Editing Roy (SSB4)

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The power of Roy's sweetspotted moves also grant him an array of KOing options that are capable of KOing impressively early. While on-stage, his best KOing options are his forward and up tilts, forward and up smashes, and [[Blazer]], due to their quick start-up and high power. His smash attacks, in particular, are immensely powerful; forward smash is one of the strongest of its kind and can be used for hard punishes at as low as 40%, up smash is capable of KOing as low as 100%, and the sweetspotted first hit of down smash can KO at around 120%. Although Roy's offense thrives while he is on-stage, his fast air speed and disjointed range grant him an effective off-stage presence. His forward, back and down aerials each have distinct perks apart from their power: the former two are quick and have wide arcs, while the latter is a powerful [[meteor smash]] when sweetspotted. Although he is a middleweight, Roy is also one of the better users of [[rage]], as his very quick falling speed grants him impressive on-stage endurance and allows him to further enhance the knockback of his already powerful moves.
The power of Roy's sweetspotted moves also grant him an array of KOing options that are capable of KOing impressively early. While on-stage, his best KOing options are his forward and up tilts, forward and up smashes, and [[Blazer]], due to their quick start-up and high power. His smash attacks, in particular, are immensely powerful; forward smash is one of the strongest of its kind and can be used for hard punishes at as low as 40%, up smash is capable of KOing as low as 100%, and the sweetspotted first hit of down smash can KO at around 120%. Although Roy's offense thrives while he is on-stage, his fast air speed and disjointed range grant him an effective off-stage presence. His forward, back and down aerials each have distinct perks apart from their power: the former two are quick and have wide arcs, while the latter is a powerful [[meteor smash]] when sweetspotted. Although he is a middleweight, Roy is also one of the better users of [[rage]], as his very quick falling speed grants him impressive on-stage endurance and allows him to further enhance the knockback of his already powerful moves.


Finally, each of Roy's special moves possess respectable utility. [[Flare Blade]] is a deadly edgeguarding option, especially while on-stage, thanks to its fearsome power even when uncharged, large hitbox, and deceptively low ending lag. The latter allows it to be used as a mindgame to punish edge getups, while its speed can amplify Roy's sub-par aerial mobility by granting him an aerial [[B-reverse]]. Double-Edge Dance is effective for damage racking, catching dodges, and pressuring shields; its final upward and forward hits can also KO outright. Blazer is an excellent [[out of shield]] option, grants both brief super [[armor]] on start-up and high power when grounded, can [[stage spike]] careless opponents who attempt to edgeguard Roy, and can be a [[true combo]] from his down throw at 0%, or a neutral attack at specific percents as a KO combo. Lastly, his [[Counter]] is one of the strongest [[counterattack]]s in the game, as its 1.35× damage multiplier makes it devastating when used against a powerful attack.
Finally, each of Roy's special moves possess respectable utility. [[Flare Blade]] is a deadly edgeguarding option, especially while on-stage, thanks to its fearsome power even when uncharged, large hitbox, and deceptively low ending lag. The latter allows it to be used as a mindgame to punish edge getups, while its speed can amplify Roy's sub-par aerial mobility by granting him an aerial [[B-reverse]]. Double-Edge Dance is effective for damage racking, catching dodges, and pressuring shields; its final upward and forward hits can also KO outright. Blazer is an excellent [[out of shield]] option that grants super [[armor]] on start-up, has high power when grounded, can [[stage spike]] careless opponents who attempt to edgeguard Roy, and can be a [[true combo]] from his down throw at 0% or neutral attack at specific percents. Lastly, his [[Counter]] is one of the strongest [[counterattack]]s in the game, as its 1.35× damage multiplier makes it devastating when used against a powerful attack.


However, Roy is hindered by a slew of flaws. Although he is granted a powerful offense, making use of it is difficult in the first place despite his remarkable mobility, mainly due to several reasons. His very fast air speed is offset by his very slow air acceleration, making his aerial approach highly committal in general, much like {{SSB4|Ryu}}'s. In addition, while his inverse tipper is one of his greatest strengths, it also forces him to fight at close range to be utilized at its fullest: only his sweetspots cause enough [[shield stun]] to prevent [[punishment]], and when coupled with his attacks having overall high ending lag (or in the case of his aerials, the inability to [[autocancel]] with a short hop), this results in him having to space attacks dangerously close against shields and negating the benefits of his disjointed sword. Finally, his [[range]] is below average for a swordsman, and when coupled with the Sword of Seal's low-utility sourspots, Roy's approach and spacing game is poor despite his good mobility, since his only quick, low-risk options that can be used to close in and pressure the opponent are his neutral aerial and falling up aerial.
However, Roy is hindered by a slew of flaws. Although he is granted a powerful offense, making use of it is difficult in the first place despite his remarkable mobility, mainly due to several reasons. His very fast air speed is offset by his very slow air acceleration, making his aerial approach highly committal in general, much like {{SSB4|Ryu}}'s. In addition, while his inverse tipper is one of his greatest strengths, it also forces him to fight at close range to be utilized at its fullest: only his sweetspots cause enough [[shield stun]] to prevent [[punishment]], and when coupled with his attacks having overall high ending lag (or in the case of his aerials, the inability to [[autocancel]] with a short hop), this results in him having to space attacks dangerously close against shields and negating the benefits of his disjointed sword. Finally, his [[range]] is below average for a swordsman, and when coupled with the Sword of Seal's low-utility sourspots, Roy's approach and spacing game is poor despite his good mobility, since his only quick, low-risk options that can be used to close in and pressure the opponent are his neutral aerial and falling up aerial.

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