Roy (SSB4): Difference between revisions

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*{{buff|Back aerial deals 3% more damage (9%/6% → 12%/9%) and has increased knockback scaling (70 → 100), improving its KO potential. It also autocancels earlier (frame 34 → 32).}}
*{{buff|Back aerial deals 3% more damage (9%/6% → 12%/9%) and has increased knockback scaling (70 → 100), improving its KO potential. It also autocancels earlier (frame 34 → 32).}}
*{{buff|Up aerial's duration is longer (5 frames → 7) and its sweetspot has increased knockback (20 (base)/70 (scaling) → 40/80), improving its juggling potential.}}
*{{buff|Up aerial's duration is longer (5 frames → 7) and its sweetspot has increased knockback (20 (base)/70 (scaling) → 40/80), improving its juggling potential.}}
*{{buff|Roy has a new down aerial, a two-handed downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. Compared to the previous down aerial, it deals more damage (6%/9% → 10%/15%), has more vertical range, its sweetspot is easier to land, and its sourspot has KO potential against grounded opponents. Altogether, these traits make it better at KOing.}}
*{{buff|Roy has a new down aerial, a two-handed downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. Compared to the previous down aerial, it deals more damage (6%/9% → 10%/15%), has more vertical range, its sweetspot is easier to land, and its sourspot has KO potential against grounded opponents. It also has higher knockback (40 (base)/70 (scaling) → 20/30 (base)/90 (scaling)) compared to the previous down aerial, improving its KO potential.}}
*{{change|Down aerial has different knockback (40 (base)/70 (scaling) → 20/30 (base)/90 (scaling)) compared to the previous down aerial.}}
*{{nerf|Down aerial has less horizontal range, more start-up lag, and a shorter duration (4 frames → 2) compared to the previous down aerial.}}
*{{nerf|Down aerial has less horizontal range, more start-up lag, and a shorter duration (4 frames → 2) compared to the previous down aerial.}}
*{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] makes down aerial significantly better at meteor smashing compared to the previous down aerial.}}
*{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] makes down aerial significantly better at meteor smashing compared to the previous down aerial.}}
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*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Double-Edge Dance's last downward hits' shield pressuring potential.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Double-Edge Dance's last downward hits' shield pressuring potential.}}
*{{change|Double-Edge Dance's animation has changed. The slashes are now identical to [[Dancing Blade]] from ''Brawl''.}}
*{{change|Double-Edge Dance's animation has changed. The slashes are now identical to [[Dancing Blade]] from ''Brawl''.}}
*{{buff|[[Blazer]] deals 3.62% more damage (13.18% → 16.8%) and its last hit has increased knockback (10 (base)/100 (scaling) → 40/130), improving its KO potential. It also has lingering hitboxes at its end, and can be reversed before start-up. Altogether, these changes improve its safety.}}
*{{buff|[[Blazer]] deals 3.62% more damage (13.18% → 16.8%) and its last hit has increased knockback (10 (base)/100 (scaling) → 40/130), improving its KO potential. It also has lingering hitboxes at its end, and can be reversed before start-up. It also travels more horizontal distance and the grounded version received more intangibility frames on start-up.}}
*{{change|Blazer covers significantly more horizontal distance near its peak, but covers less vertical distance. This improves its horizontal recovery potential, but hinders its vertical recovery potential.}}
*{{nerf|Blazer travels less vertical distance.}}
*{{buff|Grounded Blazer has received more intangibility frames on start-up.}}
*{{change|Blazer's first hit has significantly decreased set knockback (200 → 160/120). This makes its hits connect together better, but removes its one-hit KO potential against the lightest characters.}}
*{{change|Blazer's first hit has significantly decreased set knockback (200 → 160/120). This makes its hits connect together better, but removes its one-hit KO potential against the lightest characters.}}
*{{change|Blazer's animation has slightly changed. Roy now performs the jumping slash while holding the Sword of Seals in a reverse grip.}}
*{{change|Blazer's animation has slightly changed. Roy now performs the jumping slash while holding the Sword of Seals in a reverse grip.}}