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The Forward aerial (abbreviated as "fair", "FAir", or "AFA", referred in the Brawl manual as "Front air") is an aerial attack that is performed in midair by pressing the A Button, and tilting the control stick in the direction the character is facing. Its official term varies between titles, where it is known as a "Front Midair Attack" in Super Smash Bros. Melee, or a "Front Air Attack" in Brawl.
Samus: A useful combo move. High damage and good at breaking down shields. Combos into down aerial.
Donkey Kong: A good spike move for edgeguarding. Combos into giant punch and into another Forward aerial at middle to high percents. Most known for its ability to be used vs shields into a dash grab or down B.
Marth's forward aerial, a very quick launcher with a very large hitbox. Both its sweet spot at the tip of Marth's blade and the center of the blade can be used to combo the enemy, sometimes into Marth's deadly tippedforward smash. It should also be noted for its use in the Ken combo.
Captain Falcon's forward aerial, better known as the knee, is an extremely powerful low-trajectory killer.
Sheik's forward aerial is a very quick low-trajectory killer and semi-Spike
Dr. Mario's and Ganondorf's forward aerial, each of which is sometimes called the "fist", are slow but powerful killers that send the enemy at a high angle.
Ice Climbers' forward aerial is a meteor smash if Nana's attack hits.
Mewtwo's forward aerial has high vertical knockback, is his most used aerial, and has combo potential at lower percents.
Wario: Kicks forward. Has below average knockback, but great priority and lasts a very long time, good for Wall of Pain.
Link: Swings sword forward and spins around, then swings it again. Its second hit is more powerful.
Zelda: Kicks forward with a powerful sweet spot on her foot. This move is often called Lightning Kick.
Sheik: Karate chops forward. Similar in power and knockback to Luigi's karate chop but with less range.
Ganondorf: Punches his fist downward, similar to Mario's forward aerial. Stronger and higher in knockback but does not spike and has a large landing lag. Also ties with Bowser's down aerial as the aerial attack with the longest duration.
Toon Link: Swings sword upward. Similar in animation to his back aerial, but a bit slower, though it is a much better finisher with high priority and knockback.
Samus: Creates a few small blasts with her arm cannon, slowly moving them downward. Has no landing lag.
Zero Suit Samus: Two very fast kicks. The first kick is weaker but this move is so finicky that the first kick almost never combos into the following hit.
Pit: Stabs both swords forward. Has a bit of start-up lag.
Ice Climbers: Swing hammers downward. Nana's can spike.
Pikachu: Spins forward surrounded by electricity. Multiple hits available. Similar to Sonic and Falco's fairs.
Squirtle: Sticks feet forward. Similar to Mario's Bair.
Ivysaur: Whips forward with vines. Vertical knockback.
Charizard: Covers himself with his wings and breaths fire outwards with good horizontal knockback and range, making it good for the Wall of Pain. Oddly, if the opponent is far enough away from Charizard, they will not take any knockback or hitstun from this attack - just damage.
Lucario: Kicks forward; aura appears at the end of the foot. Inflicts little damage but can combo. It can be used twice in one short hop.
Marth: Swings sword downward. Can fit two in one short hop.
Ike: Swings sword downward. Has great range, but is a slow move like most of his moves.
Ness: Creates small bubbles of PSI energy for multiple hits. Good for combos.
Lucas: Kicks forward with PSI energy at the end of his foot.
Mr. Game & Watch: Swings a box forward. Powerful if hits when it comes out, but has high landing lag. If hit after it comes out, it deals a weak hit.
Snake: Brings his leg upward, then ax-kicks. Slight upward boost, the foot spikes very powerfully, the leg sends the opponent upwards with slight horizontal knockback as well.