Editing Roy (SSB4)

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Roy is frequently placed within a group of characters ({{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Charizard}}, {{SSB4|King Dedede}} and {{SSB4|Pit}}) that are the most noticeably reworked [[veteran]]s in ''SSB4''. In Roy's case, several of his moves were de-cloned from {{SSB4|Marth}} in a similar vein to {{SSBB|Falco}} and {{SSBB|Ganondorf}} in ''[[Brawl]]'', to the point that he is now a semi-clone. Although Roy received a mix of buffs and nerfs in the transition from ''Melee'' to ''SSB4'', he has overall been buffed.
Roy is frequently placed within a group of characters ({{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Charizard}}, {{SSB4|King Dedede}} and {{SSB4|Pit}}) that are the most noticeably reworked [[veteran]]s in ''SSB4''. In Roy's case, several of his moves were de-cloned from {{SSB4|Marth}} in a similar vein to {{SSBB|Falco}} and {{SSBB|Ganondorf}} in ''[[Brawl]]'', to the point that he is now a semi-clone. Although Roy received a mix of buffs and nerfs in the transition from ''Melee'' to ''SSB4'', he has overall been buffed.


Among Roy's buffs are his greatly improved mobility, now having a much faster dashing speed and one of the fastest air speeds in the game, as well as his moveset being notably more rewarding than in ''Melee'': most of his moves are different from Marth, such as his new neutral attack, forward and up tilts, dash attack and down aerial, most of which have reduced lag, improved hitbox placements, and increased power, improving his close-ranged offense and combo game, and giving him more reliable KO moves. His damage output is much higher, and his sweetspotted attacks are considerably more powerful, giving him a bevy of new KOing options, which generally alleviates his main weakness from ''Melee''. His attack speed is faster overall, with his aerials in particular having significantly reduced ending and landing lag, [[L-canceling]] notwithstanding. The addition of [[rage]] boosts his KO power even further, while his heavier weight allows him to use it quite effectively. He also has much better endurance thanks to his much higher weight. Lastly, Roy's recovery is generally better, thanks to [[Blazer]]'s improved horizontal distance, his faster air speed, and the removal of [[edge hogging]].
Among Roy's buffs are his greatly improved mobility, now having a much faster dashing speed and one of the fastest air speeds in the game, as well as his moveset being notably more rewarding than in ''Melee'': most of his moves are different from Marth, such as his new neutral attack, forward and up tilts, dash attack and down aerial, most of which have reduced lag, improved hitbox placements, and increased power, improving his close-ranged offense and combo game, and giving him more reliable KO moves. His damage output is much higher, and his sweetspotted attacks are considerably more powerful, giving him a bevy of new KOing options, which generally alleviates his main weakness from ''Melee''. His attack speed is faster overall, with his aerials in particular having significantly reduced ending and landing lag, [[L-canceling]] notwithstanding. The addition of [[rage]] boosts his KO power even further, while his heavier weight allows him to use it quite effectively. He also has much better endurance thanks to a his much higher weight. Lastly, Roy's recovery is generally better, thanks to [[Blazer]]'s improved horizontal distance, his faster air speed, and the removal of [[edge hogging]].


However, Roy has also received several nerfs. Roy now stands at Marth's height, which enlarges his hurtbox, though his attacks have much shorter ranges and hitbox durations despite this, forcing him to fight at a much closer range, exacerbating one of his key weaknesses in ''Melee''. For the most part, Roy is also harmed by the post-''Melee'' gameplay changes: the loss of [[wavedash]]ing and L-canceling, as well as the weakening of [[dash-dancing]], noticeably worsen his approach. The general increase in range for other characters since ''Melee'', such as with {{SSB4|Donkey Kong}} and {{SSB4|Bowser}}, also indirectly hurts him. [[Double-Edge Dance]]'s first hit has almost completely lost its ability to stall his descent due to his faster falling speed, which hurts his recovery despite its improvements. Lastly, Roy's heavier weight makes him easy to combo despite falling speeds being slower in ''SSB4'' than they were in ''Melee''.
