Roy (SSBU)/Up special: Difference between revisions
m (Removed competitive expertise tag) |
(→Parameters: I'd like to know how exactly this was determined to be the aerial hight multiplier with angling. The param name doesn't seem to indicate this, or even really mention that it has anything to do with the aerial version...) |
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(4 intermediate revisions by 2 users not shown) | |||
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It is also one of Roy's only effective methods of [[recovery]], with the ability to be angled to aid in mixups or optimally reaching the [[ledge]]. The hitboxes also add a degree of protection to the recovery, making it slightly harder to intercept. However, it is still noticeably poor for this, with Roy relying heavily on his [[midair jump]] to get back. As such, he remains very vulnerable to [[gimp]]s. Angling the recovery reduces its vertical distance as well, further increasing Roy's reliance on the jump for this move's success. | It is also one of Roy's only effective methods of [[recovery]], with the ability to be angled to aid in mixups or optimally reaching the [[ledge]]. The hitboxes also add a degree of protection to the recovery, making it slightly harder to intercept. However, it is still noticeably poor for this, with Roy relying heavily on his [[midair jump]] to get back. As such, he remains very vulnerable to [[gimp]]s. Angling the recovery reduces its vertical distance as well, further increasing Roy's reliance on the jump for this move's success. | ||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | |||
*{{buff|Blazer's hits connect more reliably.}} | |||
==Hitboxes== | ==Hitboxes== | ||
===Grounded=== | ===Grounded=== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1| | {{HitboxTableTitle|Hit 1|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 30: | Line 34: | ||
|ks=100 | |ks=100 | ||
|fkv=120 | |fkv=120 | ||
|setweight=t | |||
|r=5.1 | |r=5.1 | ||
|bn=top | |bn=top | ||
Line 43: | Line 48: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Multihits| | {{HitboxTableTitle|Multihits|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 49: | Line 54: | ||
|damage=1.1% | |damage=1.1% | ||
|angle=367 | |angle=367 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv=85 | |fkv=85 | ||
|setweight=t | |||
|r=6.0 | |r=6.0 | ||
|bn=top | |bn=top | ||
Line 70: | Line 77: | ||
|damage=1.1% | |damage=1.1% | ||
|angle=367 | |angle=367 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv=85 | |fkv=85 | ||
|setweight=t | |||
|r=5.3 | |r=5.3 | ||
|bn=top | |bn=top | ||
Line 86: | Line 95: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Final hit| | {{HitboxTableTitle|Final hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 109: | Line 118: | ||
}} | }} | ||
|} | |} | ||
===Aerial=== | ===Aerial=== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1| | {{HitboxTableTitle|Hit 1|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 119: | Line 129: | ||
|ks=100 | |ks=100 | ||
|fkv=120 | |fkv=120 | ||
|setweight=t | |||
|r=4.6 | |r=4.6 | ||
|bn=top | |bn=top | ||
Line 132: | Line 143: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Multihits| | {{HitboxTableTitle|Multihits|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 138: | Line 149: | ||
|damage=1.0% | |damage=1.0% | ||
|angle=367 | |angle=367 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv=85 | |fkv=85 | ||
|setweight=t | |||
|r=5.6 | |r=5.6 | ||
|bn=top | |bn=top | ||
Line 159: | Line 172: | ||
|damage=1.0% | |damage=1.0% | ||
|angle=367 | |angle=367 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv=85 | |fkv=85 | ||
|setweight=t | |||
|r=5.0 | |r=5.0 | ||
|bn=top | |bn=top | ||
Line 175: | Line 190: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Final hit| | {{HitboxTableTitle|Final hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 198: | Line 213: | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
===Attack=== | |||
