Roy (PM): Difference between revisions

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Roy maintains the same archetype from ''Melee'', being a nimble fighter with relatively strong and fast attacks, an uncommon combination for a lightweight. He retains many of his attributes from ''Melee'', including a fast dash, a fast falling speed (the same as the significantly heavier {{PM|Donkey Kong}}), and an average air speed. As a swordsman, Roy's [[List of swords#Binding Blade|Binding Blade]] gives his attacks disjointed hitboxes, allowing him to carefully space between him and his opponents. Many of his attacks were heavily buffed in his transition from ''Melee'', becoming stronger, faster, better for comboing, easier to land due to increased reach, and better for finishing. Roy's greatest change, however, is his drastically improved aerial game (which was arguably the worst in ''Melee''). For instance, his sweetspotted down aerial is much stronger and now a [[spike]] as opposed to a [[meteor smash]], and his back aerial is a powerful finisher due to its significantly increased knockback.
Roy maintains the same archetype from ''Melee'', being a nimble fighter with relatively strong and fast attacks, an uncommon combination for a lightweight. He retains many of his attributes from ''Melee'', including a fast dash, a fast falling speed (the same as the significantly heavier {{PM|Donkey Kong}}), and an average air speed. As a swordsman, Roy's [[List of swords#Binding Blade|Binding Blade]] gives his attacks disjointed hitboxes, allowing him to carefully space between him and his opponents. Many of his attacks were heavily buffed in his transition from ''Melee'', becoming stronger, faster, better for comboing, easier to land due to increased reach, and better for finishing. Roy's greatest change, however, is his drastically improved aerial game (which was arguably the worst in ''Melee''). For instance, his sweetspotted down aerial is much stronger and now a [[spike]] as opposed to a [[meteor smash]], and his back aerial is a powerful finisher due to its significantly increased knockback.


One of the biggest flaws Roy had in ''Melee'' was his severe inability to combo relative to the cast due to his difficult-to-land attacks; as a result of their poor hitbox placements, it was very easy for Roy to land his sourspots, thus offering generally low hitstun. This has been significantly addressed in ''Project M'', as his attacks are comparably easier to land and most importantly, sweetspot as a result of their increased range; because of this, they offer more hitstun compared to ''Melee''. His improved aerial game is an example that greatly benefits from his improved comboing game; Roy can now easily link his forward aerial together consecutively, and his up aerial has been strengthened, not enough to make it a reliable kill move, but to make it more efficient at juggling. Roy also has a very good approach; having a below-average traction, he is offered a fast and decent wavedash and possesses one of the best [[Short hop fast fall L-cancel|SHFFLs]] in the game due to his fast falling speed, moderately high gravity, and low short hop. Because of these traits, Roy can land consecutive aerials and continuously rack up his opponent's damage.
One of the biggest flaws Roy had in ''Melee'' was his severe inability to combo relative to the cast due to his difficult-to-land attacks; as a result of their poor hitbox placements, it was very easy for Roy to land his sourspots, thus offering generally low hitstun. This has been significantly addressed in ''Project M'', as his attacks are comparably easier to land and most importantly, sweetspot as a result of their increased range; because of this, they offer more hitstun compared to ''Melee''. His improved aerial game is an example that greatly benefits from his improved comboing game; Roy can now link his forward aerial together consecutively and rack up damage more easily than before, and his up aerial has been strengthened, not enough to make it a reliable kill move, but enough to make it more efficient at juggling. Roy also has a very good approach due to having one of the best [[Short hop fast fall L-cancel|SHFFLs]] in the game due to his fast falling speed, moderately high gravity, and low short hop; coupled with this is his relatively low traction, giving him an above-average traction.


Roy's grab game is formidable. His up throw is the 9th strongest (10th if {{PM|Olimar}}'s is counted as two due to his purple and especially blue Pikmin being stronger) and has great chain grabbing potential (though due to the slight knockback increase compared to Marth's, it is overall more difficult to chain grab with Roy's), against fast fallers. Additionally, Roy can force his opponent over to the edge and execute a good [[edgeguarding]] strategy by grabbing them, forward or down throwing them, and finishing them off with either his [[Flare Blade]] or side smash.
Roy's grab game is formidable. His up throw is the 9th strongest (10th if {{PM|Olimar}}'s is counted as two due to his purple and especially blue Pikmin being stronger) and has great chain grabbing potential (though due to the slight knockback increase compared to Marth's, it is overall more difficult to chain grab with Roy's), against fast fallers. Additionally, Roy can force his opponent over to the edge and execute a good [[edgeguarding]] strategy by grabbing them, forward or down throwing them, and finishing them off with either his [[Flare Blade]] or side smash.
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