Editing Roy (SSB4)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
| Latest revision | Your text | ||
| Line 24: | Line 24: | ||
[[File:RoyMarthComparison.jpeg|400px|thumb|Roy and {{SSB4|Marth}} performing their forward smash attacks. Note that the sweetspot is highlighted by the trail left by their swords: Roy's [[fireemblemwiki:Binding Blade (weapon)|Binding Blade]] is strongest near its hilt, whereas Marth's {{s|fireemblemwiki|Falchion}} is strongest at its blade's tip.]] | [[File:RoyMarthComparison.jpeg|400px|thumb|Roy and {{SSB4|Marth}} performing their forward smash attacks. Note that the sweetspot is highlighted by the trail left by their swords: Roy's [[fireemblemwiki:Binding Blade (weapon)|Binding Blade]] is strongest near its hilt, whereas Marth's {{s|fireemblemwiki|Falchion}} is strongest at its blade's tip.]] | ||
Unlike in ''Melee'', Roy is a [[semi-clone]] of {{SSB4|Marth}}, although he retains the attributes that differentiate the two. Compared to Marth, Roy sports the eleventh fastest [[dash]]ing speed, the fourth fastest [[air speed]], and the fifth fastest [[falling speed]] (7, 23, and 30 spots higher, respectively), alongside being 5 units [[Weight|heavier]] than Marth. Conversely, Roy [[walk]]s significantly slower, being only above-average compared to Marth, while his [[air acceleration]] is among the bottom five. Finally, Roy's long [[dash-dance|extended dash-dance]] allows him to read and punish opponents accordingly. However, his laggy initial dash (17 frames) and turnaround animations give him a poor shield buffer out of his dash and turn. Overall, this places Roy's archetype as a speedy fast-faller with polarized, linear movement. Roy's mobility is considerably faster than Marth's in regard to movement speed and air-to-ground transitioning, but his aerial fluidity is significantly limited, preventing him from easily using retreating aerials like Marth and | Unlike in ''Melee'', Roy is a [[semi-clone]] of {{SSB4|Marth}}, although he retains the attributes that differentiate the two. Compared to Marth, Roy sports the eleventh fastest [[dash]]ing speed, the fourth fastest [[air speed]], and the fifth fastest [[falling speed]] (7, 23, and 30 spots higher, respectively), alongside being 5 units [[Weight|heavier]] than Marth. Conversely, Roy [[walk]]s significantly slower, being only above-average compared to Marth, while his [[air acceleration]] is among the bottom five. Finally, Roy's long [[dash-dance|extended dash-dance]] allows him to read and punish opponents accordingly. However, his laggy initial dash (17 frames) and turnaround animations give him a poor shield buffer out of his dash and turn. Overall, this places Roy's archetype as a speedy fast-faller with polarized, linear movement. Roy's mobility is considerably faster than Marth's in regard to movement speed and air-to-ground transitioning, but his aerial fluidity is significantly limited, preventing him from easily using retreating aerials like Marth, and makes his aerial approaches committal. | ||
Apart from differences in attributes, many of Roy's attacks differ from Marth's by having separate animations, which in turn give his attacks completely altered hitbox sizes, frame values | Apart from differences in attributes, many of Roy's attacks differ from Marth's by having separate animations, which in turn give his attacks completely altered hitbox sizes, frame values and mechanical differences. This grants him a individualized playstyle compared to Marth, made most notable by his inverse [[tipper]]: the [[fireemblemwiki:Binding Blade (weapon)|Binding Blade]] deals more damage and knockback near its hilt, and much less at its blade's tip, which has very little KO potential compared to Marth's untippered [[fireemblemwiki:Falchion|Falchion]]. However, its inverse tipper is much larger than Falchion's tipper, and most of its attacks are less polarizing due to their possession of a "mediumspot" that is between both its sweetspot and sourspot. Roy's sword, along with his attributes, encourage a highly rewarding close-and-personal game with heavy emphasis on landing hits with his sword's larger sweetspot, and has little focus on distant spacing due to its ineffective sourspots. | ||
Much like his overall mobility, almost all of Roy's attacks have quick start-up, and his aforementioned speed allows him to easily close the gap between himself and his opponent to make effective use of his inverse tipper. Coupled with his sweetspot's | Much like his overall mobility, almost all of Roy's attacks have quick start-up, and his aforementioned speed allows him to easily close the gap between himself and his opponent to make effective use of his inverse tipper. Coupled with his sweetspot's high damage, Roy has an above-average damage racking game once he finds an opening. His most versatile combo initiators are his neutral aerial (which has quick start-up, low landing lag, and a long-lasting hitbox) and his neutral attack (which starts at frame 5 and launches at a favorable angle), both of which can start combos into his throws and tilts. His up aerial starts on frame 5 and has a deceptively long-lasting hitbox that lasts until the sword trail ends, allowing a reverse sweetspotted up aerial to start medium percent combos into neutral aerial, back aerial, or [[Blazer]], or a sourspot into [[Double-Edge Dance]] depending on the enemy's reaction. Finally, forward aerial has very early [[interruptibility]], allowing it to be used as a retreating aerial while jumping backwards, can chain into itself up to two times if Roy moves at full speed and uses his second jump, and can be used for frame-trapping against air dodges if followed up with an up aerial. His down tilt is also a good spacing option, and is useful for [[shield stab]]bing and [[edgeguard]]ing due to its semi-spike trajectory. | ||
Tying in with his damage racking game are his throws, which launch at favorable angles for low-percent combos. Down and forward throws can chain into his neutral attack, dash attack, forward tilt, neutral aerial, Blazer and [[Double-Edge Dance]]. As Roy's combo-initiating moves can often lead straight into a grab, it is common for Roy to deal high amounts of damage through precise [[read]]s at low percents, either from an attack into a grab, or through chaining a throw into an attack, then re-grabbing. While the low [[hitstun]] of his throws prevent true follow-ups at higher percents, they also force opponents into [[tech-chase]] and air dodge scenarios, allowing Roy to condition opponents into reacting. Up throw is also able to KO outright at very high percents. | |||
