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[[File:Reverse aerial rush SSB4.gif|thumb|right|Kirby performing a RAR back aerial in {{forwiiu}}.]]
[[File:Reverse aerial rush SSB4.gif|thumb|Kirby performing a RAR back aerial in {{forwiiu}}.]]
A '''reverse aerial rush''', abbreviated as '''RAR''', is a technique in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''. 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]].
A '''reverse aerial rush''' (abbreviated as '''RAR''') is a technique in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''. It is done by running and canceling the turnaround animation with a [[jump]]. It works as a very useful way to approach with [[back aerial]]s (and [[jump-cancel]]ed [[up smash]]es in ''Brawl'' and ''SSB4'').


==Application==
==Application==
To perform a RAR in ''Brawl'', 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}}). In ''SSB4'', a RAR can be performed at any time during the dash animation as long as it does not coincide with the [[dash-dance]] window, which is the first five frames. In ''Ultimate'', a RAR is possible during virtually any part of the initial dash. 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.


To perform a RAR in Brawl, 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}}). In Smash 4, a RAR can be performed at any time during the dash animation as long as it does not coincide with the [[Dash-dance]] window, which is the first 5 frames. 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 with running momentum. 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 or ineffective forward aerials (e.g. {{SSBB|Falco}}). It is also useful for attacking a player behind with a special move or aerial.
 
The main purpose of using a RAR is to attack with a back aerial with running momentum. 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.


===RAR with Special Stick===
===RAR with Special Stick===
With the C-Stick set to special moves and while a character is running, the player can press the C-Stick in the opposite direction of the run, and their character will then start a turnaround. In ''Brawl'', this causes the character to jump (presumably a glitch), while in ''Smash 4'', it requires a jump input from the player. Since the special stick inputs last one frame only, it reduces less momentum overall and is considered to be a more effective input, albeit requiring different controller settings.
With the C-Stick set to special moves and while a character is running, the player can press the C-Stick in the opposite direction of the run, and their character will then start a turnaround. In ''Brawl'', this causes the character to jump (presumably a glitch), while in ''SSB4'', it requires a jump input from the player. Since the special stick inputs last one frame only, it reduces less momentum overall and is considered to be a more effective input, albeit requiring different controller settings.


In ''Ultimate'', pressing the C-Stick in the opposite direction the character is running in results in the character performing their [[side special]] in the opposite direction of the run, rendering this method impossible.
In ''Ultimate'', pressing the C-Stick in the opposite direction the character is running in results in the character performing their [[side special]] in the opposite direction while grounded, rendering this method impossible.


