Space Pirate Rush: Difference between revisions

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==Overview==  
==Overview==  
Space Pirate Rush is a [[command grab]] that drags its target across the ground before throwing them; this can also be initiated in the air to drag an opponent to the ground and do the grounded animation, or into the blast zone. The attack can rack up a great deal of damage very quickly, as grabbing and canceling in the shortest possible time frame can deal as much as 12% while dragging across a stage like Battlefield can deal well over 30%.  
Space Pirate Rush is a [[command grab]] that drags its target across the ground before throwing them; this can also be initiated in the air to drag an opponent to the ground and do the grounded animation, or into the blast zone. The attack can rack up a great deal of damage very quickly, as grabbing and canceling in the shortest possible time frame can deal as much as 12% while dragging across a stage like Battlefield can deal well over 30%. When dragging an opponent, Ridley gains 9% damage-based [[armor]] and takes 0.75× damage if the armor applies, giving him some protection against interruptions.  


The opponent can mash out of the drag to end it, but Ridley can also jump directly out of the throwing animation. In this situation, the frame advantage is even no matter that character, with a 30 frame release animation for both characters<ref>https://docs.google.com/spreadsheets/d/1xo3HMzGnx9Nt73u0sZF1rSZlKDWahC5Kd_qMrP1dWd8/edit?usp=sharing SPR Mashout Analysis</ref>. As a result, the Ridley player can try to out-frame the opponent close-up. Most of the time, [[Ridley (SSBU)/Neutral attack|neutral attack]] and [[Ridley (SSBU)/Forward tilt|forward tilt]] are used, though grabs and mixups are possible. The grab release distance depends on how far into the drag Ridley is; the later it is, the further the pushback goes. The base mashing time depends on the difference between Ridley and the opponent's [[percentage]] with 30% thresholds. If the opponent is damaged 30% more than Ridley, it will be harder to mash out of, and so on. Should the thresholds be equal (eg. both characters are at 60%), it will be the same mash threshold as if they were both at 0%<ref>https://imgur.com/Kglz8Ek Mashout%s arranged by Ridley's; %s marked with an asterisk(*) are mashable until 999% but one missed input allows the drag.</ref>.  
The opponent can mash out of the drag to end it, but Ridley can also jump directly out of the throwing animation. In this situation, the frame advantage is even no matter that character, with a 30 frame release animation for both characters<ref>https://docs.google.com/spreadsheets/d/1xo3HMzGnx9Nt73u0sZF1rSZlKDWahC5Kd_qMrP1dWd8/edit?usp=sharing SPR Mashout Analysis</ref>. As a result, the Ridley player can try to out-frame the opponent close-up. Most of the time, [[Ridley (SSBU)/Neutral attack|neutral attack]] and [[Ridley (SSBU)/Forward tilt|forward tilt]] are used, though grabs and mixups are possible. The grab release distance depends on how far into the drag Ridley is; the later it is, the further the pushback goes. The base mashing time depends on the difference between Ridley and the opponent's [[percentage]] with 30% thresholds. If the opponent is damaged 30% more than Ridley, it will be harder to mash out of, and so on. Should the thresholds be equal (eg. both characters are at 60%), it will be the same mash threshold as if they were both at 0%<ref>https://imgur.com/Kglz8Ek Mashout%s arranged by Ridley's; %s marked with an asterisk(*) are mashable until 999% but one missed input allows the drag.</ref>.