The main purpose of this technique is to allow characters to use their Back Aerials in front of them, since many characters' Back Aerials are faster and more powerful compared to their Forward Aerials.
It is performed by dashing, then quickly smashing the control stick in the opposite direction, immediately jumping, and then using your back aerial. This results in the character being in the air facing the opposite direction than the original dash direction while retaining the forward momentum. This ends up limiting the usefulness of RAR for characters with long initial dashes, such as Captain Falcon and Sonic.
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. Smashpedia Explore. Top Content. Most popular Most visited Super Smash Bros. Ultimate List of Super Smash Bros. Kazuya Super Smash Bros. Melee Smash Bros. Contents 1 Application 1.
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. 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. Falco - his back aerial is a viable aerial approach option due to its quick speed, fairly high power, and good ability to space. 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 as well as kill the easiest out of his other aerials, though it is not one of Ganondorf's best options.
Captain Falcon - his back aerial has no nearly useless sourspot , unlike his knee , has bigger hitboxes, and less lag in general. 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. Inkling - his back aerial has stronger knockback than his other options and is safe on shield with proper spacing. 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.
King Dedede - his back aerial 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. 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 an 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.
Mario - his back aerial has the best range of his aerial attacks, can be comboed out of his forward throw, and has decent knockback. Mewtwo - Mewtwo's 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. Ness - in certain situations, his back aerial out of an RAR can be unpredictable and has great KO power when sweetspotted.
When sourspotted, it can set up a guaranteed up smash or jab. 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. 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.
Yoshi - his back aerial is a great move to use against shielding opponents, and can rack damage fairly easily. Zelda - her back aerial, the back 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 , 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.
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