Editing Roy (SSBU)

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|neutralcount=1
|neutralcount=1
|neutral1dmg=7.5%/4.8%
|neutral1dmg=7.5%/4.8%
|neutraldesc=A reverse-gripped upward slash. The sweetspot is a great combo starter due to its high launch angle and low knockback scaling; its low ending lag makes it relatively low risk with high reward. It can easily start combos into a grab, tilts, aerials, [[Double-Edge Dance]], [[Blazer]], or most notoriously into a [[reverse aerial rush]] back aerial for a highly potent KO confirm. Finally, its sourspot reaches low enough to hit ledge. The combination of these traits makes it widely considered as one of the best neutral attacks in the game.
|neutraldesc=A reverse-gripped upward slash. A great combo starter, due to launching at a rather high angle and having low knockback and ending lag, making it relatively low risk with high reward. It can easily start combos into a grab, tilts, aerials, [[Double-Edge Dance]] or [[Blazer]]. In particular, it is notoriously effective at comboing into a [[reverse aerial rush]] back aerial for a highly potent KO confirm. Finally, its sourspot reaches low enough that it can hit opponents hanging on ledge. Its combination of traits make it widely considered as one of the best neutral attacks in the game.
|ftiltname=Sharp Edge ({{ja|オーバーバッシュ|Ōbā Basshu}}, ''Over Bash'')
|ftiltname=Sharp Edge ({{ja|オーバーバッシュ|Ōbā Basshu}}, ''Over Bash'')
|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdesc=A reverse-gripped downward slash. Comes out on frame 8 with somewhat low ending lag. For a tilt of its speed, the sweetspot is very strong, capable of KOing at under 130% from center-stage; it is the third strongest forward tilt in the game, only losing to {{SSBU|Zelda}}'s and {{SSBU|Incineroar}}'s. It has a middlespot that is deceptively weak and only marginally stronger than the sourspot.
|ftiltdesc=A reverse-gripped downward slash. Comes out on frame 8 with somewhat low ending lag. The sweetspot is very powerful for a tilt considering its speed, being capable of KOing at under 130% from center-stage when sweetspotted. If tippered, it is the second strongest forward tilt in the game, narrowly beating {{SSBU|Ike}}'s and only losing slightly to {{SSBU|Incineroar}}'s.
|utiltname=Anti-Air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltname=Anti-Air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltdmg=12%/7%
|utiltdmg=12%/7%
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|dtiltname=Low Stab ({{ja|ロースラスト|Rō Surasuto}}), ''Low Thrust'')
|dtiltname=Low Stab ({{ja|ロースラスト|Rō Surasuto}}), ''Low Thrust'')
|dtiltdmg=11%/6.5%
|dtiltdmg=11%/6.5%
|dtiltdesc=A kneeling thrust. Generally safe on shield, even with the sourspot, and extremely so with the sweetspot (-3), thanks to its good damage and very low ending lag. Its semi-spike angle is great at setting up tech-chases.
|dtiltdesc=A kneeling thrust. Can set up a tech-chase due to launching at a semi-spike angle. Very safe on shield (-3 when sweetspotted) thanks to its good damage and very low ending lag.
|dashname=Raid Down ({{ja|レイドダウン|Reido Daun}})
|dashname=Raid Down ({{ja|レイドダウン|Reido Daun}})
|dashdmg=13%/9%
|dashdmg=13%/9%
|dashdesc=An inward horizontal slash across the ground. Very strong for a dash attack, KOing at around 110% near the ledge. However, it has high startup and noticeable ending lag, which makes it unsafe on shield.
|dashdesc=An inward horizontal slash across the ground. Very strong for a dash attack, KOing at around 110% near the ledge. However, it has noticeable startup and high ending lag, which makes it very unsafe on shield.
