Editing Roy (SSBU)/Side special

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

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 2: Line 2:


==Overview==
==Overview==
Roy performs a series of sword swings to form a [[natural combo]], also known as a [https://streetfighter.fandom.com/wiki/Rekkaken#Trivia rekka]. The player can input up or downward inputs while executing the move to perform different swings. This can be used to position the opponent in a manner that can confirm a [[sweetspot]]ted 4th hit, which has high [[KO]] potential. The attack is notoriously powerful due to its amazing consistency, rarely dropping without the player making a huge mistake. The attack can carry opponents closer to the [[blast zone]], improving the already high kill power. This is a particularly popular maneuver when used in tandem with [[Roy (SSBU)/Neutral attack|neutral attack]] on [[Town and City]]. The sweetspots having higher hitbox priority also greatly assists with the move's consistent kill power. The lowered [[SDI]] and [[Hitlag]] multipliers are also crucial to its success, with the latter effectively increasing the already amazing input windows for the rekka. However, it does technically make it easier to SDI, albeit made worse by the lowered multipliers.  
Roy performs a series of sword swings to form a [[natural combo]], also known as a [https://streetfighter.fandom.com/wiki/Rekkaken#Trivia rekka]. The player can input up or downward inputs while executing the move to perform different swings. This can be used to position the opponent in a manner that can confirm a [[sweetspot]]ted 4th hit, which has high [[KO]] potential. The attack is notoriously powerful due to its amazing consistency, rarely dropping without the player making a huge mistake. The attack can carry opponents closer to the [[blast zone]], improving the already high kill power. This is a particularly popular maneuver when used in tandem with [[Roy (SSBU)/Neutral attack|neutral attack]] on [[Town and City]]. The sweetspots having higher hitbox priority also greatly assists with the move's consistent kill power. The lowered [[SDI]] and [[Hitlag]] multipliers are also crucial to its success.


However, the attack does have issues, namely its extremely poor safety on [[shield]]. The lowest possible shield safety is -16 from an aerial hit, while the rest ranges from -29 (2nd neutral hit) to -46 (4th downward hit). In a similar manner to how [[neutral attack]]s work, however, Roy players tend to make use of the large input window for the multiple hits. This allows the player to bait [[out of shield]] options and get the rekka anyway. Considering mental frame data as a result of reaction time, the hits can effectively be safe. The low 4th hits can also be used to poke through damaged shields, which is improved by the extra shield damage that each hit of [[Double-Edge Dance]] deals; almost every hit deals some bonus shield damage.
However, the attack does have issues, namely its extremely poor safety on [[shield]]. The lowest possible shield safety is -16 from an aerial hit, while the rest ranges from -29 (2nd neutral hit) to -46 (4th downward hit). In a similar manner to how [[neutral attack]]s work, however, Roy players tend to make use of the large input window for the multiple hits. This allows the player to bait [[out of shield]] options and get the rekka anyway. Considering mental frame data as a result of reaction time, the hits can effectively be safe. The low 4th hits can also be used to poke through damaged shields, which is improved by the extra shield damage that each hit of [[Double-Edge Dance]] deals; almost every hit deals some bonus shield damage.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)