Roy (PM): Difference between revisions

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→‎Moveset: Updated moveset.
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m (→‎Moveset: Updated moveset.)
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==Moveset==
==Moveset==
Up to date as of version 3.5.
Up to date as of version 3.6.


{|class="wikitable"
{|class="wikitable"
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|-
|-
!Neutral attack
!Neutral attack
| || 8% (base), 6% (tip) || Roy performs one single horizontal slash with his sword. Deals low damage and low knockback, even at the sweetspot.
| || 8% (sweetspot), 6% (sourspot) || Roy performs one single horizontal slash with his sword. Deals low damage and low knockback, even at the sweetspot.
|-
|-
!Forward tilt
!Forward tilt
| || 14% (base), 9% (tip) || Roy thrusts his sword forward, similar to his normal attack animation (like for many rapier-based Lords) in ''Binding Blade''. It has considerable range and power, with low start and end lag. Can be angled up or down.
| || 14% (sweetspot), 9% (sourspot) || Roy performs a forward stab his sword while taking a step forward. This move is similar to his normal attack animation (like for many rapier-based Lords) in ''Binding Blade''. It has considerable range and power, with low start and end lag. Can be angled up or down.
|-
|-
!Up tilt
!Up tilt
| || 12% (base), 9% (tip) || Roy swings his sword in an arc upwards and outwards over his head towards the direction he's facing. Low start and end lag, with decent knockback.
| || 12% (sweetspot), 9% (sourspot) || Roy swings his sword in an arc upwards and outwards over his head towards the direction he's facing. Low start and end lag, with decent knockback.
|-
|-
!Down tilt
!Down tilt
| || 12% (base), 10% (mid), 6% (tip) ||Same as Marth's. Roy thrusts his sword low. Low start lag with moderate end lag. Has great vertical knockback, which can lead into combos. The range can also prove great during neutral game spacing and edgeguarding.
| || 12% (close), 10% (mid), 6% (far) || Identical to Marth's, Roy crouches and jabs his sword briskly at the enemy's feet. Low start lag with moderate end lag. Has great vertical knockback, which can lead into combos. The range can also prove great during neutral game [[spacing]] and [[edgeguarding]].
|-
|-
!Dash attack
!Dash attack
| || 14% (base), 10% (tip) || Same as Marth's. Roy lunges forward and slashes his sword. Somewhat moderate start and end lag. Decent knockback and can lead into combos or dash dancing.
| || 14% (sweetspot), 10% (sourspot) || Identical to Marth's, Roy lunges forward and does a quick upward sweeping diagonal slash. Has somewhat moderate startup and ending lag. This move also has decent knockback and can lead into combos or [[Dash-dance|dash dancing]].
|-
|-
!Forward smash
!Forward smash
| || {{ChargedSmashDmgSSBM|20}} (base), {{ChargedSmashDmgSSBM|13}} (tip) ||Same as Marth's. A rotating one-handed slamming sword plunge to the ground. Low start lag with moderate end lag, great range, along with extreme knockback and damage near the base of the sword. However, near the tip of the sword, the knockback and damage are severely reduced. Roy's original primary finisher like in ''Melee''.
| || {{ChargedSmashDmgSSBM|20}} (sweetspot), {{ChargedSmashDmgSSBM|13}} (sourspot) || Identical to Marth's, Roy performs a rotating one-handed slamming sword plunge to the ground. This move has low start with moderate ending lag along with great range, with extreme damage and knockback near the base of the sword. However, near the tip of the sword, the knockback and damage are severely reduced. Roy's original primary finisher like in ''Melee''.
|-
|-
!Up smash
!Up smash
|Flame Sword|| {{ChargedSmashDmgSSBM|2}} (hits 1-4), {{ChargedSmashDmgSSBM|12}} (hit 5) ({{ChargedSmashDmgSSBM|20}} total) || An upward thrust above Roy's body. Low start up lag with high end lag, and decent vertical range. It traps opponents in for great damage, and can link into combos at low percentages. The tip can spike at the very first frames of the attack, as long as it doesn't link to another part. Causes a flame effect, should it hit.
