Reverse aerial rush

A reverse aerial rush, abbreviated as RAR, is a technique in Super Smash Flash 2 and Fraymakers that is performed by running, turning around after the initial dash, and then jumping during the turnaround animation. This causes the character to jump forwards with their running momentum while facing in the opposite direction.

How fast a character can perform the technique from a standing position is dependent on the lengths of both their initial dash and jumpsquat animations. Particularly, having fewer dashing frames leads to the running animation starting sooner, whereas having fewer jumpstart frames causes the character to become airborne sooner.

The length the character travels through the air is dependent on their running speed, their ground-to-air modifier, and how much momentum they keep during the turnaround.

Applications
One of the most common uses of the reverse aerial rush is performing a back aerial in front out the character while moving forward in the air, particularly after short hopping. For many characters, their back aerials are their strongest aerial attacks, and this allows them to be used as an approach option, a spacing tool, or a reliable KO option. This is particularly effective for characters such as and  in SSF2 or  and  in Fraymakers who have relatively fast back aerials with decent range.

Similarly, by performing a reverse aerial rush while moving away from the opponent, characters who have great forward-facing aerial attacks — forward aerials, neutral aerials, and tether grabs — for spacing can perform any of these moves when jumping to retreat while putting out a hitbox in front of them, potentially protecting them from an incoming approach. Characters such as in SSF2 and  in Fraymakers greatly benefit from this, as they each possess a forward aerial with a disjointed hitbox to defend themselves with.