However, Roy has also received several nerfs. Roy now stands at Marth's height, which enlarges his hurtbox, though his attacks have much shorter ranges and hitbox durations in spite of this, forcing him to fight at a much closer range, exacerbating one of his key weaknesses in ''Melee''. For the most part, Roy is also harmed by the post-''Melee'' gameplay changes: the loss of [[wavedash]]ing and L-canceling, as well as the weakening of [[dash-dancing]], noticeably worsen his approach. The general increase in range for other characters since ''Melee'', such as with {{SSB4|Donkey Kong}} and {{SSB4|Bowser}}, also indirectly hurts him. [[Double-Edge Dance]]'s first hit has almost completely lost its ability to stall his descent due to his faster falling speed, which hurts his recovery despite its improvements. Lastly, Roy's heavier weight makes him easy to combo despite falling speeds being slower in ''SSB4'' than they were in ''Melee''.


Overall, Roy's strengths are much more pronounced than in ''Melee'', though he retains most of the same weaknesses as well. While his sweetspotted attacks are considerably more rewarding, he still has to fight up close to rack up damage, while his subpar endurance makes his playstyle risky. Despite Roy having been overall buffed, other veterans were also buffed to varying degrees, which downplays his strengths in ''SSB4''{{'}}s metagame.
Overall, Roy's strengths are much more pronounced than in ''Melee'', though he retains most of the same weaknesses as well. While his sweetspotted attacks are considerably more rewarding, he still has to fight up close in order to rack up damage, while his sub-par endurance makes his playstyle risky. Despite Roy having been overall buffed, other veterans were also buffed to varying degrees, which downplays his strengths in ''SSB4''{{'}}s metagame.


===Aesthetics===
===Aesthetics===
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**{{change|Roy uses various voice clips for any move between any [[tilt attack]], his [[dash attack]], and all [[aerial attack]]s except for his down aerial.}}
**{{change|Roy uses various voice clips for any move between any [[tilt attack]], his [[dash attack]], and all [[aerial attack]]s except for his down aerial.}}
**{{change|Roy has an [[on-screen appearance]] and two new [[taunt]]s. His taunt from ''Melee'' has been moved to his down taunt.}}
**{{change|Roy has an [[on-screen appearance]] and two new [[taunt]]s. His taunt from ''Melee'' has been moved to his down taunt.}}
*{{change|Roy is more expressive. He smiles during his fist-pumping idle pose, and either scowls or sternly clenches his teeth during some attacks.}}
*{{change|Roy is more expressive. He smiles during his fist pumping idle pose, and either scowls or sternly clenches his teeth during some attacks.}}
*{{change|The [[fireemblemwiki:Binding Blade (weapon)|Binding Blade]]'s trail now clearly indicates its sweetspot's location, similarly to {{s|fireemblemwiki|Falchion}}.}}
*{{change|The [[fireemblemwiki:Binding Blade (weapon)|Binding Blade]]'s trail now clearly indicates its sweetspot's location, similarly to {{s|fireemblemwiki|Falchion}}.}}
*{{change|Aside from retaining some of Marth's animations, Roy now swings the Binding Blade in a reverse grip or with both hands. This has translated to his moveset, be it through a tweaked animation or a completely new move.}}
*{{change|Aside from retaining some of Marth's animations, Roy now swings the Binding Blade in a reverse grip or with both hands. This has translated to his moveset, be it through a tweaked animation or a completely new move.}}
*{{change|Roy now has a unique idle animation, instead of variations of Marth's, and has two new [[idle pose]]s. However, his stance while holding a light [[item]] is identical to {{SSB4|Marth}}'s.}}
*{{change|Roy now has unique idle animation, instead of variations of Marth's, and has two new [[idle pose]]s. However, his stance while holding a light [[item]] is identical to {{SSB4|Marth}}'s.}}
*{{change|Roy has a new [[victory pose]]. He now spins the Binding Blade one and a half times and then sheaths it rather than planting it on the ground.}}
*{{change|Roy has a new [[victory pose]]. He now spins the Binding Blade one and a half times and then sheaths it rather than planting it on the ground.}}
*{{change|[[Jump]], [[sidestep]], and [[shield]] break's animations have changed.}}
*{{change|[[Jump]], [[sidestep]], and [[shield]] break's animations have changed.}}
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*{{buff|Roy's [[air speed]] is drastically faster (0.9 → 1.24), going from the 12th fastest in ''Melee'' to the fourth fastest.}}
