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Roy (PM): Difference between revisions

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(I'd get this myself, but I don't know how to.)
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*{{buff|[[Double-Edge Dance]] was improved significantly; 3rd variation has a new animation and its sourspot deals slightly more damage. 4th variation can be reversed and is a stabbing move that deals strong knockback. 3rd up variation sourspot deals much higher damage. 3rd down variation has a new animation and deals slightly higher damage and now has major gimping potential. 4th down variation has a new animation, hits better, and deals more knockback. 4th variation has has a new animation and has more vertical range while the sourspot does more damage.}}
*{{buff|[[Double-Edge Dance]] was improved significantly; 3rd variation has a new animation and its sourspot deals slightly more damage. 4th variation can be reversed and is a stabbing move that deals strong knockback. 3rd up variation sourspot deals much higher damage. 3rd down variation has a new animation and deals slightly higher damage and now has major gimping potential. 4th down variation has a new animation, hits better, and deals more knockback. 4th variation has has a new animation and has more vertical range while the sourspot does more damage.}}
*{{buff|[[Blazer]] deals much more damage and now has more reliable knockback.Additionally, the very last hit of the move will no longer inflict knockback just based on falling speed, but will inflict knockback based on damage percentage. Also at the height of the jump Roy can grab edges when he is facing away from it, similar to Falcon Dive and Dark Dive.}}
*{{buff|[[Blazer]] deals much more damage and now has more reliable knockback.Additionally, the very last hit of the move will no longer inflict knockback just based on falling speed, but will inflict knockback based on damage percentage. Also at the height of the jump Roy can grab edges when he is facing away from it, similar to Falcon Dive and Dark Dive.}}
*{{nerf|Flare Blade has slightly more starting lag.}}
*{{nerf|Double Edge Dance has its sole nerf; 4th up variation has less overall range, damage, and knockback, and has a new animation.}}
*{{nerf|Double Edge Dance has its sole nerf; 4th up variation has less overall range, damage, and knockback, and has a new animation.}}



Revision as of 10:03, May 16, 2015

Roy
in Project M and Project+
PMRoy.png
FireEmblemSymbol.svg
Universe Fire Emblem
Base game appearance Melee
Moveset inspiration Roy (SSBM)
RoyHeadPM.png

Roy is a playable character in the Brawl mod Project M. He returns from Melee with a buffed moveset. He is one of the two characters that was not originally playable in Brawl, the other being Mewtwo.

Attributes

Changes from Melee to PM

Roy performing his new Forward Tilt (angled diagonally upwards).

Roy has been heavily buffed from Melee to PM and has been reworked to be more of a semi-clone of Marth, rather than a clone, in terms of animations and attack functions.

Aesthetics

  • Change Roy's up taunt involves him pointing his sword forward while saying "僕 は 負けない." (Boku wa Makenai) meaning "I won't lose!"
  • Change Side taunt involves him pointing his sword up, then swinging it across his body, and pointing it behind him, identical to his father Eliwood's pre-critical animation as a Lord in Fire Emblem: Blazing Sword.
  • Change For his on-screen appearance, Roy comes onto the stage with a magic warp similar to how Marth does, but strikes a different pose (same as his Down Taunt from Melee) and shouts "Hee-ya!".

Attributes

  • Buff Roy's sword attacks have more range.

Ground Attacks

  • Buff Jab deals higher damage and knockback with less endlag.
  • Buff Forward tilt is now a quick, long-ranged stab, based off of Roy's attack animation as a Lord in Fire Emblem: The Binding Blade. It inflicts higher damage and knockback and can be angled, and has less endlag than his old foward tilt.
  • Buff Up tilt deals higher damage and knockback and now covers a larger, half-circle area above Roy. It additionally starts from his back (the opposite of Marth's), allowing to quickly repel opponents that manage to cross him up, and has less endlag.
  • Buff Foward smash has a hard to land "sweeterspot" that has higher KO potential. Sourspot deals higher damage and knockback.
  • Buff Down smash is now a spinning sword sweep with less ending lag and same KO power as in Melee; however, it deals strong knockback even from behind and overall has more utility than his previous one. It also has a flame effect.
  • Buff Up smash has a flame effect and does much more damage with higher knockback.
  • Buff Dash attack deals higher damage and is cancelable, which allows him to DACUS; this further improves his mobility and is an additional approaching option.
  • Nerf Forward tilt has slightly slower start-up.
  • Nerf Down tilt sweet spot is harder to land.
  • Nerf Down smash hitboxes deal less damage than his old down smash and cannot hit foes on ledges as well.

