Super Smash Bros. Brawl

Reverse aerial rush: Difference between revisions

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==Characters that benefit==
==Characters that benefit==
*[[Ike (SSBB)|Ike]] (His bair is his fastest move and lethal)
*{{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.
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]] (Disjointed hitbox turtle, as well as easy rack-up damage)
*{{SSBB|Falco}} - his back aerial is a viable aerial approach option due to its quick speed, fairly high power, and good ability to space.
*[[Ness (SSBB)|Ness]] (Easy sweet-spotting with his bair kick could KO someone quickly)
*{{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.
*[[Snake (SSBB)|Snake]] (Useful for KOing and if [[DACUS]] is getting predictable)
*{{SSBB|Mr. Game & Watch}} - his back aerial (turtle) is [[disjointed]], can [[space]] well, and is also an easy way to rack damage.
*[[Toon Link (SSBB)|Toon Link]] (His bair is used to start lethal aerial combos)
*{{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.
*[[Wolf (SSBB)|Wolf]] (His bair has good knockback and is a good horizontal killer)
*{{SSBB|Kirby}} - his back aerial is easily among his best moves, being great as a finisher, or for aerial approaches, spacing, and the like.
*[[Mario (SSBB)|Mario]] (His bair also has good knockback)
*{{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.
*[[Falco (SSBB)|Falco]] (His bair has better knockback and range than all of his other aerials, makes bair a viable aerial approach)
*{{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.
*[[Donkey Kong (SSBB)|Donkey Kong]] (His bair is very fast, and can be used twice - barely - in one short hop)
*{{SSBB|Ness}} - in certain situations, his back aerial out of a RAR can be unpredictable and has great KO power when [[sweetspot]]ted.
*[[Zelda (SSBB)|Zelda]] (Easy lightning kick on medium-to-large characters, due to Zelda's bair coming out faster than her fair)
*{{SSBB|Mario}} - his back aerial has decent [[range]] compared to his other moves, can be reliable for aerial approaches, and has pretty decent knockback.
*[[Lucas (SSBB)|Lucas]] (Bair is a spike, useful during edgeguarding)
*{{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]].
*[[Ganondorf (SSBB)|Ganondorf]] (Bair is faster than fair and uair can gimp at the end of the hitbox as well as combo into more Uairs off-stage.)
*{{SSBB|Toon Link}} - his back aerial, with its very low knockback, can start aerial [[combo]]s.
*[[Yoshi (SSBB)|Yoshi]] (Bair is excellent if the opponent is shielding your approach)
*{{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).
*[[Kirby (SSBB)|Kirby]] (Bair is one of his best KO moves. It has the speed and power and can be done multiple times. Also known as the [[Fence of Pain]])
*{{SSBB|Yoshi}} - his back aerial is a great move to use against [[shield]]ing opponents, and can rack damage fairly easily.
*[[Jigglypuff (SSBB)|Jigglypuff]] (Bair is good for racking up damage, and overusing fair could reduce the [[Wall of Pain]]'s effectiveness)
*{{SSBB|Ganondorf}} - his back aerial is more reliable than his other aerials for aerial approaches due to having faster startup, plus it can lead into other aerials offstage, though it isn't one of Ganondorf's best options.
*[[Zero Suit Samus (SSBB)| Zero Suit Samus]] (Her bair is easier to hit with than  the 2-hit fair making it  a more effective aerial approach and K.O. move.)
*{{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.
*[[King Dedede (SSBB)|King Dedede]] (His bair is considered his best move)
*{{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.
 
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]
[[Category:Advanced Techniques]]
[[Category:Advanced Techniques]]

Revision as of 12:19, September 26, 2013

A reverse aerial rush, abbreviated as RAR, is a backwards jumping technique in Super Smash Bros. Brawl. The RAR can be done with standard controls or with a GameCube controller using B-Sticking. Either method is best used with characters who have fast or otherwise useful back aerials.

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 Captain Falcon and 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. Ike or Mr. Game & Watch) and/or slow, ineffective forward aerials (e.g. 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 attacks. 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 benefit

  • Wolf - his back aerial is an excellent spacing tool, is very reliable to use for aerial approaches, and can be used as a finisher.
  • Falco - his back aerial is a viable aerial approach option due to its quick speed, fairly high power, and good ability to space.
  • 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.
  • Mr. Game & Watch - his back aerial (turtle) is disjointed, can space well, and is also an easy way to rack damage.
  • 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.
  • Kirby - his back aerial is easily among his best moves, being great as a finisher, or for aerial approaches, spacing, and the like.
  • 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.
  • 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.
  • Ness - in certain situations, his back aerial out of a RAR can be unpredictable and has great KO power when sweetspotted.
  • Mario - his back aerial has decent range compared to his other moves, can be reliable for aerial approaches, and has pretty decent knockback.
  • 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.
  • Toon Link - his back aerial, with its very low knockback, can start aerial combos.
  • 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).
  • Yoshi - his back aerial is a great move to use against shielding opponents, and can rack damage fairly easily.
  • Ganondorf - his back aerial is more reliable than his other aerials for aerial approaches due to having faster startup, plus it can lead into other aerials offstage, though it isn't one of Ganondorf's best options.
  • 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.
  • 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.