*{{buff|Roy's [[air speed]] is drastically faster (0.9 → 1.24), going from the 12th fastest in ''Melee'' to the fourth fastest.}}
*{{change|As with the returning veterans, Roy's [[falling speed]] was decreased (2.4 → 1.8). Compared to the returning veterans, however, Roy falls faster. Improving his vertical endurance, but also making him more susceptible to combos.}}
*{{change|As with the returning veterans, Roy's [[falling speed]] was decreased (2.4 → 1.8). Compared to the returning veterans, however, Roy falls faster. Improving his vertical endurance, but also making him more susceptible to combos.}}
*{{change|The removal of [[chain grab]]bing both helps and hinders Roy. It results in him no longer being susceptible to chain grabs, while his faster falling speed results in him no longer being susceptible to pseudo-chain grabs. However, it hinders his damage-racking potential.}}
*{{change|The removal of [[chain grab]]bing both helps and hinders Roy. It results in him no longer being susceptible to chain grabs, while his faster falling speed results in him no longer being susceptible to pseudo-chain grabs. However, it hinders his damage racking potential.}}
*{{nerf|The weakening of [[Dash-dance|dash-dancing]] and the removal of [[wavedash]]ing significantly hinder Roy's approach.}}
*{{nerf|The weakening of [[Dash-dance|dash-dancing]] and the removal of [[wavedash]]ing significantly hinder Roy's approach.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Roy has a new neutral attack, a reverse-gripped upward slash. Compared to the previous neutral attack, it deals more damage (3%/5%/6% → 4.8%/7.5%/7.5%) and base knockback (30/5 → 40/32), has less ending lag (FAF 26 → 23), and has a different angle ([[Sakurai angle|361°]] → 62°/32°). Altogether, these traits make it significantly better for combos.}}
**{{buff|Roy has a new neutral attack, a reverse gripped upward slash. Compared to the previous neutral attack, it deals more damage (3%/5%/6% → 4.8%/7.5%/7.5%) and base knockback (30/5 → 40/32), has less ending lag (FAF 26 → 23) and has a different angle ([[Sakurai angle|361°]] → 62°/32°). Altogether, these traits make it significantly better for combos.}}
**{{nerf|Neutral attack has more start-up lag and its duration is shorter (frame 4-7 → 5-7) compared to the previous neutral attack.}}
**{{nerf|Neutral attack has more start-up lag and its duration is shorter (frame 4-7 → 5-7) compared to the previous neutral attack.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Roy has a new forward tilt, a reverse-gripped downward slash. Compared to the previous forward tilt, it deals more damage (12%/10%/7% → 12.5%/9%/8%) and knockback (60/30 (base)/70 (scaling) → 30/40 (base)/100/80 (scaling)) and has less start-up (frame 9 → 8) and ending lag (FAF 40 → 32). Altogether, these traits make it better for KOing.}}
**{{buff|Roy has a new forward tilt, a reverse gripped downward slash. Compared to the previous forward tilt, it deals more damage (12%/10%/7% → 12.5%/9%/8%) and knockback (60/30 (base)/70 (scaling) → 30/40 (base)/100/80 (scaling)) and has less start-up (frame 9 → 8) and ending lag (FAF 40 → 32). Altogether, these traits making it better for KOing.}}
**{{nerf|Forward tilt's duration is shorter (5 frames → 3) than the previous forward tilt's.}}
**{{nerf|Forward tilt's duration is shorter (5 frames → 3) than the previous forward tilt's.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Roy has a new up tilt, a reverse-gripped overhead arcing slash. Compared to the previous up tilt, it deals more damage (6%/8%/9%/10% → 7%/12%), and the sweetspot has more knockback scaling, making it much stronger, while the sourspots deal consistent damage and less knockback scaling (120/118/116/100 → 103). It also has less start-up (frame 7 → 6) and ending lag (FAF 40 → 39), and its sourspot has more base knockback (20 → 30). Altogether, these traits make it better both for KOing and combos.}}
**{{buff|Roy has a new up tilt, a reverse gripped overhead arcing slash. Compared to the previous up tilt, it deals more damage (6%/8%/9%/10% → 7%/12%) and the sweetspot has more knockback scaling, making it much stronger, while the sourspots deal consistent damage and less knockback scaling (120/118/116/100 → 103). It also has less start-up (frame 7 → 6) and ending lag (FAF 40 → 39) and its sourspot has more base knockback (20 → 30). Altogether, these traits make it better both for KOing and combos.}}
**{{nerf|Up tilt's duration is shorter (7 frames → 5) than the previous up tilt's.}}
**{{nerf|Up tilt's duration is shorter (7 frames → 5) than the previous up tilt's.}}
*[[Down tilt]]:
*[[Down tilt]]:
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**{{nerf|Down tilt has increased ending lag (FAF 20 → 22) and a shorter duration (3 frames → 2).}}