| Flame Sword || {{ChargedSmashDmgSSBM|2}} (hits 1-4), {{ChargedSmashDmgSSBM|12}} (hit 5) || Roy thrusts his sword skyward as it ignites in flames. This move has low start up, but high ending lag with decent vertical range. This move traps opponents in for great damage, and can link into combos at low percentages. The tip of the sword can [[spike]] enemies at the very first frames of the attack, just as long as they don't link to another part of the sword. Causes a [[flame]] effect, should it hit.
|-
|-
!Down smash
!Down smash
| || {{ChargedSmashDmgSSBM|18}}/{{ChargedSmashDmgSSBM|14}} (clean base/tip), {{ChargedSmashDmgSSBM|14}}/{{ChargedSmashDmgSSBM|10}} (late base/tip) || A low outward slashing spin around Roy's body. Low start and end lag, with decent range and knockback. More powerful near the base of the sword, and causes flame effect if it connects.
| || {{ChargedSmashDmgSSBM|18}}/{{ChargedSmashDmgSSBM|14}} (clean sweetspot/sourspot), {{ChargedSmashDmgSSBM|14}}/{{ChargedSmashDmgSSBM|10}} (late sweetspot/sourspot) || A low outward slashing spin around Roy's body. This move has low start up and ending lag, with decent range and knockback. The move's more powerful near the base of the sword, and causes a flame effect if it connects.
|-
|-
!Neutral aerial
!Neutral aerial
| || 4% (hit 1), 10% (hit 2) || A full outward 360° spin 4 times with his sword held in both hands. Low start and end lag, with moderate landing lag. Two attacks may link together for decent damage, with relative knockback. Causes a flame effect if it connects.
| || 4% (hit 1), 10% (hit 2) || A full outward 360° spin four times with his sword extended with both hands. Two attacks may link together for decent damage, with relative knockback. Causes a flame effect if it connects.
|-
|-
!Forward aerial
!Forward aerial
| || 12% (base), 9% (tip) || Same as Marth's. A fast swipe in front of Roy. Low start lag with somewhat moderate end lag, and moderate landing lag. Sweetspot (middle of the sword) deals more damage than the sourspot. The sourspot (near the tip of the sword) causes relatively low damage, less than that of the sweetspot; ironically, the sourspot delivers more knockback than the sweetspot, making it the only move whose sourspot is technically stronger than its sweetspot. Often a main combo tool but can still be punished if used incorrectly.
| || 12% (sweetspot), 9% (sourspot) || Identical to Marth's, Roy does a quick swipe forward. Despite the sourspot dealing relatively less damage than that of the sweetspot, it ironically delivers more knockback, making it the only move whose sourspot is technically stronger than its sweetspot. Often a main combo tool, but can still be [[Punishment|punished]] if used incorrectly.
|-
|-
!Back aerial
!Back aerial
| || 16% (base), 11% (tip) || Similar to Ike, Roy performs a quick horizontal outward slash behind him. Can turn Roy around. Very low start lag, but very high end lag, with moderate landing lag. It is a decent tool for edge-guarding and gimping, though it is somewhat more difficult to connect due to the smaller, horizontal hitbox.
| || 16% (sweetspot), 11% (sourspot) || Similar to Ike's back aerial, Roy performs a quick horizontal outward slash behind him. It is a decent tool for edgeguarding and [[gimping]], though it is somewhat more difficult to connect due to the smaller, horizontal hitbox. Like Marth's back aerial, this move turns Roy around.
|-
|-
!Up aerial
!Up aerial
| || 12% (base), 8% (tip) ||Same as Marth's. An outward upward slash, causing Roy to somersault in a delay. Moderate start lag, high end lag, and moderate landing lag. The sweetspot has been given more knockback so Roy can execute better combos. However, his sourspot has lower damage and mediocre knockback.
| || 12% (sweetspot), 8% (sourspot) || Roy swipes his sword upwards, front to back, in a delayed backflip. The sweetspot has been given more knockback so Roy can execute better combos. However, the sourspot has lower damage and mediocre knockback. Closely identical to Marth's up aerial.
