Editing Roy (PM)
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{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Roy | |name = Roy | ||
|image = {{tabber|title1=Classic (PM)| | |image = {{tabber|title1=Classic (PM)|tab1=[[File:PMRoy.png|250px]]|title2=Classic (P+)|tab2=[[File:PPlus Roy.png|250px]]|title3=Awakening (P+)|tab3=[[File:Roy PMALT.png|250px]]}} | ||
|mod = Project M | |mod = Project M | ||
|base = SSBM | |base = SSBM | ||
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|altcostume = Awakening Roy (''[[Project+]]'') | |altcostume = Awakening Roy (''[[Project+]]'') | ||
}} | }} | ||
'''Roy''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. | '''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 {{PM|Mewtwo}}. Roy was the first Clone Engine character to be announced for ''Project M''. | ||
Roy ranks 29th out of 41 on the [[Project M#Tier list|official]] [[tier list]], in the C tier and is not a great improvement over his ranking in ''Melee'', where he was 20th out of 26. | |||
Roy ranks 29th out of 41 on the [[Project M#Tier list|official]] [[tier list]], in the C tier | |||
==Attributes== | ==Attributes== | ||
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However, Roy is not without his flaws. He retains his disjointed hitboxes' primary flaw from ''Melee'': the poor hitbox placements, 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. However, because they are easier to land as a result of their increased range, this flaw does not adversely affect Roy nearly as much as it did in ''Melee''. Roy's primary flaws, however, are his susceptibility to combos despite his light weight, due to his fast falling speed, which also exacerbates his poor and easily [[gimp]]ed recovery, his other major flaw. On the upside, 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. Also, 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 (18th overall, which is relatively worse than in ''Melee'') due to being lighter than many other characters. In conclusion, Roy can be considered a rush-down glass cannon like the [[space animal]]s, 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 an easy-to-combo lightweight with a lackluster recovery. | However, Roy is not without his flaws. He retains his disjointed hitboxes' primary flaw from ''Melee'': the poor hitbox placements, 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. However, because they are easier to land as a result of their increased range, this flaw does not adversely affect Roy nearly as much as it did in ''Melee''. Roy's primary flaws, however, are his susceptibility to combos despite his light weight, due to his fast falling speed, which also exacerbates his poor and easily [[gimp]]ed recovery, his other major flaw. On the upside, 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. Also, 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 (18th overall, which is relatively worse than in ''Melee'') due to being lighter than many other characters. In conclusion, Roy can be considered a rush-down glass cannon like the [[space animal]]s, 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 an easy-to-combo lightweight with a lackluster recovery. | ||
Regardless of his flaws, Roy has inherited a myriad of buffs in his transition from ''Melee'', immensely improved his combo game and overall power, and thus becoming a more formidable fighter than he was before. | |||
==Changes from ''Melee'' to | ==Changes from ''Melee'' to PM== | ||
[[File:Roy PM Forward Tilt.jpeg|thumb|Roy performing his new forward tilt (angled diagonally | [[File:Roy PM Forward Tilt.jpeg|thumb|right|Roy performing his new forward tilt (angled diagonally upwards).]] | ||
Roy has been heavily [[buff]]ed from ''Melee'' to PM and has been reworked to be more of a semi-clone of {{PM|Marth}}, rather than a [[clone]], in terms of animations and attack functions. In addition, his buffs have increased his overall KO potential and made him become on par Marth as opposed to weaker. | Roy has been heavily [[buff]]ed from ''Melee'' to PM and has been reworked to be more of a semi-clone of {{PM|Marth}}, rather than a [[clone]], in terms of animations and attack functions. In addition, his buffs have increased his overall KO potential and made him become on par Marth as opposed to weaker. | ||