**{{nerf|Down tilt has increased ending lag (FAF 20 → 22) and a shorter duration (3 frames → 2).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Roy has a new dash attack, an inward horizontal slash. Compared to the previous dash attack, it deals more damage (12%/6% → 13%/9%), knockback (70/35 (base)/55/60 (scaling) → 65/60 (base)/82/60 (scaling)), and its sweetspot has a different angle (110° → 52°). It also does not suffer from the infamously poor hitbox issues at close range from Melee due to it being a different attack. Altogether, these traits make it better for KOing.}}
**{{buff|Roy has a new dash attack, an inward horizontal slash. Compared to the previous dash attack, it deals more damage (12%/6% → 13%/9%), knockback (70/35 (base)/55/60 (scaling) → 65/60 (base)/82/60 (scaling)) and its sweetspot has a different angle (110° → 52°). It also does not suffer from the infamously poor hitbox issues at close range from Melee due to it being a different attack. Altogether, these traits make it better for KOing.}}
**{{nerf|Dash attack has more start-up (frame 12 → 13) and ending lag (FAF 40 → 50) compared to the previous dash attack.}}
**{{nerf|Dash attack has more start-up (frame 12 → 13) and ending lag (FAF 40 → 50) compared to the previous dash attack.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{nerf|Roy has a new forward smash, a rotating two-handed downward slash based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''. Compared to the previous forward smash, its sweetspot is smaller because it has a "medium-spot" that deals 3% less damage (20% → 17%). It also has more start-up (frame 12 → 14) and ending lag (FAF 54 → 55), less vertical range, and a shorter duration (3 frames → 2).}}
**{{nerf|Roy has a new forward smash, a rotating two-handed downward slash based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''. Compared to the previous forward smash, its sweetspot is smaller because of it having a "medium-spot" that deals 3% less damage (20% → 17%). It also has more start-up (frame 12 → 14) and ending lag (FAF 54 → 55), less vertical range, and a shorter duration (3 frames → 2).}}
**{{change|Sweetspotted forward smash has different knockback compared to the previous forward smash's sweetspot (80 (base)/65 (scaling) → 70/70).}}
**{{change|Sweetspotted forward smash has different knockback compared to the previous forward smash's sweetspot (80 (base)/65 (scaling) → 70/70).}}
**{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671× → 1.4×), fully charged forward smash deals more damage (27.324%/16.4052% → 28%/16.8%).}}
**{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671× → 1.4×), fully charged forward smash deals more damage (27.324%/16.4052% → 28%/16.8%).}}
**{{buff|The 19% damage increase to [[shield]]s, and the increase to [[shieldstun]] make sweetspotted forward smash significantly better at pressuring shields compared to the previous forward smash's sweetspot.}}
**{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] make sweetspotted forward smash significantly better at pressuring shields compared to the previous forward smash's sweetspot.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671× → 1.4×), fully charged up smash deals more damage (22.639176% → 23.8%).}}
**{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671× → 1.4×), fully charged up smash deals more damage (22.639176% → 23.8%).}}
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===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have decreased ending lag (FAF 50 → 46 (neutral), FAF 35 → 30 (forward), FAF 43 → 36 (back), FAF 49 → 42 (up), FAF 64 → 52 (down)).}}
*{{buff|All aerials have decreased ending lag (FAF 50 → 46 (neutral), FAF 35 → 30 (forward), FAF 43 → 36 (back), FAF 49 → 42 (up), FAF 64 → 52 (down)).}}
*{{nerf|Neutral, forward, and up aerials autocancel later (frame 32 → 47 (neutral), frame 30 → 33 (forward), frame 30 → 38 (up)). Forward aerial, in particular, no longer has an autocancel window, losing its ability to autocancel.}}
*{{nerf|Neutral, forward, and up aerials autocancel later (frame 32 → 47 (neutral), frame 30 → 33 (forward), frame 30 → 38 (up)). Forward aerial in particular no longer has an autocancel window, losing its ability to autocancel.}}
*{{change|All aerials have decreased landing lag (20/10 frames (normal/L-canceled) → 11 (neutral), 20/10 frames → 13 (forward), 24/12 frames → 16 (back), 18/9 frames → 14 (up), 32/16 frames → 23 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated.}}