Aerial Attacks

  • Buff Foward aerial deals more damage and knockback, and the sourspot deals higher knockback than the sweetspot, and has slightly less endlag.
  • Buff Neutral aerial possesses higher range, doing more damage and knockback. Now strikes 3 times in front of Roy and twice behind, and the second and third strikes do not have a sourspot. It also has a flame effect on the 2nd and 3rd hits.
  • Buff New back aerial is a horizontal slice that deals higher damage and much more knockback, making it a powerful finisher.
  • Buff Down aerial has less endlag and deals more damage, and the sweetspots are easier to land. Its strongest hitbox is a very strong spike located between Roy's head and the base of his blade. It also has a flame effect.
  • Buff Up aerial deals higher damage and knockback, making it a better juggling move.
  • Nerf New back aerial has less range and no longer hits below Roy.

Grabs and Throws

  • Buff Grab range increased.
  • Buff Up throw has slightly more KO potential.

Special Moves

  • Buff Flare Blade is more powerful in terms of knockback, and even when uncharged it deals more damage than before.
  • Buff Double-Edge Dance was improved significantly; 3rd variation has a new animation and its sourspot deals slightly more damage. 4th variation can be reversed and is a stabbing move that deals strong knockback. 3rd up variation sourspot deals much higher damage. 3rd down variation has a new animation and deals slightly higher damage and now has major gimping potential. 4th down variation has a new animation, hits better, and deals more knockback. 4th variation has has a new animation and has more vertical range while the sourspot does more damage.
  • Buff Blazer deals much more damage and now has more reliable knockback.Additionally, the very last hit of the move will no longer inflict knockback just based on falling speed, but will inflict knockback based on damage percentage. Also at the height of the jump Roy can grab edges when he is facing away from it, similar to Falcon Dive and Dark Dive.
  • Nerf Flare Blade has slightly more starting lag.
  • Nerf Double Edge Dance has its sole nerf; 4th up variation has less overall range, damage, and knockback, and has a new animation.

Revisions

v3.01

  • Buff Grab release animation sped up to avoid potential grab release combos or re-grabs.
  • Change Forward Air landing lag and L-canceled landing lag matched to Melee.
  • Change Some of Double-Edge Dance's sword swings could whiff when it looked like they hit, this has been fixed.
  • Change New Final Smash doesn't use time manipulation anymore and has been fixed up in general to be less buggy.
  • Change Model optimized to no longer cause significant lag.

v3.5

  • Buff Counter now properly covers Roy's feet after activation.
  • Buff Slow walk speed slightly increased.
  • Buff Double Edge Dance can now clank with projectiles and other moves (except for Down Four, which also can no longer be absorbed).
  • Buff Down Air sweetspot now spikes.
  • Nerf Up air landing lag increased.
  • Nerf Dash grab range decreased.
  • Change Double Edge Dance frame data now matches Melee.
  • Change Sword Swing sounds now match Melee(using 3.5's revamp of Roy's previous Melee swings).

Moveset

Up to date as of version 3.5.

