Roy (SSBU): Difference between revisions

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→‎Changes from Super Smash Bros. 4: PM-based misconception(?) Definitely does not auto cancel from short hop in Melee.
(→‎Changes from Super Smash Bros. 4: PM-based misconception(?) Definitely does not auto cancel from short hop in Melee.)
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Some of Roy's useful buffs are also direct. Moves like his dash attack, forward tilt, forward, back and up aerials, and [[Double-Edge Dance]] have increased power, significantly increasing his options at higher percentages and further toning down his trouble at KOing. Furthermore, KO confirms with his neutral attack and the first hit of neutral aerial or a sourspotted up aerial have become much more consistent and reliable. A small amount of his moves have also had their hitbox placements improved, which is notable in his forward smash and Double-Edge Dance, the former of which can now hit opponents in the lower platforms of {{SSBU|Battlefield}}.
Some of Roy's useful buffs are also direct. Moves like his dash attack, forward tilt, forward, back and up aerials, and [[Double-Edge Dance]] have increased power, significantly increasing his options at higher percentages and further toning down his trouble at KOing. Furthermore, KO confirms with his neutral attack and the first hit of neutral aerial or a sourspotted up aerial have become much more consistent and reliable. A small amount of his moves have also had their hitbox placements improved, which is notable in his forward smash and Double-Edge Dance, the former of which can now hit opponents in the lower platforms of {{SSBU|Battlefield}}.
His air game in general has improved due to improvements to all his aerials: forward aerial can now auto-cancel in a short hop like in ''Melee'' and has received knockback and angle adjustments that make it better for both combos and KOs, neutral, back and up aerials are stronger (the lattermost of which can now KO reliably), and down aerial has larger sweetspots.
His air game in general has improved due to improvements to all his aerials: forward aerial can now auto-cancel in a short hop and has received knockback and angle adjustments that make it better for both combos and KOs, neutral, back and up aerials are stronger (the lattermost of which can now KO reliably), and down aerial has larger sweetspots.


However, while Roy has received comparatively few nerfs during the transition, a few of them are significant. His forward and down throws have less followups and combo potential due to the former's increased ending lag and the latter's increased knockback. Blazer now needs to travel half its maximum distance before it can sweetspot ledges and also deals less knockback, reducing its use as a KO option. Finally, Roy still has some of his flaws from past games, such as mediocre offstage survivability, a vulnerability to combos, and an ineffective spacing game.
However, while Roy has received comparatively few nerfs during the transition, a few of them are significant. His forward and down throws have less followups and combo potential due to the former's increased ending lag and the latter's increased knockback. Blazer now needs to travel half its maximum distance before it can sweetspot ledges and also deals less knockback, reducing its use as a KO option. Finally, Roy still has some of his flaws from past games, such as mediocre offstage survivability, a vulnerability to combos, and an ineffective spacing game.
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