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Roy (PM): Difference between revisions

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==Attributes==
==Attributes==
Roy falls under a unique archetype of being a nimble fighter with relatively strong attacks and good comboing flexibility, 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 attacks and good flexibility in his comboing game, 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.


Another one of Roy's major assets is his 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.
Another one of Roy's major assets is his 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.

Revision as of 01:36, November 1, 2015

Roy
in Project M
Artistic rendering of Roy in Project M.
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.

File:PMAwakeningRoy.JPEG
The new alternate costume Roy will receive in a later version.

Attributes

Roy maintains the same archetype from Melee, being a nimble fighter with relatively strong attacks and good flexibility in his comboing game, 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 Donkey Kong), and an average air speed. As a swordsman, Roy's 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.

Another one of Roy's major assets is his approach; having a below-average traction, he is offered a fast and decent wavedash and possesses one of the best 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.

Roy's grab game is formidable. His up throw is the 9th strongest (10th if 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.

However, Roy is not without his flaws. While Roy generally has smaller sourspot hitboxes and generally larger speetspot hitboxes than those of Marth, the primary flaw of his disjointed hitboxes remains, as the tipper hitboxes of most attacks (neutral aerial and up smash are a few exceptions), retain their roles as the sourspots of his attacks, meaning that Roy is still forced to come up close to his opponents in order to be most efficient. Additionally, while being combo-heavy himself, Roy continues to be very vulnerable for combos despite his light weight because of his fast falling speed. The latter attribute additionally exacerbates his below-average recovery that is also easily gimpable and edgeguardable, despite Roy being able to extend the horizontal distance of his Blazer far more than Marth with his Dolphin Slash. While Roy can aid his recovery by using his side special, the Double-Edge Dance, as the first hit grants him slightly more vertical distance and longer airborne time, it is still inferior compared to Marth doing the same thing with his Dancing Blade due to Roy's faster falling speed and higher gravity. On the upside, his fast falling speed enhances his vertical endurance, making him moderately difficult to KO vertically. Despite this, Roy's vertical endurance is only average relative to the cast due to either being lighter than many other characters. In conclusion, Roy can be considered a glass cannon like the space animals, because while he possesses devastatingly powerful attacks in his repertoire in addition to an effective combo game, his survivability is below average due to being a light character with a lackluster recovery.

Regardless of his flaws, Roy has inherited a myriad of buffs in his transition from Melee, immensely improved his comboing game and overall power, and thus becoming a more formidable fighter than he was before.

Changes from Melee to PM

Roy using his nostalgic forward tilt in Project M.
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 Taunt from Melee) and shouts "Hee-ya!".

Attributes

  • Buff Roy's sword attacks have more reach.
  • Buff While still incredibly weak, all of Roy's sourspots are overall stronger than in Melee.
  • Buff Roy walks faster (1.2 → 1.4)
  • Buff Jump lag reduced by 1 frame (frame 5 → 4) allowing a slightly faster SHFFL and wavedash, improving his mobility and approach.

Ground Attacks

  • Buff Jab deals more damage (6%,5%,3% → 8%,6%).
  • 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 more damage (7%,10%,12% → 14%,9%) and knockback can be angled, has less start up (frame 9 - 13 → 8 - 12) and less cooldown (Interruptibility frame 40 → 38).
  • Buff Up tilt deals increased damage (6%,8%,10% → 9%,12%) has less start-up (frame 7 - 13 → 6 - 13), cooldown (Interruptibility frame 40 → 34) 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.
  • Nerf Down tilt sweet spot is smaller.
  • Buff Dash attack's hitbox last 1 more frame, has more reach, deals higher damage and is cancelable, which allows him to DACUS; this further improves his mobility and is an additional approaching option.
  • Nerf Dash attack's start-up is 1 frame slower.
  • Buff Forward smash has less start-up (frame 12 - 14 → 11 - 13) and cooldown (Interruptibility frame 54 → 53).
  • Buff Forward smash's sourspot deals higher damage and knockback.
  • Buff Up smash deals much more damage with higher knockback has more vertical reach and 1 frame less endlag.
  • Buff Down smash is now a spinning sword sweep with 11 frames 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.
  • Nerf Down smash hitboxes deal less damage than his old down smash and cannot hit foes on ledges as well.