|fsmashname=Power Slash ({{ja|パワースマッシュ|Pawā Sumasshu}}, ''Power Smash'')
|fsmashname=Power Slash ({{ja|パワースマッシュ|Pawā Sumasshu}}, ''Power Smash'')
|fsmashdmg={{ChargedSmashDmgSSBU|20}} (close), {{ChargedSmashDmgSSBU|17}} (mid), {{ChargedSmashDmgSSBU|12}} (far)
|fsmashdmg={{ChargedSmashDmgSSBU|20}} (close), {{ChargedSmashDmgSSBU|17}} (mid), {{ChargedSmashDmgSSBU|12}} (far)
|fsmashdesc=Rotates his body to perform a lunging, two-handed downward slash. Despite coming out rather quickly (frame 13), it has extremely high damage and knockback and is one of the strongest forward smashes in the game when sweetspotted, capable of KOing as low as 40% with max rage. Interestingly, it possesses a middlespot that is still quite strong, unlike forward tilt's. However, it has high ending lag and a short duration. It is based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''.
|fsmashdesc=Rotates his body to perform a lunging, two-handed downward slash. Despite coming out rather quickly (frame 13), it has extremely high damage and knockback and is one of the strongest forward smashes in the game when sweetspotted, capable of KOing as low as 40% with max rage. However, it has high ending lag and a short duration. It is based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''.
|usmashname=Flame Sword ({{ja|フレイムソード|Fureimu Sōdo}})
|usmashname=Flame Sword ({{ja|フレイムソード|Fureimu Sōdo}})
|usmashdmg={{ChargedSmashDmgSSBU|1}} (hit 1 early), {{ChargedSmashDmgSSBU|2}} (hit 1 late, hits 2-4), {{ChargedSmashDmgSSBU|10}} (hit 5)
|usmashdmg={{ChargedSmashDmgSSBU|1}} (hit 1 early), {{ChargedSmashDmgSSBU|2}} (hit 1 late, hits 2-4), {{ChargedSmashDmgSSBU|10}} (hit 5)
|usmashdesc=An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. Notably, it is his only normal to not use the sweetspot-sourspot mechanic. It has a hitbox on startup around Roy's waist that launches opponents into the main thrust, but otherwise lacks horizontal range, making it mediocre for ground combat. As his only normal to grant [[intangibility]] to his sword arm throughout the attack, it has above-average disjoint and is a decent anti-air, but it is very unsafe. Has enough power to KO at around 100% uncharged.
|usmashdesc=An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. It has a hitbox on startup around Roy's waist that launches opponents into the main thrust. A good anti-air attack as Roy's sword arm is granted [[intangibility]] throughout the attack, though mediocre for ground combat due to it having small horizontal hitboxes. Has enough power to KO at around 100% uncharged.
|dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}})
|dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}})
|dsmashdmg={{ChargedSmashDmgSSBU|15}}/{{ChargedSmashDmgSSBU|10}} (front hit), {{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|11}} (back hit)
|dsmashdmg={{ChargedSmashDmgSSBU|15}}/{{ChargedSmashDmgSSBU|10}} (front hit), {{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|11}} (back hit)
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|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairdmg={{ShortHopDmgSSBU|6}}/{{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|8.5}}/{{ShortHopDmgSSBU|5}} (hit 2),
|nairdmg={{ShortHopDmgSSBU|6}}/{{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|8.5}}/{{ShortHopDmgSSBU|5}} (hit 2),
|nairdesc=An inward slash followed by a spinning, outward slash that covers both sides. Deals good damage and is a useful combo extender, and is Roy's main aerial approach tool due to its high amount of active frames. Landing with the first hit can start guaranteed combos at virtually any percent. Interestingly, it is set apart from identical neutral aerials (including {{SSBU|Chrom}}'s) in the second hit's [[Knockback#Weight-independent_knockback|weight-independent knockback]], KOing all fighters at the same percentage.
|nairdesc=An inward slash followed by a spinning, outward slash. Deals decent damage and is a useful combo extender, and is Roy's main aerial approach tool due to its high amount of active frames. The first hit can start guaranteed combos, though it can be difficult to setup due to how fast it ends. Interestingly, it is set apart from identical neutral aerials (including {{SSBU|Chrom}}'s) in that the second hit possesses weight-independent knockback, KOing all characters at the same percentages regardless of their [[weight]].
|fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}})
|fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}})
|fairdmg={{ShortHopDmgSSBU|11}}/{{ShortHopDmgSSBU|7}}
|fairdmg={{ShortHopDmgSSBU|11}}/{{ShortHopDmgSSBU|7}}
|fairdesc=A downward slash. It comes out on frame 10; it can auto-cancel or even be interrupted in a short hop, and has KO potential at high percentages. With the lowest ending lag of Roy's aerials, it can be used in quick succession, making it possible to perform a [[wall of pain]].
|fairdesc=A downward slash. It comes out on frame 10 with the lowest amount of ending lag of Roy's aerials, auto-cancels from a short hop, and has KO potential at high percentages. It can also be used in quick succession due to its low ending lag, making it possible to perform a [[wall of pain]].
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairdmg={{ShortHopDmgSSBU|12}}/{{ShortHopDmgSSBU|9}}
|bairdmg={{ShortHopDmgSSBU|12}}/{{ShortHopDmgSSBU|9}}
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|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairdmg={{ShortHopDmgSSBU|9}}/{{ShortHopDmgSSBU|6}}
|uairdmg={{ShortHopDmgSSBU|9}}/{{ShortHopDmgSSBU|6}}
|uairdesc=A backflipping, upward arcing slash. With its low landing lag, the sweetspot can chain into itself and juggle effectively, KOing at high percentages. The sourspot is very weak, but sends straight up; while falling, it can lead and even KO confirm into other aerials.
|uairdesc=A backflipping, upward arcing slash. Useful for juggling, and the sweetspot can even KO at very high percentages. The sourspot can lead into other aerials while falling.
|dairname=Half Moon ({{ja|メテオドロップ|Meteo Doroppu}}, ''Meteor Drop'')
|dairname=Half Moon ({{ja|メテオドロップ|Meteo Doroppu}}, ''Meteor Drop'')
|dairdmg={{ShortHopDmgSSBU|15}}/{{ShortHopDmgSSBU|10}}
|dairdmg={{ShortHopDmgSSBU|15}}/{{ShortHopDmgSSBU|10}}
|dairdesc=A two-handed, downward slash between his legs, similarly to Ike's down aerial. It has a [[flame]] effect like up smash, but still has a sweetspot-sourspot dichotomy. [[Meteor smash]]es aerial opponents when sweetspotted, though it is difficult to hit due to its slim hitbox. As his laggiest aerial, it is also risky to use offstage, possibly causing a [[self-destruct]]. The other hitboxes have niche combo ability when landing, including into forward smash at the ledge.
|dairdesc=A two-handed, downward slash between his legs, similarly to Ike's down aerial. Has the capability to [[meteor smash]] when sweetspotted, though it can be very difficult to aim due to its slim hitbox. It's also risky to use offstage due to Roy's fast falling speed and poor recovery, possibly causing a [[self-destruct]]. This move has a [[flame]] effect. The late sourspot has niche combo ability when landing, including into forward smash at the ledge.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with his free hand.
|grabdesc=Reaches out with his free hand.
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|fthrowname=Elbowbutt ({{ja|エルボーバット|Erubōbatto}})
|fthrowname=Elbowbutt ({{ja|エルボーバット|Erubōbatto}})
|fthrowdmg=5%
|fthrowdmg=5%
|fthrowdesc=An elbow strike with his sword arm. Has high base knockback and is mainly used for sending opponents offstage.
|fthrowdesc=An elbow strike with his sword arm. Has very high base knockback, making it mainly used for sending opponents offstage.
|bthrowname=Leg Hooker ({{ja|レッグフッカー|Reggu Fukkā}})
|bthrowname=Leg Hooker ({{ja|レッグフッカー|Reggu Fukkā}})
|bthrowdmg=5%
|bthrowdmg=5%
|bthrowdesc=Tosses the opponent behind himself. Has extremely low knockback scaling, but it can set up a tech-chase on low platforms toward higher percentages.
|bthrowdesc=Tosses the opponent behind himself. Has extremely low knockback, making it unsafe at lower percents, but it can set up a tech-chase near platforms at higher percentages.
