Editing Reverse aerial rush
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[[File:Reverse aerial rush SSB4.gif|thumb|Kirby performing a RAR back aerial in {{forwiiu}}.]] | [[File:Reverse aerial rush SSB4.gif|thumb|right|Kirby performing a RAR back aerial in {{forwiiu}}.]] | ||
A '''reverse aerial rush''' | A '''reverse aerial rush''', abbreviated as '''RAR''', is a technique in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]''. It's done by running and canceling the turnaround animation with a jump. It works as a very useful way to approach with back airs and [[Jump-canceling|jump-canceled up-smashes]]. | ||
==Application== | ==Application== | ||
To perform a RAR, the player must be running, and cannot be in the initial dash animation (limiting the usefulness of the RAR for characters with long initial dashes, such as {{SSBB|Captain Falcon}} and {{SSBB|Sonic}}). If the player presses the control stick backwards to turn around but jumps as soon as the turnaround begins, the character will jump backwards while keeping the running momentum. The result is a jump like a normal jump out of a run, except that the character is facing the other direction. | |||
The main purpose of using a RAR is to attack with a back aerial in front of the character. This is especially helpful for characters with very strong or effective back aerials (e.g. {{SSBB|Ike}} or {{SSBB|Mr. Game & Watch}}) and/or slow, ineffective forward aerials (e.g. {{SSBB|Falco}}). It is also useful for attacking a player behind with a special move or aerial. Using some moves quickly enough out of a RAR can cause the character to not turn around. | |||
===Auto RAR=== | |||
To perform an auto RAR, one needs to have the C-Stick set to special moves, as opposed to [[smash attack]]s. While a character is running, the player can press the C-Stick in the opposite direction of the run. The character will then do the RAR jump where another action can be taken. | |||
===Notes=== | |||
Interestingly, if the RAR is performed in training mode at 1/4 time, the character will not turn around, but will still jump. | |||
==Characters that notably benefit== | ==Characters that notably benefit== | ||
*{{SSBB|Donkey Kong}} - his back aerial has very quick startup and is overall a good spacing and aerial approach tool, being much more reliable than his other aerials and most other of his moves outside forward tilt. | |||
*{{SSBB|Donkey Kong}} - his back aerial has very quick startup and is overall a good spacing and aerial approach tool, being much more reliable than his other aerials and most other of his moves outside | *{{SSBB|Falco}} - his back aerial is a viable aerial approach option due to its quick speed, fairly high power, and good ability to space. | ||
*{{SSBB|Falco}} - his back aerial is a viable aerial approach option due to its quick speed | *{{SSBB|Ganondorf}} - his back aerial is more reliable than his other aerials for aerial approaches due to having faster startup, and it can lead into other aerials offstage, though it isn't one of Ganondorf's best options. | ||
*{{SSBB|Ganondorf}} - his back aerial is | *{{SSBB|Ike}} - his back aerial is his fastest move in terms of [[startup]], and is powerful and a great as a finisher or a move for aerial approaching. | ||
*{{SSBB|Jigglypuff}} - its back aerial is a useful spacing and aerial approach option, and is very useful when the forward aerial is getting stale, due to it being one of Jigglypuff's few reliable KO options along with its [[DACUS]]. | |||
*{{SSBB|Ike}} - his back aerial is his fastest | *{{SSBB|King Dedede}} - his back aerial is genereally considered his best move, with great KO power when it first comes out, pretty quick startup, and a somewhat long duration that can give the opponent trouble approaching. | ||
*{{SSBB|Jigglypuff}} - its back aerial | |||
*{{SSBB|King Dedede}} - his back aerial | |||
*{{SSBB|Kirby}} - his back aerial is easily among his best moves, being great as a finisher, or for aerial approaches, spacing, and the like. | *{{SSBB|Kirby}} - his back aerial is easily among his best moves, being great as a finisher, or for aerial approaches, spacing, and the like. | ||