==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.
*{{SSBU|Bayonetta}} - Bayonetta's back aerial is one of her few kill and spacing options. Her up aerial also benefits since its hitbox starts behind her, allowing her to make the most out of the move's fast start up and early knock back angle, the latter allowing more moves to connect.
*{{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|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 of his forward tilt (and dash attack in ''SSB4'' and ''Ultimate''). In ''Ultimate'', his back aerial is a solid follow-up from his dash attack.
*{{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|Falco}} - his back aerial is a viable aerial approach option due to its quick speed (especially in ''Brawl'' and ''SSB4'' where it comes out on frame 3), fairly high power (especially in ''SSB4'' and ''Ultimate''), and good ability to space.
*{{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|Ganondorf}} - his back aerial is fairly reliable for approaching due to its faster startup compared to forward aerial along with its low ending lag and generous auto-cancel window compared to most of his other aerials. It can lead into other aerials offstage as well as kill the easiest out of his aerials, though it is not one of Ganondorf's best options.
*{{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|Captain Falcon}} - his back aerial has no nearly useless [[sourspot]], unlike his [[Knee Smash]], and it has bigger hitboxes and less [[lag]] in general.
*{{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|Ike}} - his back aerial is his fastest aerial attack in terms of [[startup]], and is powerful and a great as a finisher or a move for aerial approaching.
*{{SSBU|Inkling}} - back aerial has stronger knockback than other options, and is safe on shield with proper spacing.
*{{SSBB|Jigglypuff}} - its back aerial in ''Brawl'' 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]]. In ''Ultimate'', its back aerial is also very useful due to being a powerful and reliable KO option.
*{{SSBB|King Dedede}} - his back aerial in ''Brawl'' is generally considered his best move, with great KO power when it first comes out, fairly quick startup, and a somewhat long duration that can give the opponent trouble approaching. In ''SSB4'' and ''Ultimate'', his back aerial is much slower startup-wise, but is still a powerful move with decent range overall.
*{{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 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|Lucas}} - his back aerial is a [[meteor smash]], meaning it can be used for [[edgeguarding]], though using it out of a RAR is not highly recommended, 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. In ''Ultimate'', Lucas can even perform combos against grounded opponents using the meteor smash hitbox of his back aerial.
*{{SSBB|Mario}} - his back aerial has the best [[range]] compared to his other aerials, can be comboed out of Forward Throw, and has decent knockback.
*{{SSBB|Mario}} - his back aerial has the best [[range]] of his aerial attacks, and it can be comboed out of his forward throw, down throw or down tilt (depending on the game). It also has the best horizontal knockback of Mario's aerials.
*{{SSBU|Mewtwo}} - its back aerial uses its tail to attack a long and wide area behind it. Coupled with the character's high ground and air speed, a RAR can be used for a quick and effective edgeguard wherein the opponent is walled out with repeated back aerials, similar to Jigglypuff's [[wall of pain]].
*{{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]] in ''Brawl''.
*{{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|Roy}} - In ''Ultimate'', a neutral attack into RAR back aerial is one of Roy's quintessential KO combos, due to its effectiveness through a wide percent range and ability to close stocks very early, especially at the ledge. Roy's [[Echo Fighter]], {{SSBU|Chrom}}, shares this combo.
*{{SSBB|Snake}} - his back aerial is a decent KO option (especially when his DACUS in ''Brawl'' is getting predictable) and has low ending lag (which is noticeable when the move is performed out of a full hop), though its very heavy [[landing lag]] relative to the cast (given that the move does not autocancel in either ''Brawl'' or ''Ultimate'') means it should be used sparingly.
*{{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. In ''Ultimate'', it has a very good autocancel window that compensates for its somewhat slow startup and high ending lag.
*{{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 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|Zelda}} - her back aerial, the reverse [[Lightning Kick]], has much faster startup than her forward aerial (the other version of the Lightning Kick, though note that these differences are less pronounced in ''[[Ultimate]]'' where both versions of the move have identical startup), making it a much more reliable as a surprise KO option (similar to Ness's RAR back aerial). However, it has a weak sourspot that cannot KO, even at [[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.
*{{SSBU|Ryu}} - in 1 on 1 matches it is much harder to land back aerials without first performing a reverse aerial rush, as Ryu always faces his opponents on the ground.
*{{SSBU|Cloud}} - his back aerial comes out relatively fast, can [[auto-cancel]] in a short hop, kills reliably, is very safe on shield, and is a pseudo-combo starter into [[down tilt]].
*{{SSBU|Pichu}} - If you RAR Pichu's back aerial when your opponent is at high percent, you can drag them down and kill confirm them with a f-tilt. The dragdown can also be used with d-tilt and grab.
*{{SSBU|Corrin}} - back aerial is a very reliable KO move at reasonable percentages, especially when compared to forward aerial (which under normal circumstances is effectively useless for securing a KO, except via combos). The forward horizontal push the back aerial provides, paired with its disjoint, means it is a much safer option than Corrin's other aerials in many circumstances.
==External Links==
*{{SSBU|King K. Rool}} - his back aerial has a wide hitbox with decent range, it is surprisingly safe on shield if sweetspotted, its sweetspot has powerful horizontal knockback against grounded opponents, and the move's sweetspot is notably also capable of meteor smashing airborne opponents much like Lucas's aforementioned back aerial.
*{{SSBU|Joker}} - [[Joker_(SSBU)/Back_aerial|Joker's back aerial]] is extremely quick with low end lag and has a wide hitbox, making it one of his best [[approach]] tools. Offstage, it serves as a potent edgeguard. With [[Arsène]], it is an effective onstage KO option while gaining an even better hitbox.
*{{SSBU|Pichu}} - at high percentages, Pichu can drag down opponents with its RAR back aerial and finish them with a forward tilt. The dragdown RAR back aerial can also be used with down tilt and grab.
*{{SSBU|Ryu}} - in 1-on-1 matches in ''Ultimate'' (but not in ''SSB4''), it is much harder for Ryu to land his back aerial on opponents without first performing a reverse aerial rush, as he always faces his opponents while grounded. This also applies to {{SSBU|Ken}}, {{SSBU|Terry}} and {{SSBU|Kazuya}}, who similarly always face their opponents in 1-on-1 matches.
 