Name Damage Description
Neutral attack 8% (base), 6% (tip) Roy performs one single horizontal slash with his sword. Deals low damage and low knockback, even at the sweetspot.
Forward tilt 14% (base), 9% (tip) Roy thrusts his sword forward, similar to his normal attack animation (like for many rapier-based Lords) in Binding Blade. It has considerable range and power, with low start and end lag. Can be angled up or down.
Up tilt 12% (base), 9% (tip) Roy swings his sword in an arc upwards and outwards over his head towards the direction he's facing. Low start and end lag, with decent knockback.
Down tilt 12% (base), 10% (mid), 6% (tip) Same as Marth's. Roy thrusts his sword low. Low start lag with moderate end lag. Has great vertical knockback, which can lead into combos. The range can also prove great during neutral game spacing and edgeguarding.
Dash attack 14% (base), 10% (tip) Same as Marth's. Roy lunges forward and slashes his sword. Somewhat moderate start and end lag. Decent knockback and can lead into combos or dash dancing.
Forward smash 20% (base), 13% (tip) Same as Marth's. A rotating one-handed slamming sword plunge to the ground. Low start lag with moderate end lag, great range, along with extreme knockback and damage near the base of the sword. However, near the tip of the sword, the knockback and damage are severely reduced. Roy's original primary finisher like in Melee.
Up smash 2% (hits 1-4), 12% (hit 5) (20% total) An upward thrust above Roy's body. Low start up lag with high end lag, and decent vertical range. It traps opponents in for great damage, and can link into combos at low percentages. The tip can meteor smash at the very first frames of the attack, as long as it doesn't link to another part. Causes a flame effect, should it hit.
Down smash 18%/14% (clean base/tip), 14%/10% (late base/tip) A low outward slashing spin around Roy's body. Low start and end lag, with decent range and knockback. More powerful near the base of the sword, and causes flame effect if it connects.
Neutral aerial 4% (hit 1), 10% (hits 2-3) A full outward 360° spin 4 times with his sword held in both hands. Low start and end lag, with moderate landing lag. Two attacks may link together for decent damage, with relative knockback. Causes a flame effect if it connects.
Forward aerial 12% (base), 9% (tip) Same as Marth's. A fast swipe in front of Roy. Low start lag with somewhat moderate end lag, and moderate landing lag. Sweetspot (middle of the sword) gives more damage and knockback, while sourspot (near the tip of the sword) causes relatively low damage and mediocre knockback. Often a main combo tool but can still be punished if used incorrectly.
Back aerial 16% (base), 11% (tip) Similar to Ike, Roy performs a quick horizontal outward slash behind him. Can turn Roy around. Very low start lag, but very high end lag, with moderate landing lag. It is a decent tool for edge-guarding and gimping, though it is somewhat more difficult to connect due to the smaller, horizontal hitbox.
Up aerial 12% (base), 8% (tip) Same as Marth's. An outward upward slash, causing Roy to somersault in a delay. Moderate start lag, high end lag, and moderate landing lag. The sweetspot has been given more knockback so Roy can execute better combos. However, his sourspot has lower damage and mediocre knockback.
Down aerial 18% (base), 12% (mid), 9% (tip) Same as Marth's. An outward pendulum slash downwards. It has been changed from Melee drastically. Though it retains the same start lag, its ending and landing lag has been sped up. Also, its meteor smash range has been increased to the middle of the blade, and its knockback has been increased, making it even more dangerous. However, its sourspot has barely been changed. Should the sweetspot (meteor smash) connect, it causes a flame effect.
Grab Roy attempts to grip to the opponent. The grab range has been noticeably increased. Low start and end lag.
Pummel 3% Same as Marth's. Roy hits the opponent with his knee, causing decent damage.
Forward throw 5% Same as Marth's. Roy throws the opponent at blinding speed. Low start and end lag, and can link into combos or chain grabs at moderate percentages. Can also lead into other attacks, like his Forward smash, for example.
Back throw 5% Same as Marth's. Roy throws the opponent at blinding speed backwards. Low start and end lag, but unlike his forward throw, cannot link into combos at low percentages as easily. However, it can link into various attacks.
Up throw 5% Same as Marth's. Roy tosses the opponent upwards. Low start and end lag. Great for chaingrabs and combos.
Down throw 6% Same as Marth's. Roy throws the opponent down in a "V" shape. Moderate start and end lag, decent knockback and can link into his forward smash.
Floor attack (front) 6% Same as Marth's. Slashes from back to front.
Floor attack (back) 6% Same as Marth's. Slashes from back to front.
Floor attack (trip) 5% Same as Marth's. Slashes from back to front.
Edge attack (fast) 8% (sword), 6% (body) Same as Marth's. Gets up and slashes downward, similar to his Forward Smash.
Edge attack (slow) 10% Same as Marth's. Gets up swings his sword over his head.
Neutral special Flare Blade 10-40%, 50% (fully charged) Similar to Marth's Shield Breaker, Roy charges his sword for a powerful overhead slash, which can cause a flame effect. The power of the attack increases the longer it is held, with an powerful explosion effect occurring if the charge is complete, which can also break shields. However, the explosion damages Roy 10% in the process.
Side special Double-Edge Dance 5%/4% (1st hit/tip); 6%/4% (2nd hit/tip); 10%/8% (3rd hit clean/tip)(high), 7%/5% (3rd hit late/tip)(high), 10%/8% (3rd hit/tip) (mid), 3% (3rd hit 1-3)(hits 1-3)(low), 5% (3rd hit)(hit 4)(low); 11%/10% (4th hit/tip)(high), 13%/10% (4th hit/tip)(mid), 3% (4th hit)(hits 1-4)(low), 5% (4th hit)(hit 5)(low), 12% (4th hit)(back) Roy performs a sideways slash attack, and can follow up with 3 different variations for a total of 4 strikes. The third and fourth strikes have significant differences between each variation, allowing for Roy to adjust the attack based on the situation. The animations of each strike have been drastically changed; in particular the downward variation of the 4th strike is based Sol Badguy's Gun Flame attack from the Guilty Gear, as well as his Order-Sol/past-self's Fafnir Prototype version.
Up special Blazer 5%/3% (hit 1/tip), 2% (hits 2-6), 4% (hit 7) (19%/17% total) Roy soars upwards with his flaming sword, burning opponents within his reach. Similar to Marth's Dolphin Slash, though noticeably different in that it hits multiple times, is slower, and has significant hang time, giving Roy somewhat of an advantage against impromptu edge-guard attempts. The move's animation in Project M has been modified as a reference to the Ryuuenjin (Dragon Flame Blade) used by Zero in Mega Man X4 and Capcom's Vs. series of games.
Down special Counter x1.5 of countered move, 1% minimum Roy briefly flashes while entering a stance, allowing him to counterattack within the first few frames of animation. Opponents that attack Roy will be struck back with more damage dealt to them. Moderate start lag with high end lag, and slows Roy down in mid-air. At the sweetspot, near the base, there is a chance that the opponent may go into an upside-down "V" when hit, however, this doesn't happen at the sourspot. It also causes a flame effect.
Final Smash Critical Hit 20% (hit 1), 1% (hits 2-41), 20% (hit 42) (80% total) Roy starts his attack similarly to Marth's, where Roy brings his blade back and lunges at the opponent before performing a inward slash at them, and performing a series of slashes (outward swing, upward scoop cut, downward slash similar to Flare Blade, back-drawing swipe, a turning leaping outward slash from a landing similar to a Myrmidon's hit animation from the GBA Fire Emblem games; a total of six blows beforehand) before igniting his sword with a skyward point with two hands, and then slamming it down, unleashing a large column of fire to send the opponent flying. Usually a One-hit KO against most characters. Like Marth's, using it in the air without any intervening terrain, will cause Roy to self-destruct (which it can be avoided by pressing an attack button). The Final Smash is somewhat cinematic, causing the camera to pan to the direction Roy performs the attack at should he successfully connect it. Reuses a bit of slash lines from Ike's Great Aether for the first few initial blows, especially having the third slash resemble a part of Ike's Final Smash a lot.

