Roy (SSB4): Difference between revisions

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However, Roy is greatly hindered by a slew of flaws. While his hilt mechanic is one of his greatest strengths, it also forces him to fight extremely close to his opponent in order to be utilized to its fullest. This is made unsafe by his [[range]] being decidedly short for a sword fighter, resulting in a whiffed move on Roy's part leaving him heavily open to [[punishment]]. His moves have high ending lag, and so when combined with his need to fight close, Roy cannot space out his opponents as effectively as other sword-wielding characters, while also being unable to safely rush down his foes. He also suffers from a predictable approach despite his good mobility, since he has no quick options with which to close in and pressure the opponent outside of his neutral aerial, and this is made worse by his lack of a projectile. His very fast air speed is offset by his very slow air acceleration, making his aerial approach highly committal in general, much like {{SSB4|Ryu}}'s.  
However, Roy is greatly hindered by a slew of flaws. While his hilt mechanic is one of his greatest strengths, it also forces him to fight extremely close to his opponent in order to be utilized to its fullest. This is made unsafe by his [[range]] being decidedly short for a sword fighter, resulting in a whiffed move on Roy's part leaving him heavily open to [[punishment]]. His moves have high ending lag, and so when combined with his need to fight close, Roy cannot space out his opponents as effectively as other sword-wielding characters, while also being unable to safely rush down his foes. He also suffers from a predictable approach despite his good mobility, since he has no quick options with which to close in and pressure the opponent outside of his neutral aerial, and this is made worse by his lack of a projectile. His very fast air speed is offset by his very slow air acceleration, making his aerial approach highly committal in general, much like {{SSB4|Ryu}}'s.  


Roy's combo game is dangerous early on, with his follow-ups being strong and versatile at low percents. He has many decent combo starters, like his neutral attack, neutral aerial, up aerial, down throw and forward throw. However, unlike Marth, the sourspots of Roy's moves are not as reliable at creating combos; although they are still possible to perform, the sourspots require a lot of emphasis on precision in Roy's combos and can cause them to quickly lose their effectiveness. The high ending lag of Roy's moves and the low [[hitstun]] of his forward and down throws, the former of which is further compounded by the fact that most opponents can reliably tech out of its follow-ups, all hinder Roy by opening holes in his combo game due to them occasionally making it so that he has to attempt to [[read]] what his opponent will do. While Roy can combo decently past medium percents and up to high percents, but most of these combos are limited.
Roy's combo game is dangerous early on, with his follow-ups being strong and versatile at low percents. He has many decent combo starters, like his neutral attack, neutral aerial, up aerial, down throw and forward throw. However, unlike Marth, the sourspots of Roy's moves are not as reliable at creating combos; although they are still possible to perform, the sourspots require a lot of emphasis on precision in Roy's combos and can cause them to quickly lose their effectiveness. The high ending lag of Roy's moves and the low [[hitstun]] of his forward and down throws, the former of which is further compounded by the fact that most opponents can reliably tech out of its follow-ups, all hinder Roy by opening holes in his combo game due to them occasionally making it so that he has to attempt to [[read]] what his opponent will do. While Roy can combo decently past medium percents and up to high percents, most of these combos are limited.


In spite of his high maneuverability, Roy's [[recovery]] is somewhat notorious for its ineffectiveness. Although Blazer offers excellent protection, can be angled, and grants decent horizontal distance, it gives little vertical recovery and can be easily predicted. When combined with his high falling speed, this leaves him highly susceptible to meteor smashes, while even a sufficiently strong [[semi-spike]] can launch him too far away to recover. Additionally, players unaccustomed to his falling speed will quickly find that any misused aerial off-stage will send him too far off-stage to recover.
In spite of his high maneuverability, Roy's [[recovery]] is somewhat notorious for its ineffectiveness. Although Blazer offers excellent protection, can be angled, and grants decent horizontal distance, it gives little vertical recovery and can be easily predicted. When combined with his high falling speed, this leaves him highly susceptible to meteor smashes, while even a sufficiently strong [[semi-spike]] can launch him too far away to recover. Additionally, players unaccustomed to his falling speed will quickly find that any misused aerial off-stage will send him too far off-stage to recover.
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