==Trivia==
*Masahiro Sakurai has directly acknowledged the reverse aerial rush, most notably in the "Battling With Sora" edition of [[Mr. Sakurai Presents]] where he explains and demonstrates how to do it.
 
==External links==
[https://www.youtube.com/watch?v=pwk3VgZDuEs/ Project M RAR guide.]
[https://www.youtube.com/watch?v=pwk3VgZDuEs/ Project M RAR guide.]



Revision as of 18:32, May 2, 2024

Kirby performing a RAR back aerial in Super Smash Bros. for Wii U.

A reverse aerial rush (abbreviated as RAR) is a technique in Super Smash Bros. Brawl, Super Smash Bros. 4 and Super Smash Bros. Ultimate. It is done by running and canceling the turnaround animation with a jump. It works as a very useful way to approach with back aerials (and jump-canceled up smashes in Brawl and SSB4).

Application

To perform a RAR in Brawl, 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 Captain Falcon and Sonic). In SSB4, a RAR can be performed at any time during the dash animation as long as it does not coincide with the dash-dance window, which is the first five frames. In Ultimate, a RAR is possible during virtually any part of the initial dash. 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 with running momentum. This is especially helpful for characters with very strong or effective back aerials (e.g. Ike or Mr. Game & Watch) and/or slow or ineffective forward aerials (e.g. Falco). It is also useful for attacking a player behind with a special move or aerial.

RAR with Special Stick

With the C-Stick set to special moves and while a character is running, the player can press the C-Stick in the opposite direction of the run, and their character will then start a turnaround. In Brawl, this causes the character to jump (presumably a glitch), while in SSB4, it requires a jump input from the player. Since the special stick inputs last one frame only, it reduces less momentum overall and is considered to be a more effective input, albeit requiring different controller settings.

In Ultimate, pressing the C-Stick in the opposite direction the character is running in results in the character performing their side special in the opposite direction while grounded, rendering this method impossible.