Aerial Attacks

  • Buff Forward aerial deals more damage and knockback, the hitbox last 1 frame longer has 2 frames less endlag, and the sourspot has more knockback scaling.
  • Buff Neutral aerial possesses higher range, doing more damage and knockback. The hitboxes have less start up and longer duration (7 → 8 first hit, 17 → 20 second hit) to (6 → 11 first hit, 13 → 25 second hit), with the both hits active on all sides. The second hit does not have a sourspot. It also has a flame effect on the second hit.
  • Buff New back aerial is now a turn-around horizontal slash, similar to Ike's back aerial. Compared to the old back aerial, this one deals more damage and much more knockback, making it a powerful finisher. It also has 1 frame less startup.
  • Buff Down aerial has 6 frames less endlag and deals more damage, and the sourspot hitbox has been reduced in size, making the mediumspots easier to land. Its sweetspot is located between Roy's head and the base of his blade; additionally, the sweetspot is now a spike instead of a meteor smash, meaning it can no longer be meteor canceled. It also has a flame effect.
  • Buff Up aerial deals higher damage and knockback, making it a better juggling move.

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:
    • Buff 3rd variation's sourspot deals slightly more damage.
    • Buff 4th variation can be reversed and is a stabbing move that deals strong knockback.
    • Buff 3rd up variation sourspot deals much higher damage.
    • Buff 3rd down variation deals slightly higher damage and now has major gimping potential.
    • Buff 4th variation has more vertical range while the sourspot does more damage.
    • Buff 4th down variation hits better, and deals more knockback.
  • Nerf Double-Edge Dance's 4th up variation has less overall range, damage, and knockback.
  • Change All variations of Double-Edge Dance's 3rd and 4th have new animations.
  • Buff Blazer deals much more damage and now has more reliable knockback. Additionally, the very last hitbox of the move no longer inflicts set knockback. 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.
  • Change Oddly, Roy can no longer say "そこ!" (Soko!, meaning "There!") when he counters an attack.

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.
  • Bug fix 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).

v3.6

Beta

  • Change AI is now more intelligent when using Roy.
  • Change Down tilt's tip's base knockback was reduced from 90 to 70.
  • Change Down aerial's base knockback was reduced from 40 to 30.
  • Nerf Down aerial's knockback growth was reduced from 70 to 60.

Full

  • Change Roy's voice clips are more audible. His sounds were also adjusted to be different from Marth.
  • Change Back aerial animation tweaked, making it easier to hit and/or sweetspot opponents. Knockback angle changed from 50 to 361.

Moveset

Up to date as of version 3.6.

