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.
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 due to the semi-spike.
Pichu's up aerial,weak ,low damage and it can't finish his foe. But for these reasons it can juggle and set up more aerial moves and grabs for fast fallers and if you SHFFL it you can Wavedash at the end of the move
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, except a very slight diagonal range and much more knockback. Can KO much easier than Link's. Has unbelievable priority, going through even Marth's Dolphin Slash
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. 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. 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. Down throw to up aerial to forward aerial 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 down throw 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: Whips his leg and tail upwards. Is very fast and powerful.
Lucas: Similar to Ness' in animation, but with more range, less knockback, and does not go in a full circle.
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.
Snake: A midair handstand. Similar properties to Charizard's, with higher knockback.