Characters that notably benefit

  • Bayonetta - Bayonetta's back aerial is one of her few kill and spacing options. Her up aerial also benefits since its hitbox starts behind her, allowing her to make the most out of the move's fast start up and early knock back angle, the latter allowing more moves to connect.
  • 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 of his forward tilt (and dash attack in SSB4 and Ultimate). In Ultimate, his back aerial is a solid follow-up from his dash attack.
  • Falco - his back aerial is a viable aerial approach option due to its quick speed (especially in Brawl and SSB4 where it comes out on frame 3), fairly high power (especially in SSB4 and Ultimate), and good ability to space.
  • Ganondorf - his back aerial is fairly reliable for approaching due to its faster startup compared to forward aerial along with its low ending lag and generous auto-cancel window compared to most of his other aerials. It can lead into other aerials offstage as well as kill the easiest out of his aerials, though it is not one of Ganondorf's best options.
  • Captain Falcon - his back aerial has no nearly useless sourspot, unlike his Knee Smash, and it has bigger hitboxes and less lag in general.
  • Ike - his back aerial is his fastest aerial attack in terms of startup, and is powerful and a great as a finisher or a move for aerial approaching.
  • Inkling - back aerial has stronger knockback than other options, and is safe on shield with proper spacing.
  • Jigglypuff - its back aerial in Brawl 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. In Ultimate, its back aerial is also very useful due to being a powerful and reliable KO option.
  • King Dedede - his back aerial in Brawl is generally considered his best move, with great KO power when it first comes out, fairly quick startup, and a somewhat long duration that can give the opponent trouble approaching. In SSB4 and Ultimate, his back aerial is much slower startup-wise, but is still a powerful move with decent range overall.
  • Kirby - his back aerial is easily among his best moves, being great as a finisher, or for aerial approaches, spacing, and the like.
  • Lucas - his back aerial is a meteor smash, meaning it can be used for edgeguarding, though using it out of a RAR is not highly recommended, 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. In Ultimate, Lucas can even perform combos against grounded opponents using the meteor smash hitbox of his back aerial.
  • Mario - his back aerial has the best range of his aerial attacks, and it can be comboed out of his forward throw, down throw or down tilt (depending on the game). It also has the best horizontal knockback of Mario's aerials.
  • Mewtwo - its back aerial uses its tail to attack a long and wide area behind it. Coupled with the character's high ground and air speed, a RAR can be used for a quick and effective edgeguard wherein the opponent is walled out with repeated back aerials, similar to Jigglypuff's wall of pain.
  • Mr. Game & Watch - his back aerial (turtle) is disjointed, can space well, and is also an easy way to rack damage.
  • Ness - in certain situations, his back aerial out of a RAR can be unpredictable and has great KO power when sweetspotted. When sourspotted, it can set up a guaranteed up smash or jab in Brawl.
  • Roy - In Ultimate, a neutral attack into RAR back aerial is one of Roy's quintessential KO combos, due to its effectiveness through a wide percent range and ability to close stocks very early, especially at the ledge. Roy's Echo Fighter, Chrom, shares this combo.
  • Snake - his back aerial is a decent KO option (especially when his DACUS in Brawl is getting predictable) and has low ending lag (which is noticeable when the move is performed out of a full hop), though its very heavy landing lag relative to the cast (given that the move does not autocancel in either Brawl or Ultimate) means it should be used sparingly.
  • Toon Link - his back aerial, with its very low knockback, can lead into an offstage down aerial meteor smash, and start aerial combos.
  • Wolf - his back aerial is an excellent spacing tool, is very reliable to use for aerial approaches, and can be used as a finisher. In Ultimate, it has a very good autocancel window that compensates for its somewhat slow startup and high ending lag.
  • Yoshi - his back aerial is a great move to use against shielding opponents, and can rack damage fairly easily.
  • Zelda - her back aerial, the reverse Lightning Kick, has much faster startup than her forward aerial (the other version of the Lightning Kick, though note that these differences are less pronounced in Ultimate where both versions of the move have identical startup), making it a much more reliable as a surprise KO option (similar to Ness's RAR back aerial). However, it has a weak sourspot that cannot KO, even at Sudden Death percentages.
  • 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.
  • Cloud - his back aerial comes out relatively fast, can auto-cancel in a short hop, kills reliably, is very safe on shield, and is a pseudo-combo starter into down tilt.
  • Corrin - back aerial is a very reliable KO move at reasonable percentages, especially when compared to forward aerial (which under normal circumstances is effectively useless for securing a KO, except via combos). The forward horizontal push the back aerial provides, paired with its disjoint, means it is a much safer option than Corrin's other aerials in many circumstances.
  • King K. Rool - his back aerial has a wide hitbox with decent range, it is surprisingly safe on shield if sweetspotted, its sweetspot has powerful horizontal knockback against grounded opponents, and the move's sweetspot is notably also capable of meteor smashing airborne opponents much like Lucas's aforementioned back aerial.
  • Joker - Joker's back aerial is extremely quick with low end lag and has a wide hitbox, making it one of his best approach tools. Offstage, it serves as a potent edgeguard. With Arsène, it is an effective onstage KO option while gaining an even better hitbox.
  • Pichu - at high percentages, Pichu can drag down opponents with its RAR back aerial and finish them with a forward tilt. The dragdown RAR back aerial can also be used with down tilt and grab.
  • Ryu - in 1-on-1 matches in Ultimate (but not in SSB4), it is much harder for Ryu to land his back aerial on opponents without first performing a reverse aerial rush, as he always faces his opponents while grounded. This also applies to Ken, Terry and Kazuya, who similarly always face their opponents in 1-on-1 matches.

Trivia

  • Masahiro Sakurai has directly acknowledged the reverse aerial rush, most notably in the "Battling With Sora" edition of Mr. Sakurai Presents where he explains and demonstrates how to do it.

External links

Project M RAR guide.

ESAM SSB4 RAR guide.