*{{change|All aerials have decreased landing lag (20/10 frames (normal/L-canceled) → 11 (neutral), 20/10 frames → 13 (forward), 24/12 frames → 16 (back), 18/9 frames → 14 (up), 32/16 frames → 23 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, neutral aerial's first hit no longer deals consistent damage (4% → 6%/4%).}}
**{{buff|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, neutral aerial's first hit no longer deals consistent damage (4% → 6%/4%).}}
**{{buff|Neutral aerial's sweetspotted second hit deals 0.5% more damage (8% → 8.5%).}}
**{{buff|Neutral aerial's sweetspotted second hit deals 0.5% more damage (8% → 8.5%).}}
**{{buff|Neutral aerial has decreased start-up lag (frame 7 → frame 6 (hit 1), frame 17 → frame 15 (hit 2)). Its second hit also has increased knockback scaling (80 → 100), and its angle has been altered (361° → 50°). Altogether, these changes improve its combo and KO potential.}}
**{{buff|Neutral aerial has decreased start-up lag (frame 7 → frame 6 (hit 1), frame 17 → frame 15 (hit 2)). Its second hit also has increased knockback scaling (80 → 100) and its angle has been altered (361° → 50°). Altogether, these changes improve its combo and KO potential.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial deals more damage (8%/5% → 11%/7%) and has increased knockback (30/10 (base)/70 (scaling) → 50/80), significantly improving its KO potential.}}
**{{buff|Forward aerial deals more damage (8%/5% → 11%/7%) and has increased knockback (30/10 (base)/70 (scaling) → 50/80), significantly improving its KO potential.}}
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*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw deals more damage (5% → 6%).}}
**{{buff|Up throw deals more damage (5% → 6%).}}
**{{nerf|It has reduced knockback scaling (130 → 100), hindering its KO potential despite its higher damage output.}}
**{{nerf|It has reduced knockback scaling (130 → 100), hindering its KO potential in spite of its higher damage output.}}
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals less damage (6% → 5%).}}
**{{nerf|Down throw deals less damage (6% → 5%).}}
**{{buff|It launches at a higher angle (361° → 80°), which, coupled with its lower damage output, significantly improves its combo potential.}}
**{{buff|It launches at a higher angle (361° → 80°), which coupled with its lower damage output significantly improves its combo potential.}}
*[[Floor attack]]:
*[[Floor attack]]:
**{{buff|Front and back floor attacks deal more damage (6% → 7%).}}
**{{buff|Front and back floor attacks deal more damage (6% → 7%).}}
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===Special moves===
===Special moves===
*[[Flare Blade]]:
*[[Flare Blade]]:
**{{buff|Flare Blade can be charged up to deal more damage before the full charge without receiving recoil damage (41% → 45%). It also has increased interruptibility for a few frames upon its hitbox being active despite its ending lag.}}
**{{buff|Flare Blade can be charged up to deal more damage before the full charge without receiving recoil damage (41% → 45%). It also has increased interruptibility for a few frames upon its hitbox being active in spite of its ending lag.}}
**{{nerf|Flare Blade has increased start-up lag, its duration is shorter (6 frames → 4), a smaller hitbox, and it takes slightly more time to fully charge. It has also received a sourspot at the edges of the attack that deals 15% less damage (50% → 35%) and has less knockback scaling (83 → 70).}}
**{{nerf|Flare Blade has increased start-up lag, its duration is shorter (6 frames → 4), a smaller hitbox, and it takes slightly more time to fully charge. It has also received a sourspot at the edges of the attack that deals 15% less damage (50% → 35%) and has less knockback scaling (83 → 70).}}
**{{change|Flare Blade has updated visual effects. All of its stages now unleash a minor explosion, with most of the higher stages unleashing the large explosions from ''Melee''. It also has updated sound effects, as it now stops emitting sound when fully charged and before its explosion.}}
**{{change|Flare Blade has updated visual effects. All of its stages now unleash a minor explosion, with most of the higher stages unleashing the large explosions from ''Melee''. It also has updated sound effects, as it now stops emitting sound when fully charged and before its explosion.}}
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**{{change|Roy has gained a new voice clip for releasing a fully charged Flare Blade. In ''Melee'', it used his blast KO voice clip.}}
**{{change|Roy has gained a new voice clip for releasing a fully charged Flare Blade. In ''Melee'', it used his blast KO voice clip.}}
*[[Double-Edge Dance]]:
*[[Double-Edge Dance]]:
