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Oct 16th, 2019
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  1. All about RARs
  2.  
  3. A RAR(Reverse Aerial Rush) is simply turning around on or before the frame you start a jump,
  4. reversing the direction you are facing.
  5.  
  6. Normal RARs are performed by pressing back during a full run, and holding jump and forward
  7. in either order during this turnaround slide. Its lenient on the input order because a
  8. turnaround slide will not let you accidentally reverse your direction again before you start
  9. your jump, guaranteeing you will perform a RAR if you jump out of it, regardless of the
  10. control sticks direction.
  11.  
  12. From a standing position, there are a few ways to get a RAR with differing difficulties and
  13. usefulness. First though, its important to understand how initial dashes work.
  14.  
  15. - Frames 1-5 of every characters dash can be cancelled into a perfect dash in the
  16. opposite direction. This means control stick inputs that are too quick will sometimes
  17. make you face the wrong direction.
  18.  
  19. - For samus, frames 6-10 are a buffer window in which the same perfect dash back is
  20. guaranteed. It will still come out on frame 11, though.
  21.  
  22. - Frame 11 and beyond is a full run, where pressing back makes you go into the turnaround
  23. slide animation that can't be cancelled with another dash.
  24.  
  25. What this means, is that to get a full hop RAR bair out of an initial dash, you must be very
  26. careful with your input order. The three primary ways to get an instant full hop back
  27. air(assuming we're facing right) that I've found are:
  28.  
  29. 1) Dash left, and before frame 6 input jump THEN hold right. Dashing back for more
  30. than 2 frames creates some backwards momentum that can make confirms impossible, making
  31. this method inconsistent.
  32.  
  33. 2) Dash right, and before frame 6 input left THEN input jump THEN hold right. The left input
  34. obviously causes a dash back, so it can also screw up your momentum. This also more tight
  35. inputs than the previous method, so it can be even more difficult.
  36.  
  37. 3) Sort of the same as 2 with a slight caveat. Between frames 6-10 you can hit left and
  38. it won't dash back and screw up momentum, and pressing jump any time between the left
  39. input and frame 11 will immediately start a RAR jump. Slightly more lenient and doesn't
  40. have a chance to screw up your forwards momentum, although you must still press jump
  41. before frame 11, or you'll dash back. Comes with the obvious drawback of being
  42. potentially slower
  43.  
  44. Something discovered recently is that only a smash input will cause a dashback at all,
  45. including during the initial 1-5 frame window, but a TILT input can still trigger the
  46. character to turnaround instantly during jumpsquat.
  47.  
  48. In practice, what this means is you can dash forward for some momentum, tilt UP AND BACK
  49. diagonally to guarantee you won't dash back, and hit jump. This can be done for all 10 frames
  50. of initial dash and allows you instant forward momentum into a full hop back air.
  51.  
  52. This allows some followups not normally feasible with a back air, many of which are kill
  53. confirms. Down throw(no DI or DI in) into iRAR bair and grounded dair into iRAR bair come
  54. to mind. The general use case is for when the opponent is high above you and slightly in
  55. front.
  56.  
  57. <insert gif(s) of samus doing this iRAR bair confirm>
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