|uthrowname=Casting ({{ja|キャスティング|Kyasutingu}})
|uthrowname=Casting ({{ja|キャスティング|Kyasutingu}})
|uthrowdmg=6%
|uthrowdmg=6%
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|dthrowname=Slam ({{ja|グラブドロップ|Gurabu Doroppu}}, ''Grab Drop'')
|dthrowname=Slam ({{ja|グラブドロップ|Gurabu Doroppu}}, ''Grab Drop'')
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=A one-armed body slam. Roy's only combo throw, and is very reliable into neutral and up aerial at low percents, depending on the opponent's DI.
|dthrowdesc=A one-armed body slam. Roy's only combo throw and is very reliable due to the amount of followups it can potentially set up into, though, it has very low hitstun. Can follow up into neutral and up aerial at low percents depending on the opponent's DI.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|nsname=Flare Blade
|nsname=Flare Blade
|nsdmg=8%-47.83%, 50% (fully charged sweetspot), 36% (fully charged sourspot), 10% recoil (fully charged)
|nsdmg=8%-47.83%, 50% (fully charged sweetspot), 36% (fully charged sourspot), 10% recoil (fully charged)
|nsdesc=Rears back and ignites the Binding Blade before performing a lunging, two-handed downward slash that generates an explosion. Roy can turn while charging the move. Functions similarly to [[Eruption]], as it can be charged for a maximum of around five seconds before unleashing the explosion. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, the explosion is very large and will [[OHKO]] every character in the game, with the exception of {{SSBU|Shulk}} in the Shield [[Monado Art]]. A fully charged Flare Blade is also capable of instantaneously breaking a full shield, similar to a fully charged [[Shield Breaker]], and reaches low enough that it can hit opponents attempting to grab ledges. It also has deceptively low ending lag that allows it to be potentially safe on shield and can be used to bait approaches.
|nsdesc=Rears back and ignites the Binding Blade before performing a lunging, two-handed downward slash that generates an explosion. Roy can turn while charging the move. Functions similarly to [[Eruption]], as it can be charged for a maximum of around five seconds before unleashing the explosion, with the explosion's size growing as it charges. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it will [[OHKO]] every character in the game, with the exception of {{SSBU|Shulk}} in the Shield [[Monado Art]]. A fully charged Flare Blade is also capable of instantaneously breaking a full shield, similar to a fully charged [[Shield Breaker]], and reaches low enough that it can hit opponents attempting to grab ledges. It also has deceptively low ending lag that allows it to be potentially safe on shield and can be used to bait approaches.
|ssname=Double-Edge Dance
|ssname=Double-Edge Dance
|ssdmg=Varies
|ssdmg=Varies
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|usname=Blazer
|usname=Blazer
|usdmg=5.5% (grounded hit 1), 4.5% (aerial hit 1), 1.1% (grounded hits 2-4), 1% (aerial hits 2-4), 8% (grounded hit 5), 6% (aerial hit 5)
|usdmg=5.5% (grounded hit 1), 4.5% (aerial hit 1), 1.1% (grounded hits 2-4), 1% (aerial hits 2-4), 8% (grounded hit 5), 6% (aerial hit 5)
|usdesc=A jumping reverse gripped slash, which ignites the Binding Blade. Hits multiple times and can be angled to a surprisingly large degree, which naturally changes its horizontal and vertical distances. The grounded version deals more damage and knockback, and has brief [[super armor]] before Roy leaves the ground, making it Roy's best option [[out of shield]]. Roy cannot sweetspot ledges with the move unless he has traveled half of Blazer's maximum distance, making it relatively easy to edgeguard him.
|usdesc=A jumping reverse gripped slash, which ignites the Binding Blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. The grounded version deals more damage and knockback, and has brief [[super armor]] before Roy leaves the ground, making it Roy's best option [[out of shield]]. Roy cannot sweetspot ledges with the move unless he has traveled half of Blazer's maximum distance, making it relatively easy to edgeguard him.
|dsname=Counter
|dsname=Counter
|dsdmg=1.35× (minimum 8%)
|dsdmg=1.35× (minimum 8%)

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