Performing the turnaround and jump immediately after starting a dash. This is essential for "hit combos" where a ground move (like a jab or down-tilt) combos into a back air.
(toward the opponent) so you maintain your forward momentum in the air.
A more frame-perfect method where you cancel the start of a tilt attack with a jump to instantly perform a back air.
while your character is in the turnaround frame.
(away from your opponent) to initiate a turnaround animation.
Watch these tutorials to see the precise finger movements and timing needed for RAR and combo execution:
✨ Use the Training Mode at 1/4 speed to master the rhythm of the "flick-back-jump" motion before trying it at full speed.
Performing the turnaround and jump immediately after starting a dash. This is essential for "hit combos" where a ground move (like a jab or down-tilt) combos into a back air.
(toward the opponent) so you maintain your forward momentum in the air. hit combo.rar
A more frame-perfect method where you cancel the start of a tilt attack with a jump to instantly perform a back air. hit combo.rar
while your character is in the turnaround frame. hit combo.rar
(away from your opponent) to initiate a turnaround animation.
Watch these tutorials to see the precise finger movements and timing needed for RAR and combo execution:
✨ Use the Training Mode at 1/4 speed to master the rhythm of the "flick-back-jump" motion before trying it at full speed.