|-
|-
!Down aerial
!Down aerial
| || 18% (base), 12% (mid), 9% (tip) || Same as Marth's. An outward pendulum slash downwards. It has been changed from ''Melee'' drastically. Though it retains the same start lag, its ending and landing lag has been sped up. The middle of the blade is stronger, and its power is in between those of the sourspot and sweetspot. The sweetspot's knockback, positioned between Roy's head and his sword's hilt when the move is executed, has drastically been increased, making it better for edgeguarding; additionally, the sweetspot is no longer a [[meteor smash]], but a powerful, fiery [[spike]], which means it cannot be meteor canceled anymore, making it even more dangerous. However, other than a slight increase in damage, its sourspot has barely been changed.
| || 18% (body), 12% (blade), 9% (tip) || Identical to Marth's, Roy swipes his sword below via an outward wide slash. This move has been drastically changed from ''Melee''. Though it retains the same start up, its ending and landing lag has been sped up. The middle of the blade is stronger, and its power is in between those of the sourspot and sweetspot. The sweetspot's knockback, positioned between Roy's head and his sword's hilt when the move is executed, has drastically been increased, making it better for edgeguarding; additionally, the it is no longer a [[meteor smash]], but a powerful, fiery [[spike]], which means it cannot be meteor canceled, making it even more dangerous. However, other than a slight increase in damage, its sourspot has barely been changed.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
!Grab
!Grab
| || &mdash; || Roy attempts to grip to the opponent. The grab range has been noticeably increased. Low start and end lag.
| || &mdash; ||
|-
|-
!Pummel
!Pummel
| || 3% || Same as Marth's. Roy hits the opponent with his knee, causing decent damage.
| || 3% || Knees opponent.
|-
|-
!Forward throw
!Forward throw
| || 5% ||Same as Marth's. Roy throws the opponent at blinding speed. Low start and end lag, and can link into combos or chain grabs at moderate percentages. Can also lead into other attacks, like his Forward smash, for example.
| || 5% || Roy throws the opponent forward at blinding speed. This throw can link into combos or chain grab at moderate percentages. Can also lead into other attacks, like his forward smash, for example.
|-
|-
!Back throw
!Back throw
| || 5% ||Same as Marth's. Roy throws the opponent at blinding speed backwards. Low start and end lag, but unlike his forward throw, cannot link into combos at low percentages as easily. However, it can link into various attacks.
| || 5% || Roy flings the opponent behind him. Unlike his forward throw, this throw cannot link into combos at low percentages as easily. However, it can link into various attacks.
|-
|-
!Up throw
!Up throw
| || 5% ||Same as Marth's. Roy tosses the opponent upwards. Low start and end lag. Great for chaingrabs and combos.
| || 5% || Roy tosses the opponent upwards with one hand. Great for chaingrabs and combos.
|-
|-
!Down throw
!Down throw
| || 6% ||Same as Marth's. Roy throws the opponent down in a "V" shape. Moderate start and end lag, decent knockback and can link into his forward smash.
| || 6% || Roy slams the opponent onto the floor. Has decent knockback and can link into his forward smash.
|-
|-
!Floor attack (front)
!Floor attack (front)
| || 6% ||Same as Marth's. Slashes from back to front.
| || 6% || Roy sweeps his sword on the ground, front to back.
|-
|-
!Floor attack (back)
!Floor attack (back)
| || 6% || Same as Marth's. Slashes from back to front.
| || 6% || Roy performs a quick stab to the left followed by a horizontal slash to the right.
|-
|-
!Floor attack (trip)
!Floor attack (trip)
| || 5% ||Same as Marth's. Slashes from back to front.
| || 5% || Roy gets up and does a stab on one side followed by a horizontal slash on the other side.
|-
|-
!Edge attack (fast)
!Edge attack (fast)
| || 8% (sword), 6% (body) ||Same as Marth's. Gets up and slashes downward, similar to his Forward Smash.
| || 8% (sword), 6% (body) || Roy flips onto the stage with a quick diagonal slash downwards.