*{{SSBB|Lucas}} - his back aerial is a [[meteor smash]], meaning it can be used for [[edgeguarding]], though using it out of a RAR | *{{SSBB|Lucas}} - his back aerial is a [[meteor smash]], meaning it can be used for [[edgeguarding]], though using it out of a RAR isn't recommended much, due to it being hard to hit with near the [[edge]] (the move has short range and the opponent needs to be close to Lucas for the meteor smash hitbox to hit), and Lucas having better edgeguarding options. | ||
*{{SSBB|Mario}} - his back aerial has | *{{SSBB|Mario}} - his back aerial has decent [[range]] compared to his other moves, can be reliable for aerial approaches, and has pretty decent knockback. | ||
*{{SSBB|Mr. Game & Watch}} - his back aerial (turtle) is [[disjointed]], can [[space]] well, and is also an easy way to rack damage. | *{{SSBB|Mr. Game & Watch}} - his back aerial (turtle) is [[disjointed]], can [[space]] well, and is also an easy way to rack damage. | ||
*{{SSBB|Ness}} - in certain situations, his back aerial out of a RAR can be unpredictable and has great KO power when [[sweetspot]]ted. When sourspotted, it can set up a guaranteed [[up smash]] or [[jab]] | *{{SSBB|Ness}} - in certain situations, his back aerial out of a RAR can be unpredictable and has great KO power when [[sweetspot]]ted. When sourspotted, it can set up a guaranteed [[up smash]] or [[jab]]. | ||
*{{SSBB|Snake}} - his back aerial is a decent KO option when his DACUS is getting predictable, though its very heavy [[landing lag]] means it should be used sparingly. | |||
*{{SSBB|Snake}} - his back aerial is a decent KO option | |||
*{{SSBB|Toon Link}} - his back aerial, with its very low knockback, can lead into an offstage [[down aerial]] [[meteor smash]], and start aerial [[combo]]s. | *{{SSBB|Toon Link}} - his back aerial, with its very low knockback, can lead into an offstage [[down aerial]] [[meteor smash]], and start aerial [[combo]]s. | ||
*{{SSBB|Wolf}} - his back aerial is an excellent spacing tool, is very reliable to use for aerial approaches, and can be used as a finisher | *{{SSBB|Wolf}} - his back aerial is an excellent spacing tool, is very reliable to use for aerial approaches, and can be used as a finisher. | ||
*{{SSBB|Yoshi}} - his back aerial is a great move to use against [[shield]]ing opponents, and can rack damage fairly easily. | *{{SSBB|Yoshi}} - his back aerial is a great move to use against [[shield]]ing opponents, and can rack damage fairly easily. | ||
*{{SSBB|Zelda}} - her back aerial, the | *{{SSBB|Zelda}} - her back aerial, the back [[Lightning Kick]], has much faster startup than her forward aerial (the other version of the Lightning Kick), making it a much more reliable as a surprise KO option (similar to Ness's RAR bair). However, it has a weak sourspot that cannot KO at even [[Sudden Death]] percentages. | ||
*{{SSBB|Zero Suit Samus}} - her back aerial has strong knockback and is a reliable finisher, much easier to hit with than the forward aerial. It is also a useful spacing and aerial approach option, even more effective when coupled with ZSS's high movement speed. However, her high [[short hop]] limits its effectiveness. | *{{SSBB|Zero Suit Samus}} - her back aerial has strong knockback and is a reliable finisher, much easier to hit with than the forward aerial. It is also a useful spacing and aerial approach option, even more effective when coupled with ZSS's high movement speed. However, her high [[short hop]] limits its effectiveness. | ||
==External | ==External Links== | ||
[https://www.youtube.com/watch?v=pwk3VgZDuEs/ Project M RAR guide.] | [https://www.youtube.com/watch?v=pwk3VgZDuEs/ Project M RAR guide.] | ||
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[[Category:Techniques (SSBB)]] | [[Category:Techniques (SSBB)]] | ||
[[Category:Techniques (SSB4)]] | [[Category:Techniques (SSB4)]] | ||
[[Category:Techniques | [[Category:Advanced Techniques]] | ||