Name Damage Description
Neutral attack 8% (sweetspot), 6% (sourspot) Roy performs one single horizontal slash with his sword. Deals low damage and low knockback, even at the sweetspot.
Forward tilt 14% (sweetspot), 9% (sourspot) Roy performs a forward stab his sword while taking a step forward. This move is 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% (sweetspot), 9% (sourspot) 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% (close), 10% (mid), 6% (far) Identical to Marth's, Roy crouches and jabs his sword briskly at the enemy's feet. 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% (sweetspot), 10% (sourspot) Identical to Marth's, Roy lunges forward and does a quick upward sweeping diagonal slash. Has somewhat moderate startup and ending lag. This move also has decent knockback and can lead into combos or dash dancing.
Forward smash 20% (sweetspot), 13% (sourspot) Identical to Marth's, Roy performs a rotating one-handed slamming sword plunge to the ground. This move has low start with moderate ending lag along with great range, with extreme damage and knockback 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 Flame Sword 2% (hits 1-4), 12% (hit 5) Roy thrusts his sword skyward as it ignites in flames. This move has low start up, but high ending lag with decent vertical range. This move traps opponents in for great damage, and can link into combos at low percentages. The tip of the sword can spike enemies at the very first frames of the attack, just as long as they don't link to another part of the sword. Causes a flame effect, should it hit.
Down smash 18%/14% (clean sweetspot/sourspot), 14%/10% (late sweetspot/sourspot) A low outward slashing spin around Roy's body. This move has low start up and ending lag, with decent range and knockback. The move's more powerful near the base of the sword, and causes a flame effect if it connects.
Neutral aerial 4% (hit 1), 10% (hit 2) A full outward 360° spin four times with his sword extended with both hands. Two attacks may link together for decent damage, with relative knockback. Causes a flame effect if it connects.
Forward aerial 12% (sweetspot), 9% (sourspot) Identical to Marth's, Roy does a quick swipe forward. Despite the sourspot dealing relatively less damage than that of the sweetspot, it ironically delivers more knockback, making it the only move whose sourspot is technically stronger than its sweetspot. Often a main combo tool, but can still be punished if used incorrectly.
Back aerial 16% (sweetspot), 11% (sourspot) Similar to Ike's back aerial, Roy performs a quick horizontal outward slash behind him. It is a decent tool for edgeguarding and gimping, though it is somewhat more difficult to connect due to the smaller, horizontal hitbox. Like Marth's back aerial, this move turns Roy around.
Up aerial 12% (sweetspot), 8% (sourspot) Roy swipes his sword upwards, front to back, in a delayed backflip. The sweetspot has been given more knockback so Roy can execute better combos. However, the sourspot has lower damage and mediocre knockback. Closely identical to Marth's up aerial.
Down aerial 18% (body), 12% (blade), 9% (tip) Identical to Marth's, Roy swipes his sword below via an outward wide slash. This move has been drastically changed from Melee. Though it retains the same start up, its ending and landing lag has been sped up. The middle of the blade is stronger, and its power is in between those of the sourspot and sweetspot. The sweetspot's knockback, positioned between Roy's head and his sword's hilt when the move is executed, has drastically been increased, making it better for edgeguarding. Additionally, it is no longer a meteor smash, but a powerful fiery spike, which means it cannot be meteor canceled, making it an even more dangerous move. However, other than a slight increase in damage, its sourspot has barely been changed.
Grab
Pummel 3% Knees opponent.
Forward throw 5% Roy throws the opponent forward at blinding speed. This throw can link into combos or chain grab at moderate percentages. Can also lead into other attacks, like his forward smash, for example.
Back throw 5% Roy flings the opponent behind him. Unlike his forward throw, this throw cannot link into combos at low percentages as easily. However, it can link into various attacks.
Up throw 5% Roy tosses the opponent upwards with one hand. Great for chaingrabs and combos.
Down throw 6% Roy slams the opponent onto the floor. Has decent knockback and can link into his forward smash.
Floor attack (front) 6% Roy sweeps his sword on the ground, front to back.
Floor attack (back) 6% Roy performs a quick stab to the left followed by a horizontal slash to the right.
Floor attack (trip) 5% Roy gets up and does a stab on one side followed by a horizontal slash on the other side.
Edge attack (fast) 8% (sword), 6% (body) Roy flips onto the stage with a quick diagonal slash downwards.
Edge attack (slow) 10% Roy slowly climbs up and performs a quick horizontal slice.
Neutral special Flare Blade 10-45%, 50% (fully charged) Similar to Marth's Shield Breaker, Roy holds the Sword of Seals over his head before doing a powerful overhead slash, which can cause a flame effect. This move can be charged, with the damage of the attack increasing the longer the special button is held. When fully charged, Roy slams his sword on the ground and produces a powerful explosion that can break shields and deals a ton of damage and knockback, being able to one-hit KO almost any character. However, Roy receives 10% recoil damage in the process.
Side special Double-Edge Dance Varies A sequence of sword maneuvers with several variations based on the direction the control stick is held.
Up special Blazer 5%/3% (hit 1 sweetspot/sourspot), 2% (hits 2-6), 4% (hit 7) Roy soars upwards with his sword engulfed in flames, 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 1.5x damage of countered move (min 1%) Roy briefly flashes while entering a defensive stance, allowing him to counterattack within the first few frames of animation with a fiery slash. Opponents that attack Roy will be struck back with 1.5x the damage the attack would have normally dealt. Performing this move slows Roy's descent while airborne. 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.
Final Smash Critical Hit 20% (hit 1), 1% (hits 2-41), 20% (hit 42) Roy starts his attack similarly to Marth's, where he brings his blade back and charges. However, unlike Marth's version, he unleashes a large column of fire, which is strikingly similar to Entei's Fire Spin attack. Usually a one-hit KO. Like Marth, using it in the air without any intervening terrain will cause Roy to self-destruct (which can be avoided by pressing an attack button). The Final Smash is somewhat cinematic, causing the camera to focus directly on to Roy if he connects the attack.
Double-Edge Dance
Hit Damage Description
First Hit (Neutral) 5% (sweetspot), 4% (sourspot) Does a downwards slash that deals little knockback; incapable of KOing.
Second Hit (Up) 6% (sweetspot), 4% (sourspot) Does an upwards slash. Has a little more knockback then the first slash, but still cannot KO at high percents.
Second Hit (Neutral) 6% (sweetspot), 4% (sourspot) Does horizontal slash forwards. The knockback of this move has been increased from Melee.
Third Hit (Up) Clean: 9% (sweeetspot), 7% (sourspot)
Late: 6% (sweetspot), 4% (sourspot)
Does a downwards vertical slash. At the beginning of the move, the sweetspot meteor smashes opponents while the sourspot spikes them.
Third Hit (Neutral) 9% (sweetspot), 7% (sourspot) Spins once and does an upwards slash. Oddly, compared to Marth's, it has higher base knockback, but lower scaling, making it typically impossible to link together with the fourth hit at low percentages on most characters and weaker at higher percentages; despite this, it is still a powerful finisher.
Third Hit (Down) 3% (hits 1-3), 4% (hit 4) Stabs his sword at the ground, dealing multiple flame damage.
Fourth Hit (Up) 10% (sweetspot), 8% (sourspot) Does a powerful upper slash. Deals flame damage. Closely resembles Marth's upward strike from Brawl.
Fourth Hit (Neutral) 12% (sweetspot), 9% (sourspot) Spins and swings his sword at the ground. Deals flame damage.
Fourth Hit (Down) 3% (hits 1-5) Holds his sword in a reverse grip and thrusts it downwards, dealing multiple flame damage. Based on Sol Badguy's Gun Flame attack (as well as his Order-Sol self's Fafnir Prototype version) from Guilty Gear.
Fourth Hit (Back) 11% (sweetspot), 9% (sourspot) Turns around and thrusts his sword forward.