**{{buff|Aside from its first and fourth downward hits, [[Double-Edge Dance]]'s other have decreased start-up lag. Its third downward hit no longer consists of multiple hits and launches at a lower trajectory. These changes make its hits connect better.}}
**{{buff|Aside from its first and fourth downward hits, [[Double-Edge Dance]]'s other have decreased start-up lag. Its third downward hit also no longer consists of multiple hits and launches at a lower trajectory. These changes make its hits connect together better.}}
**{{nerf|Double-Edge Dance deals less damage and has decreased knockback, vertical range, and increased ending lag. Additionally, Roy's faster falling speed significantly hinders its first hit's recovery potential. Lastly, its third upward hit is no longer a meteor smash, removing its KO potential.}}
**{{nerf|Double-Edge Dance deals less damage and has decreased knockback, vertical range, and increased ending lag. Additionally, Roy's faster falling speed significantly hinders its first hit's recovery potential. Lastly, its third upward hit is no longer a meteor smash, removing its KO potential.}}
**{{change|All variations of Double-Edge Dance's third hit connect better with its fourth hit. This improves their combo potentials, but removes their KO potentials.}}
**{{change|All variations of Double-Edge Dance's third hit connect together better with its fourth hit. This improves their combo potentials, but removes their KO potentials.}}
**{{buff|Double-Edge Dance now has [[Priority#Transcendent priority|transcendent priority]], improving its reliability.}}
**{{buff|Double-Edge Dance now has [[Priority#Transcendent priority|transcendent priority]], improving its reliability.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Double-Edge Dance's last downward hits' shield pressuring potential.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Double-Edge Dance's last downward hits' shield pressuring potential.}}
**{{change|Double-Edge Dance's animation has changed. The slashes are now identical to [[Dancing Blade]] from ''Brawl''.}}
**{{change|Double-Edge Dance's animation has changed. The slashes are now identical to [[Dancing Blade]] from ''Brawl''.}}
*[[Blazer]]:
*[[Blazer]]:
**{{buff|Blazer deals more damage (13.18% → 16.8%), and its last hit has increased knockback (10 (base)/100 (scaling) → 40/130), improving its KO potential. It also has lingering hitboxes at its end, and can be reversed before start-up. It also travels a more horizontal distance, and the grounded version received more intangibility frames on start-up.}}
**{{buff|Blazer deals more damage (13.18% → 16.8%) and its last hit has increased knockback (10 (base)/100 (scaling) → 40/130), improving its KO potential. It also has lingering hitboxes at its end, and can be reversed before start-up. It also travels more horizontal distance and the grounded version received more intangibility frames on start-up.}}
**{{nerf|Blazer travels less vertical distance.}}
**{{nerf|Blazer travels less vertical distance.}}
**{{change|Blazer's first hit has significantly decreased set knockback (200 → 160/120). This makes its hits connect together better, but removes its one-hit KO potential against the lightest characters.}}
**{{change|Blazer's first hit has significantly decreased set knockback (200 → 160/120). This makes its hits connect together better, but removes its one-hit KO potential against the lightest characters.}}
**{{change|Blazer's animation has slightly changed. Roy now performs the jumping slash while holding the Binding Blade in a reverse grip.}}
**{{change|Blazer's animation has slightly changed. Roy now performs the jumping slash while holding the Binding Blade in a reverse grip.}}
*[[Counter]]:
*[[Counter]]:
**{{nerf|Counter's damage multiplier has decreased (1.5× → 1.35×), although its knockback was somewhat compensated (30 (base)/90/70 (scaling) → 35 (base)/100/70 (scaling)), hindering its KO potential. Additionally, the damage cap can only reach a maximum of 50%, now matching the rest of the [[Counterattack| multiplier-based counterattacks]] in ''Smash 4''.}}
**{{nerf|Counter's damage multiplier has decreased (1.5× → 1.35×), although its knockback was somewhat compensated (30 (base)/90/70 (scaling) → 35 (base)/100/70 (scaling)), hindering its KO potential. Additionally, the damage cap can only reach a maximum of 50%, now matching the rest of the [[Counterattack|multiplier based counterattacks]] in ''Smash 4''.}}
***{{bugfix|Due to its change, Counter-stacking no longer crashes the game.}}
***{{bugfix|Due to its change, Counter-stacking no longer crashes the game.}}
**{{buff|Counter's duration is longer (frames 8-20 → 8-27).}}
**{{buff|Counter's duration is longer (frames 8-20 → 8-27).}}

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