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*{{change|Roy no longer says "{{ja|そこ!|Soko!}}" ("There!") when he counters an attack.}} | *{{change|Roy no longer says "{{ja|そこ!|Soko!}}" ("There!") when he counters an attack.}} | ||
==Changes from | ==Changes from PM to P+== | ||
===Aesthetics=== | ===Aesthetics=== | ||
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*{{change|Roy's visual effects related to his sword swing were fixed.}} | *{{change|Roy's visual effects related to his sword swing were fixed.}} | ||
=== | ===Balance=== | ||
Attributes | |||
*{{change|Wall Jump Horizontal Velocity: 1.3 > 1.0}} | *{{change|Wall Jump Horizontal Velocity: 1.3 > 1.0}} | ||
[[Up Tilt]] | |||
[[ | *{{change|Wall Jump Horizontal Velocity: 1.3 > 1.0}} | ||
*{{nerf|Sweet spot damage: 14 > 13 (No KB Comp)}} | *{{nerf|Sweet spot damage: 14 > 13 (No KB Comp)}} | ||
*{{change|Sour spot: 60 BKB > 40 BKB, 70 KBG > 80 KBG}} | *{{change|Sour spot: 60 BKB > 40 BKB, 70 KBG > 80 KBG}} | ||
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*{{change|Angling Up/Down now increases/decreases damage by 1%}} | *{{change|Angling Up/Down now increases/decreases damage by 1%}} | ||
[[Down | [[Down Tilt]] | ||
*{{buff|Can now shield during interruptible frames}} | *{{buff|Can now shield during interruptible frames}} | ||
[[Forward | [[Forward Smash]] | ||
*{{change|No longer reverse hits}} | *{{change|No longer reverse hits}} | ||
*{{buff|Sword hitbox placement now matches Marth's fsmash}} | *{{buff|Sword hitbox placement now matches Marth's fsmash}} | ||
[[Down | [[Down Smash]] | ||
*{{buff|Sweet spot Initial hit KBG: 82 > 85}} | *{{buff|Sweet spot Initial hit KBG: 82 > 85}} | ||
*{{buff|Sweet spot lingering hit KBG: 77 > 80}} | *{{buff|Sweet spot lingering hit KBG: 77 > 80}} | ||
*{{nerf|Sour spot KBG: 100 > 95}} | *{{nerf|Sour spot KBG: 100 > 95}} | ||
[[Back Aerial]] | |||
[[Back | |||
*{{buff|Reverted Sweetspot to v3.5 Angle: 361 > 50}} | *{{buff|Reverted Sweetspot to v3.5 Angle: 361 > 50}} | ||
[[Up | [[Up Aerial]] | ||
*{{buff|Sweet spot priority on up air reworked, the inner body hitbox now takes priority over the tip sour spot (tip still has priority over sword/hilt hitboxes)}} | *{{buff|Sweet spot priority on up air reworked, the inner body hitbox now takes priority over the tip sour spot (tip still has priority over sword/hilt hitboxes)}} | ||
[[Down Throw]] | |||
[[Down | |||
*{{change|Release point and throw animation adjusted to resemble Melee}} | *{{change|Release point and throw animation adjusted to resemble Melee}} | ||
[[Neutral Special]] | |||
[[ | |||
*{{change|When nearly fully charged (flashing white), press A to activate a ranged critical strike!}} | *{{change|When nearly fully charged (flashing white), press A to activate a ranged critical strike!}} | ||
[[ | [[Side Special]] | ||
*{{buff|All variations except for xxV and the 4th swings | *{{buff|All variations except for xxV and the 4th swings | ||
Hitlag Multiplier: x1 > x0.9}} | Hitlag Multiplier: x1 > x0.9}} | ||
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SDI Multiplier: x1 > x0.75 (repeating hits only)}} | SDI Multiplier: x1 > x0.75 (repeating hits only)}} | ||
[[ | [[Up Special]] | ||
*{{change|Ledge grab box changed to match v3.5}} | *{{change|Ledge grab box changed to match v3.5}} | ||
*{{buff|Landing Lag 30 > 24}} | *{{buff|Landing Lag 30 > 24}} | ||
*{{buff|Distance 1.1 > 1.14}} | *{{buff|Distance 1.1 > 1.14}} | ||
[[ | [[Down Special]] | ||
*{{change| | *{{change|Links bombs no longer bounce off of Roy’s counter}} | ||
*{{buff|Intangibility frames on attack increased by 1 to fully cover active hitbox frames}} | *{{buff|Intangibility frames on attack increased by 1 to fully cover active hitbox frames}} | ||
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|- | |- | ||
!Neutral special | !Neutral special | ||
| [[Flare Blade]] || 10-45%, 50% (fully charged) || Similar to Marth's [[Shield Breaker]], Roy holds the | | [[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 [[shield]]s 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 | !Side special | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Notable players=== | ===Notable players=== | ||