|-
|-
!Edge attack (slow)
!Edge attack (slow)
| || 10% ||Same as Marth's. Gets up swings his sword over his head.
| || 10% || Roy slowly climbs up and performs a quick horizontal slice.
|-
|-
!Neutral special
!Neutral special
| [[Flare Blade]] || 10-40%, 50% (fully charged) || Similar to Marth's [[Shield Breaker]], Roy charges his sword for a powerful overhead slash, which can cause a flame effect. The power of the attack increases the longer it is held, with an powerful explosion effect occurring if the charge is complete, which can also break shields. However, the explosion damages Roy 10% in the process.
| [[Flare Blade]] || 10-45%, 50% (fully charged) || Similar to Marth's [[Shield Breaker]], Roy holds the Sword of Seals over his head before doing a powerful overhead slash, which can cause a flame effect. This move can be charged, with the damage of the attack increasing the longer the special button is held. When fully charged, Roy slams his sword on the ground and produces a powerful explosion that can break [[shield]]s and deals a ton of damage and knockback, being able to [[one-hit KO]] almost any character. However, Roy receives 10% recoil damage in the process.
|-
|-
!Side special
!Side special
| [[Double-Edge Dance]] || 5%/4% (1st hit/tip); 6%/4% (2nd hit/tip); 10%/8% (3rd hit clean/tip)(high), 7%/5% (3rd hit late/tip)(high), 10%/8% (3rd hit/tip) (mid), 3% (3rd hit 1-3)(hits 1-3)(low), 5% (3rd hit)(hit 4)(low); 11%/10% (4th hit/tip)(high), 13%/10% (4th hit/tip)(mid), 3% (4th hit)(hits 1-4)(low), 5% (4th hit)(hit 5)(low), 12% (4th hit)(back) || Roy performs a sideways slash attack, and can follow up with 3 different variations for a total of 4 strikes. He can also perform a reverse strike, attacking from the opposite direction. The third and fourth strikes have significant differences between each variation, allowing for Roy to adjust the attack based on the situation. The animations of each strike have been drastically changed, with Roy mostly holding the Sword of Seals with both hands. His 4th upward strike resembles Marth's version of Dancing Blade from ''Brawl'', and the 4th downward strike is based {{s|wikipedia|Sol Badguy}}'s Gun Flame attack (as well as his Order-Sol self's Fafnir Prototype version) from ''{{s|wikipedia|Guilty Gear}}.''
| [[Double-Edge Dance]] || Varies || A sequence of sword maneuvers with several variations based on the direction the [[control stick]] is held.
|-
|-
!Up special
!Up special
| [[Blazer]] || 5%/3% (hit 1/tip), 2% (hits 2-6), 4% (hit 7) (19%/17% total) || Roy soars upwards with his flaming sword, burning opponents within his reach. Similar to Marth's [[Dolphin Slash]], though noticeably different in that it hits multiple times, is slower, and has significant hang time, giving Roy somewhat of an advantage against impromptu [[Edge-guarding|edge-guard]] attempts. The move's animation in Project M has been modified as a reference to the Ryuuenjin (Dragon Flame Blade) used by [[Zero (Mega Man)|Zero]] in ''[[Mega Man (universe)|Mega Man]] X4'' and [[Capcom]]'s ''Vs.'' series of games.
| [[Blazer]] || 5%/3% (hit 1 sweetspot/sourspot), 2% (hits 2-6), 4% (hit 7) || Roy soars upwards with his sword engulfed in flames, burning opponents within his reach. Similar to Marth's [[Dolphin Slash]], though noticeably different in that it hits multiple times, is slower, and has significant hang time, giving Roy somewhat of an advantage against impromptu [[Edge-guarding|edge-guard]] attempts. The move's animation in Project M has been modified as a reference to the Ryuuenjin (Dragon Flame Blade) used by [[Zero (Mega Man)|Zero]] in ''[[Mega Man (universe)|Mega Man]] X4'' and [[Capcom]]'s ''Vs.'' series of games.
