Critical Hit: Difference between revisions

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[[File:RoyCriticalHitSSB4.jpg|thumb|Roy's Critical Hit in ''Smash 4''.]]
[[File:RoyCriticalHitSSB4.jpg|thumb|Roy's Critical Hit in ''Smash 4''.]]


Roy's Critical Hit involves him standing in place while spinning the [[List of swords#Binding Blade|Binding Blade]] in a backwards arc around him with two hands. It then flashes with light (similar to the startup of Marth/Lucina's shared Critical Hit) before Roy swings his sword violently downwards, creating a massive [[flame|fiery]] explosion in front of him. Roy will then sheathe his sword (a purely aesthetic animation that ends in a second); if he finishes the Final Smash in the air, he leaps a small distance upward, which does not count as a second jump. Similar to Marth's/Lucina's, a purely aesthetic health bar appears for every victim sent flying, showing them dropping from full health to zero. However, Roy's variant of Critical Hit is not able to pierce through super armor.
Roy's Critical Hit involves him standing in place while spinning the [[List of swords#Binding Blade|Binding Blade]] in a backwards arc around him with two hands. It then flashes with light (similar to the startup of Marth/Lucina's shared Critical Hit) before Roy swings his sword violently downwards, creating a massive [[flame|fiery]] explosion in front of him. Roy will then sheathe his sword (which is interruptible); if he finishes the Final Smash in the air, he leaps a small distance upward, which does not count as a second jump. Similar to Marth's/Lucina's, a purely aesthetic health bar appears for every victim sent flying, showing them dropping from full health to zero. However, Roy's variant of Critical Hit is not able to pierce through super armor.


Unlike Marth/Lucina's shared versions of Critical Hit (which can KO at any percentage under normal circumstances), Roy's version only deals 40% and can only begin KOing at around 40%. It also requires careful positioning since Roy stands still, and the hitbox does not cover below Roy, making it possible to miss if the opponent is not directly in front of him. However, touching the Binding Blade during the move's startup (when Roy slowly circles his sword) traps victims within the swing, which leads directly into the final hit. This gives the move combo utility at low percents, as a forward/down throw or neutral attack can lead directly into a Critical Hit. As the swing starts from behind, it is easier to catch opponents behind Roy when compared to the front.
Unlike Marth/Lucina's shared versions of Critical Hit (which can KO at any percentage under normal circumstances), Roy's version only deals 40% and can only begin KOing at around 40%. It also requires careful positioning since Roy stands still, and the hitbox does not cover below Roy, making it possible to miss if the opponent is not directly in front of him. However, touching the Binding Blade during the move's startup (when Roy slowly circles his sword) traps victims within the swing, which leads directly into the final hit. This gives the move combo utility at low percents, as a forward/down throw or neutral attack can lead directly into a Critical Hit. As the swing starts from behind, it is easier to catch opponents behind Roy when compared to the front.
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