Reverse aerial rush: Difference between revisions

→‎Characters that notably benefit: Adding Roy's. Changing Inkling's gender descriptions to the default costume (female).
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(→‎Characters that notably benefit: Adding Roy's. Changing Inkling's gender descriptions to the default costume (female).)
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*{{SSBB|Captain Falcon}} - his back aerial has no nearly useless [[sourspot]], unlike his [[knee]], has bigger hitboxes, and less [[lag]] in general.
*{{SSBB|Captain Falcon}} - his back aerial has no nearly useless [[sourspot]], unlike his [[knee]], has bigger hitboxes, and less [[lag]] in general.
*{{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.
*{{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.
*{{SSBU|Inkling}} - his back aerial has stronger knockback than his other options and is safe on shield with proper spacing.
*{{SSBU|Inkling}} - her back aerial has stronger knockback than her other options and is safe on shield with proper spacing.
*{{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]].
*{{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]].
*{{SSBB|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.
*{{SSBB|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.
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*{{SSBB|Mr. Game & Watch}} - his back aerial (turtle) is [[disjointed]], can [[space]] well, and is also an easy way to rack damage.
*{{SSBB|Mr. Game & Watch}} - his back aerial (turtle) is [[disjointed]], can [[space]] well, and is also an easy way to rack damage.
*{{SSBB|Ness}} - in certain situations, his back aerial out of an RAR can be unpredictable and has great KO power when [[sweetspot]]ted. When sourspotted, it can set up a guaranteed [[up smash]] or [[jab]].
*{{SSBB|Ness}} - in certain situations, his back aerial out of an RAR can be unpredictable and has great KO power when [[sweetspot]]ted. When sourspotted, it can set up a guaranteed [[up smash]] or [[jab]].
*{{SSBB|Roy}} - In ''Ultimate'', 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's [[Echo Fighter]], {{SSBU|Chrom}}, shares this combo.
*{{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.
*{{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.
*{{SSBB|Toon Link}} - his back aerial, with its very low knockback, can lead into an offstage [[down aerial]] [[meteor smash]], and start aerial [[combo]]s.
*{{SSBB|Toon Link}} - his back aerial, with its very low knockback, can lead into an offstage [[down aerial]] [[meteor smash]], and start aerial [[combo]]s.
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