The power of Roy's sweetspotted moves also | The power of Roy's sweetspotted moves also grant him an array of KOing options that are capable of KOing impressively early. While on-stage, his best KOing options are his forward and up tilts, forward and up smashes, and [[Blazer]], due to their quick start-up and high power. His smash attacks, in particular, are immensely powerful; forward smash is one of the strongest of its kind and can be used for hard punishes at as low as 40%, up smash is capable of KOing as low as 100%, and the sweetspotted first hit of down smash can KO at around 120%. Although Roy's offense thrives while he is on-stage, his fast air speed and disjointed range grant him an effective off-stage presence. His forward, back and down aerials each have distinct perks apart from their power: the former two are quick and have wide arcs, while the latter is a powerful [[meteor smash]] when sweetspotted. Although he is a middleweight, Roy is also one of the better users of [[rage]], as his very quick falling speed grants him impressive on-stage endurance and allows him to further enhance the knockback of his already powerful moves. | ||
Finally, each of Roy's special moves | Finally, each of Roy's special moves possess respectable utility. [[Flare Blade]] is a deadly edgeguarding option, especially while on-stage, thanks to its fearsome power even when uncharged, large hitbox, and deceptively low ending lag. The latter allows it to be used as a mindgame to punish edge getups, while its speed can amplify Roy's sub-par aerial mobility by granting him an aerial [[B-reverse]]. Double-Edge Dance is effective for damage racking, catching dodges, and pressuring shields; its final upward and forward hits can also KO outright. Blazer is an excellent [[out of shield]] option, grants both brief super [[armor]] on start-up and high power when grounded, can [[stage spike]] careless opponents who attempt to edgeguard Roy, and can be a [[true combo]] from his down throw at 0%, or a neutral attack at specific percents as a KO combo. Lastly, his [[Counter]] is one of the strongest [[counterattack]]s in the game, as its 1.35× damage multiplier makes it devastating when used against a powerful attack. | ||
However, Roy is hindered by a slew of flaws. Although he is granted a powerful offense, making use of it is difficult in the first place | However, Roy is hindered by a slew of flaws. Although he is granted a powerful offense, making use of it is difficult in the first place despite his remarkable mobility, mainly due to several reasons. His very fast air speed is offset by his very slow air acceleration, making his aerial approach highly committal in general, much like {{SSB4|Ryu}}'s. In addition, while his inverse tipper is one of his greatest strengths, it also forces him to fight at close range to be utilized at its fullest: only his sweetspots cause enough [[shield stun]] to prevent [[punishment]], and when coupled with his attacks having overall high ending lag (or in the case of his aerials, the inability to [[autocancel]] with a short hop), this results in him having to space attacks dangerously close against shields and negating the benefits of his disjointed sword. Finally, his [[range]] is below average for a swordsman, and when coupled with the Sword of Seal's low-utility sourspots, Roy's approach and spacing game is poor despite his good mobility, since his only quick, low-risk options that can be used to close in and pressure the opponent are his neutral aerial and falling up aerial. | ||
Roy's combo game, while powerful at low percents, | Roy's combo game, while powerful at low percents, become inconsistent from medium percents and onward. Although possible, Roy's sourspots are very unreliable for creating combos unlike Marth's, as they require extreme precision and only work at specific percents. His sweetspots are similar, due to them sending opponents too far for actual combos and only being effective for outright KOing at high percents. His throws also lack any true followups due to their very low hitstun: his forward throw can be easily teched, while his down throw can be air dodged out of. Overall, this makes Roy potent at damage racking, but his lack of KO setups puts him at a significant disadvantage when trying to end stocks, as it leaves him only with hard punishes. | ||
Lastly, Roy's offstage endurance is notoriously poor. His very quick falling speed makes him extremely susceptible to [[combo]]s, and as none of his moves are generally reliable enough to consistently break combos, many characters with reliable combo moves can rack up large amounts of damage and easily force him off-stage. To add to this issue, Roy's only [[recovery]] move, Blazer, is notoriously ineffective despite his impressive mobility: although it offers excellent protection, can be angled, and covers a decent amount of horizontal distance, it covers little vertical distance and is predictable. When coupled | Lastly, Roy's offstage endurance is notoriously poor. His very quick falling speed makes him extremely susceptible to [[combo]]s, and as none of his moves are generally reliable enough to consistently break combos, many characters with reliable combo moves can rack up large amounts of damage and easily force him off-stage. To add to this issue, Roy's only [[recovery]] move, Blazer, is notoriously ineffective despite his impressive mobility: although it offers excellent protection, can be angled, and covers a decent amount of horizontal distance, it covers little vertical distance and is predictable. When coupled by his very quick falling speed, he is highly susceptible to meteor smashes, and even a sufficiently strong [[semi-spike]] can launch him too far away to recover. Additionally, players unaccustomed to his falling speed will quickly find that any misused aerial off-stage will send him too far to recover. | ||
Although tournaments do not currently allow [[Character customization|custom moves]], it should be noted that Roy does not have any due to being a DLC character. As such, he must not only utilize his own special moves properly, but also adapt as best as possible against characters that possess their own custom moves. | Although tournaments do not currently allow [[Character customization|custom moves]], it should be noted that Roy does not have any due to being a DLC character. As such, he must not only utilize his own special moves properly, but also adapt as best as possible against characters that possess their own custom moves. | ||