In competitive play

Notable players

Alternate costumes

Roy's blue costume was touched up from Melee, now having lighter hair, white trousers instead of blue, and the inside of the cape being red instead of yellow. This makes Roy's blue costume look the most like his appearance in Fire Emblem: The Binding Blade aside from the silver highlights in his armor, though they look less pronounced now. Additionally, he has two new costumes. He currently has no alternate costume.

Roy's alternate costumes in PM
File-RoyHeadPM.png RoyHeadGreenPM.png RoyHeadRedPM.png RoyHeadBluePM.png RoyHeadYellowPM.png RoyHeadBlackPM.png RoyHeadBlackPM.png

Trivia

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  • Roy was the first Clone Engine character to be announced for Project M.
  • Roy's sound effects replace Duon's, resulting in atypical behaviour when fighting it.
  • Roy's voice is heard when he is in his Metal form. He shares this distinction with Mewtwo due to their sound effects replacing those of Subspace Emissary bosses.
  • The voice clip from Roy's up taunt comes from one of his victory quotes in Melee.
  • Unlike Mewtwo, Roy does not have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound.
  • Roy's intro animation oddly plays a common energy sound, as opposed to the intended Fire Emblem entry sounds.
  • Roy's SFX are of a significantly lower quality than those featured in Melee, however an unofficial patch proved that this was unnecessary for the official release.
  • Roy is still missing his sheathe, because the PMDT stated that there would be file size and clipping issues. However, unofficial patches exist, which do not have the filesize issues (before Brawlbox gained a model optimizer, they could have crashed) and the sheathe clips roughly as much as those of other existing characters on Project M's roster.
  • Like Mewtwo, anything that would normally be exclusive to Roy (namely, trophies and a codec conversation) is replaced with that of Mario's.
    • This includes his Congratulations video, but interestingly, not his congratulations screen (as he has his own).
    • In addition, when accessing replays in Brawl, Roy shows up as Mario.

External links