitting with his tail. 13%
Young Link Aims his sword upwards, similar to Link’s up aerial. Not good for KOing, but good for juggling. 15%
Zelda Holds up her hand to set off a magical explosion. 13%

In Super Smash Bros. Brawl

Character Description Damage
Bowser A very strong upwards headbutt. A great KO move. 17%
Captain Falcon A circle kick. Acts as a semi-spike. 13%, 12%, 10%, 8%, or 6% depending on position and timing
Charizard Points his head and neck upwards. Low knockback. 10%
Diddy Kong A flip kick with good knockback 11%
Donkey Kong Headbutts upwards. Powerful and can star KO at medium percentages. 14%
Falco An attack similar to Fox's, but with less power. 11%
Fox Whips his leg and tail upwards. Is very fast and powerful. 16%
Ganondorf A very quick, powerful circle kick. Can semi-spike. 13%
Ice Climbers Point both hammers upwards. High knockback, disjointed hitbox. 5-17%
Ike A slow upward slash. Very powerful, lengthy duration. 14%
Ivysaur Pumps pollen out of his bulb upwards. High knockback, causes Ivysaur to fast fall. Can be used to reduce and negate vertical momentum. 16%
Jigglypuff Waves her arm upwards. Deceivingly long and large hitbox. 9%
King Dedede Spins his hammer upwards. Multiple hits, diverse knockback. 19% (if all hits connect)
Kirby A flip kick with average power. Insane combo potential when combined with throws and Utilt. 10%
Link Points his sword upwards. Diverse diagonal knockback. 13-15%
Lucario A kick upwards. Like his forward aerial or Peach's up aerial. 7-14%
Lucas Similar to Ness' in animation, but with more range, less knockback, and does not go in a full circle. 13%
Luigi Identical to Mario's flip kick. 13%
Mario A flip kick. 11%
Marth A simple upward slash. Average damage, combo ability and knockback when tipped, below average when not. 11% (base)/14% (tipped)
Meta Knight Slashes upwards at an incredible speed. It is the quickest up aerial in the game. Can be used in combination with multiple jumps for chaining, can easily rack up 30% damage or more. High stun. 10%
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
Ness Headbutts. High knockback. 13%
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%.
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)
Pikachu Spins with his tail out for damage. Very low knockback, very low damage. Useful for aerial strings, and combos. 6%
Pit Spins his bow upwards. Diverse horizontal knockback 12% (if all hits connect)
R.O.B. Waves his arms upwards. Multiple hits, diverse knockback 20% approx. (if all hits connect)
Samus Very much like Sheik's. However, the first hits suck the opponent in; only the last hit gives (large) knockback. 11% (if all hits connect)
Sheik Spins her body around, with her feet pointing upwards. Sex kick like properties. Not good for KOing, but better at juggling. 6-11%
Snake A midair handstand. Similar properties to Charizard's, with higher knockback. 14%
Sonic A scissor kick. Average knockback. 9% (if both hits connect)
Squirtle A midair handstand. Similar properties to Charizard's, with higher knockback. 11%
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%
Wario Claps upwards. Can be used to fly as Wario-Man. 17%
Wolf Slashes upwards at a high speed. Fairly low knockback, high stun, good for combos. 10%
Yoshi Flips over vertically, doing damage with his tail. High knockback, possibly Yoshi’s best KO move. 13%
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%
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 sweetspotted, (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%