*{{Flag|USA}} [[Smasher:Connor (!CDK)|Connor]] - Ranked 2nd in Minnesota | |||
*{{Flag|USA}} [[Smasher:Connor (!CDK)|Connor]] - Ranked | *{{Sm|Fullen|Argentina}} - One of the best players in Argentina. | ||
*{{Sm| | *{{Sm|Lunchables|USA}} - The best Roy player in the world. Ranked 3rd on the [[PMRank 2018]]. | ||
*{{Sm| | *{{Sm|Sethlon|USA}} - Formerly the best Roy player in the world. Placed 5th at [[Apex 2014]], 7th at [[SKTAR 3]], 3rd at [[Low Tier City 2]], and 1st at [[Aftershock]]. | ||
*{{Sm|Yono|USA}} - Ranked 5th in Michigan | |||
*{{Sm| | *{{Sm|PwrUp!|USA}} - Ranked 9th in Washington | ||
{{ | |||
| | |||
| | |||
==Alternate costumes== | ==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''. | |||
Roy retains his costumes from ''Melee'', with the addition of two new costumes, although they were touched | |||
PMDT had [https://twitter.com/ProjectMGame/status/625787345514721282 confirmed] on their Twitter account that Roy would have an alternate costume based off his appearance in ''Fire Emblem: Awakening'' in a future version of Project M. While it never made it into the mod officially, it was later released on the [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=212204 Brawl Vault]. | PMDT had [https://twitter.com/ProjectMGame/status/625787345514721282 confirmed] on their Twitter account that Roy would have an alternate costume based off his appearance in ''Fire Emblem: Awakening'' in a future version of Project M. While it never made it into the mod officially, it was later released on the [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=212204 Brawl Vault]. | ||
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{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[File:Roy Palette (PM).png|frame|center|Roy's alternate costumes in | |colspan=8|[[File:Roy Palette (PM).png|frame|center|Roy's alternate costumes in PM]] | ||
|- | |- | ||
|[[File:RoyHeadPM.png]] | |[[File:File-RoyHeadPM.png]] | ||
|[[File:RoyHeadGreenPM.png]] | |[[File:RoyHeadGreenPM.png]] | ||
|[[File:RoyHeadRedPM.png]] | |[[File:RoyHeadRedPM.png]] | ||
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|} | |} | ||
*'''Default''': Based | *'''Default''': Based off Roy's design in ''Fire Emblem: The Binding Blade'', although with a purple cape. | ||
*'''Green''': Based | *'''Green''': Based off the "other" units in Fire Emblem games. | ||
*'''Red''': Based | *'''Red''': Based off the "enemy" units in Fire Emblem games. | ||
*'''Blue''': Based | *'''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''': | *'''Gold''': May be based off gold armor, which some knights wore when fighting. | ||
*'''Black''': | *'''Black''': A "dark" costume. | ||
*'''Purple''': A costume added in version 3.5. The color scheme makes a reference to [[:File:Roy Awakening.png|his appearance in ''Fire Emblem: Awakening'']]. | *'''Purple''': A costume added in version 3.5. The color scheme makes a reference to [[:File:Roy Awakening.png|his appearance in ''Fire Emblem: Awakening'']]. | ||
==Trivia== | ==Trivia== | ||
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**Despite this, he now has his own congratulations screen. | **Despite this, he now has his own congratulations screen. | ||
**In addition, when accessing [[replay]]s in ''Brawl'', Roy shows up as {{SSBB|Mario}}. | **In addition, when accessing [[replay]]s in ''Brawl'', Roy shows up as {{SSBB|Mario}}. | ||
*Unlike Mewtwo, Roy does not have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound. | *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''. | *The voice clip from Roy's up taunt comes from one of his victory quotes in ''Melee''. | ||
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*[https://rukaidata.com/PM3.02/Roy/subactions/ 3.02 Frame Data] | *[https://rukaidata.com/PM3.02/Roy/subactions/ 3.02 Frame Data] | ||
*[https://rukaidata.com/P+/Roy/subactions/ P+ Frame Data] | *[https://rukaidata.com/P+/Roy/subactions/ P+ Frame Data] | ||
{{Project M}} | {{Project M}} | ||
[[Category:Roy]] | [[Category:Roy]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |