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Reverse aerial rush

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

Areverse aerial rush (abbreviated asRAR) is a technique inSuper Smash Bros. Brawl,Super Smash Bros. 4 andSuper Smash Bros. Ultimate. It is done by running and canceling the turnaround animation with ajump. It works as a very useful way to approach withback aerials (andjump-canceledup smashes inBrawl andSSB4).

Application[edit]

To perform a RAR inBrawl, 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 asCaptain Falcon andSonic). InSSB4, a RAR can be performed at any time during the dash animation as long as it does not coincide with thedash-dance window, which is the first five frames. InUltimate, 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 orMr. 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[edit]

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. InBrawl, this causes the character to jump (presumably a glitch), while inSSB4, 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.

InUltimate, pressing the C-Stick in the opposite direction the character is running in results in the character performing theirside special in the opposite direction while grounded, rendering this method impossible.

Characters that notably benefit[edit]

  • 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 inSSB4 andUltimate). InUltimate, 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 inBrawl andSSB4 where it comes out on frame 3), fairly high power (especially inSSB4 andUltimate), 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 uselesssourspot, unlike hisKnee Smash, and it has bigger hitboxes and lesslag in general.
  • Ike - his back aerial is his fastest aerial attack in terms ofstartup, 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 inBrawl 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 itsDACUS. InUltimate, its back aerial is also very useful due to being a powerful and reliable KO option.
  • King Dedede - his back aerial inBrawl 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. InSSB4 andUltimate, 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 ameteor smash, meaning it can be used foredgeguarding, though using it out of a RAR is not highly recommended, due to it being hard to hit with near theedge (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. InUltimate, Lucas can even perform combos against grounded opponents using the meteor smash hitbox of his back aerial.
  • Mario - his back aerial has the bestrange 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'swall of pain.
  • Mr. Game & Watch - his back aerial (turtle) isdisjointed, canspace 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 whensweetspotted. When sourspotted, it can set up a guaranteedup smash orjab inBrawl.
  • Roy - InUltimate, 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'sEcho Fighter,Chrom, shares this combo.
  • Snake - his back aerial is a decent KO option (especially when his DACUS inBrawl is getting predictable) and has low ending lag (which is noticeable when the move is performed out of a full hop), though its very heavylanding lag relative to the cast (given that the move does not autocancel in eitherBrawl orUltimate) means it should be used sparingly.
  • Toon Link - his back aerial, with its very low knockback, can lead into an offstagedown aerialmeteor smash, and start aerialcombos.
  • Wolf - his back aerial is an excellent spacing tool, is very reliable to use for aerial approaches, and can be used as a finisher. InUltimate, 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 againstshielding opponents, and can rack damage fairly easily.
  • Zelda - her back aerial, the reverseLightning Kick, has much faster startup than her forward aerial (the other version of the Lightning Kick, though note that these differences are less pronounced inUltimate 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 atSudden 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 highshort hop limits its effectiveness.
  • Cloud - his back aerial comes out relatively fast, canauto-cancel in a short hop, kills reliably, is very safe on shield, and is a pseudo-combo starter intodown 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 bestapproach tools. Offstage, it serves as a potent edgeguard. WithArsène, 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 inUltimate (but not inSSB4), 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 toKen,Terry andKazuya, who similarly always face their opponents in 1-on-1 matches.

Trivia[edit]

  • Masahiro Sakurai has directly acknowledged the reverse aerial rush, most notably in theSephiroth andSora editions ofMr. Sakurai Presents where he explains and demonstrates how to do it.

External links[edit]

Project M RAR guide.

ESAM SSB4 RAR guide.