|-
|-
!Down special
!Down special
| [[Counter]] || x1.5 of countered move, 1% minimum || Roy briefly flashes while entering a stance, allowing him to counterattack within the first few frames of animation. Opponents that attack Roy will be struck back with more damage dealt to them. Moderate start lag with high end lag, and slows Roy down in mid-air. At the sweetspot, near the base, there is a chance that the opponent may go into an upside-down "V" when hit, however, this doesn't happen at the sourspot. It also causes a flame effect.
| [[Counter]] || 1.5x damage of countered move (min 1%) || Roy briefly flashes while entering a defensive stance, allowing him to counterattack within the first few frames of animation with a fiery slash. Opponents that attack Roy will be struck back with 1.5x the damage the attack would have normally dealt. Performing this move slows Roy's descent while airborne. At the sweetspot, near the base, there is a chance that the opponent may go into an upside-down "V" when hit. However, this doesn't happen at the sourspot.
|-
|-
!Final Smash
!Final Smash
| [[Critical Hit]] || 20% (hit 1), 1% (hits 2-41), 20% (hit 42) (80% total) || Roy starts his attack similarly to Marth's, where he brings his blade back and charges. However, unlike Marth's version, he unleashes a large column of fire, which is strikingly similar to [[Entei]]'s Fire Spin attack. Usually a [[One-hit KO]]. Like Marth, using it in the air without any intervening terrain will cause Roy to self-destruct (which can be avoided by pressing an attack button). The Final Smash is somewhat cinematic, causing the camera to focus directly on to Roy if he connects the attack.
| [[Critical Hit]] || 20% (hit 1), 1% (hits 2-41), 20% (hit 42) || Roy starts his attack similarly to Marth's, where he brings his blade back and charges. However, unlike Marth's version, he unleashes a large column of fire, which is strikingly similar to [[Entei]]'s Fire Spin attack. Usually a [[one-hit KO]]. Like Marth, using it in the air without any intervening terrain will cause Roy to self-destruct (which can be avoided by pressing an attack button). The Final Smash is somewhat cinematic, causing the camera to focus directly on to Roy if he connects the attack.
|}
 
{|class="wikitable"
|+Double-Edge Dance
! Hit
! Damage
! Description
|-
| First Hit (Neutral) || 5% (sweetspot), 4% (sourspot) || Does a downwards slash that deals little knockback; incapable of KOing.
|-
| Second Hit (Up) || 6% (sweetspot), 4% (sourspot) || Does an upwards slash. Has a little more knockback then the first slash, but still cannot KO at high percents.
|-
| Second Hit (Neutral) || 6% (sweetspot), 4% (sourspot) || Does horizontal slash forwards. The knockback of this move has been increased from ''Melee''.
|-
| Third Hit (Up) || Clean: 9% (sweeetspot), 7% (sourspot)<br/>Late: 6% (sweetspot), 4% (sourspot) || Does a downwards vertical slash. At the beginning of the move, the sweetspot [[meteor smash]]es opponents while the sourspot [[spike]]s them.
|-
| Third Hit (Neutral) || 9% (sweetspot), 7% (sourspot) || Spins once and does an upwards slash.
|-
| Third Hit (Down) || 3% (hits 1-3), 4% (hit 4) || Stabs his sword at the ground, dealing multiple [[flame]] damage.
|-
| Fourth Hit (Up) || 10% (sweetspot), 8% (sourspot) || Does a powerful upper slash. Deals flame damage. Closely resembles Marth's upward strike from ''Brawl''.
|-
| Fourth Hit (Neutral) || 12% (sweetspot), 9% (sourspot) || Spins and swings his sword at the ground. Deals flame damage.
|-
| Fourth Hit (Down) || 3% (hits 1-5) || Holds his sword in a reverse grip and thrusts it downwards, dealing multiple flame damage. Based on {{s|wikipedia|Sol Badguy}}'s Gun Flame attack (as well as his Order-Sol self's Fafnir Prototype version) from ''{{s|wikipedia|Guilty Gear}}.''
|-
| Fourth Hit (Back) || 11% (sweetspot), 9% (sourspot) || Turns around and thrusts his sword forward.
|}
|}


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