In competitive play

Notable players

Alternate costumes

Roy retains his costumes from Melee, with the addition of two new costumes, although they were touched to match the more realistic environment of Brawl.

PMDT has confirmed on their Twitter account that Roy will have an alternate costume based off his appearance in Fire Emblem: Awakening in a future version of Project M.

Roy's alternate costumes in PM
File-RoyHeadPM.png RoyHeadGreenPM.png RoyHeadRedPM.png RoyHeadBluePM.png RoyHeadYellowPM.png RoyHeadBlackPM.png RoyHeadPurplePM.png
  • Default: Based off Roy's design in Fire Emblem: The Binding Blade, although with a purple cape.
  • Green: Based off the "other" units in Fire Emblem games.
  • Red: Based off the "enemy" units in Fire Emblem games.
  • Blue: Based off the "player" unit in Fire Emblem games. This costume was touched up from Melee, now matching up his appearance in Fire Emblem: The Binding Blade.
  • Gold
  • Black: A "dark" costume.
  • Purple: A costume added in version 3.5. The color scheme makes a reference to his appearance in Fire Emblem: Awakening.

Trivia

  • Roy was the first Clone Engine character to be announced for Project M.
  • Roy's SFX are of a significantly lower quality than those featured in Melee, although an unofficial patch proved that this was unnecessary for the official release.
  • Unlike Mewtwo, Roy does not have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound.
  • The voice clip from Roy's up taunt comes from one of his victory quotes in Melee.
    • This voice clip, while rerecorded, would go on to be used in one of Roy's taunts in Smash 4. However, this is a coincidence.
  • Being a clone engine character, there are some slightly odd cases with Roy's voice clips during battle:
    • Roy's voice is heard when he is in his Metal form. He shares this distinction with Mewtwo.
    • Prior to the v3.6 Beta, Roy's sound effects replaced Duon's, resulting in atypical behaviour when fighting it. His sound effects are now shared with Marth.
Roy's congratulations screen in PM.
Roy's congratulations screen in Project M
  • 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.
  • If Roy is under the effects of a Turbo and performs his neutral air right after using Blazer on a large character such as Bowser, Roy will launch high up into the air.
  • Roy is one of the only two characters to have two spikes; the other is Donkey Kong; coincidentally, they share the same falling speed.

External links