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