Roy (SSB4): Difference between revisions

mNo edit summary
Line 184: Line 184:
|uairname= 
|uairname= 
|uairdmg=9%/6% (sweetspot/sourspot)
|uairdmg=9%/6% (sweetspot/sourspot)
|uairdesc=A backflipping upward arcing slash. The weakest of Roy's aerials in terms of damage and knockback, but its large arc and speed makes it suitable for juggling and/or combos. Also his fastest aerial, starting at 5 frames (the same as his jab). Due to Roy's falling speed, a short hopped up aerial's hitbox still stays active once Roy lands, allowing a late hit to connect against grounded opponents. This late hit can also combo into most of his ground moves at low percents.
|uairdesc=A backflipping upward arcing slash. The weakest of Roy's aerials in terms of damage and knockback, but its large arc and speed makes it suitable for juggling and/or combos. Also his fastest aerial, starting at frame 5 (the same as his jab). Due to Roy's falling speed, a short hopped up aerial's hitbox still stays active once Roy lands, allowing a late hit to connect against grounded opponents. This late hit can also combo into most of his ground moves at low percents.
|dairname= 
|dairname= 
|dairdmg=15%/10% (sweetspot/sourspot)
|dairdmg=15%/10% (sweetspot/sourspot)
Line 195: Line 195:
|fthrowname= 
|fthrowname= 
|fthrowdmg=5%
|fthrowdmg=5%
|fthrowdesc=A one-handed body slam. Has low ending lag and low knockback, allowing it to combo into a neutral attack or forward tilt at low percents and a dash attack at medium percents. However, this loses effectiveness at medium-high percents, as opponents will be able to tech and roll away. It sometimes combos into up smash if the opponent does not react. Also works very well as a setup to his neutral aerial, which when hit, can extend into even more combos.
|fthrowdesc=Does a spin and flings the opponent forwards. Has low ending lag and low knockback, allowing it to combo into a neutral attack or forward tilt at low percents and a dash attack at medium percents. However, this loses effectiveness at medium-high percents, as opponents will be able to tech and roll away. It sometimes combos into up smash if the opponent does not react. Also works very well as a setup to his neutral aerial, which when hit, can extend into even more combos.
|bthrowname= 
|bthrowname= 
|bthrowdmg=5%
|bthrowdmg=5%
|bthrowdesc=Trips the opponent over his leg. Very weak diagonal knockback that sends the opponent slightly above his head even at high percentages. If the opponent does not expect it, this can lead into down aerial at low percents or a back aerial for a KO at high percents near the ledge, though the latter requires good timing.
|bthrowdesc=Trips the opponent over his leg. Very weak diagonal knockback that sends the opponent slightly above his head even at high percentages. Low hitstun like his other throws, but its angle allows Roy to read the opponent's reaction and capitalize on it. If the opponent does not expect it, this can lead into down aerial at low percents or a back aerial for a KO at high percents near the ledge, though the latter requires good timing.
|uthrowname= 
|uthrowname= 
|uthrowdmg=6%
|uthrowdmg=6%
|uthrowdesc=Flings the opponent upward with his free hand. Like Marth and Lucina, this is Roy's only KO throw, which starts taking stocks at very high percents at around 170%.
|uthrowdesc=A powerful upward throw with his free hand. Like Marth and Lucina, this is Roy's only KO throw, which starts taking stocks at very high percents at around 170%.
|dthrowname= 
|dthrowname= 
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=A one-handed body slam. Good combo potential, as it launches the opponent directly above Roy. This is made better by the fact that it has low base knockback and low knockback growth. However, its hitstun is lackluster making it unreliable on floaty characters and other characters above low percents. True combos into Blazer on most characters until medium percents. At low percents it combos into up tilt, forward tilt, and neutral attack. If the opponent does not react, stringing a combo into neutral attack may lead into another grab.
|dthrowdesc=Slams the opponent against the ground. Good combo potential, as it launches the opponent directly above Roy. This is made better by the fact that it has low base knockback and low knockback growth. However, its hitstun is lackluster making it unreliable on floaty characters and other characters above low percents. True combos into Blazer on most characters until medium percents. At low percents it combos into up tilt, forward tilt, and neutral attack. If the opponent does not react, stringing a combo into neutral attack may lead into another grab.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
6,729

edits