The move enables ledge grabs from the front starting on frame 24. It lacks a window for backward ledge grabs, so Roy cannot grab ledges from behind until a frame after the animation is over (frame 51 onward). | |||
{|class="wikitable" | {|class="wikitable" | ||
!Super | !Super armor (grounded only) | ||
|4-8, 10 | |4-8, 10 | ||
|- | |- | ||
Line 210: | Line 229: | ||
|- | |- | ||
!Multihits | !Multihits | ||
|11-19 | |11-19 (rehit rate: 3) | ||
|- | |- | ||
!Final hit | !Final hit | ||
Line 220: | Line 239: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
!Hitboxes {{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=9|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=28}} | |||
|- | |- | ||
!Grounded {{FrameStrip|t=Vulnerable|c=3}}{{FrameStrip|t=Armour|c=5}}{{FrameStrip|t=Intangible|c=1}}{{FrameStrip|t=Armour|c=1}}{{FrameStrip|t=Vulnerable|c=39}} | |||
|- | |- | ||
!Aerial {{FrameStrip|t=Vulnerable|c=8}}{{FrameStrip|t=Intangible|c=1}}{{FrameStrip|t=Vulnerable|c=40}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|armour=y|vulnerable=y|intangible=y}} | ===Landing=== | ||
{|class="wikitable" | |||
!Interruptible | |||
|31 | |||
|- | |||
!Animation length | |||
|43 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Lag|c=30}}{{FrameStrip|t=Interruptible|c=13}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|armour=y|vulnerable=y|intangible=y|interruptible=y}} | |||
==Parameters== | |||
{|class="wikitable" | |||
!Horizontal speed multiplier on startup | |||
|0.66 | |||
|- | |||
!Stick sensitivity to angle | |||
|0.5 | |||
|- | |||
!Maximum angle deviation | |||
|40° | |||
|- | |||
!Gravity after jump | |||
|0.06 | |||
|- | |||
!Aerial height multiplier | |||
|1.1 | |||
|- | |||
!Helplessness air speed multiplier | |||
|0.45 | |||
|- | |||
!Landing lag | |||
|30 frames | |||
|} | |||
{{MvSubNavRoy|g=SSBU}} | {{MvSubNavRoy|g=SSBU}} | ||
[[Category:Roy (SSBU)]] | [[Category:Roy (SSBU)]] | ||
[[Category:Special moves (SSBU)]] | [[Category:Special moves (SSBU)]] | ||
[[Category:Up special moves (SSBU)]] | [[Category:Up special moves (SSBU)]] |
Latest revision as of 19:34, July 18, 2022
Roy Up Special Hitbox Visualizations | |
---|---|
Grounded | |
Aerial | |
Overview[edit]
Roy rises up with the sword held backwards to perform Blazer. While it lacks in KO potential, it has super armor and a frame of intangibility on startup when grounded, making it an effective out of shield option. However, it is possible to be grabbed out of it like with any move with armor. The KO potential can be improved if Roy has the support of platforms or if the opponent is near the upper blast zone in general.
It is also one of Roy's only effective methods of recovery, with the ability to be angled to aid in mixups or optimally reaching the ledge. The hitboxes also add a degree of protection to the recovery, making it slightly harder to intercept. However, it is still noticeably poor for this, with Roy relying heavily on his midair jump to get back. As such, he remains very vulnerable to gimps. Angling the recovery reduces its vertical distance as well, further increasing Roy's reliance on the jump for this move's success.
Update History[edit]
- Blazer's hits connect more reliably.
Hitboxes[edit]
Grounded[edit]
Aerial[edit]
Timing[edit]
Attack[edit]
The move enables ledge grabs from the front starting on frame 24. It lacks a window for backward ledge grabs, so Roy cannot grab ledges from behind until a frame after the animation is over (frame 51 onward).
Super armor (grounded only) | 4-8, 10 |
---|---|
Intangible | 9 |
Hit 1 | 9 |
Multihits | 11-19 (rehit rate: 3) |
Final hit | 20-21 |
Animation length | 49 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded | |||||||||||||||||||||||||||||||||||||||||||||||||
Aerial |
Landing[edit]
Interruptible | 31 |
---|---|
Animation length | 43 |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Armour |
Interruptible |
Parameters[edit]
Horizontal speed multiplier on startup | 0.66 |
---|---|
Stick sensitivity to angle | 0.5 |
Maximum angle deviation | 40° |
Gravity after jump | 0.06 |
Aerial height multiplier | 1.1 |
Helplessness air speed multiplier | 0.45 |
Landing lag | 30 frames |