Characters |
Description |
Latest version
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Continues to use forward throw and back throw at percents where up throw would be capable of KOing a fighter.
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8.1.0
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Spams Bouncing Fish as an approach option onstage rather than for combos or edgeguarding, leaving herself easily punished very often.
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Never uses aerial Needles as an edgeguarding or combo tool.
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Uses Burst Grenade at inappropriate times onstage, becoming extremely vulnerable as she sometimes even holds the wire even if the opponent is near her.
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Never uses Burst Grenade to edgeguard opponents or deter them as she lands towards the ledge.
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Forgets that she can still extend her recovery with Bouncing Fish even without a double jump.
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Fails to utilize drag-down up aerial to extend combos or set up KOs.
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Fails to recognize her own grab range, often whiffing her standing and dash grab due to grabbing without getting close enough to the opponent.
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Fails to connect Bouncing Fish from a late back or neutral aerial for a KO confirm.
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Fails to follow up forward aerial with Bouncing Fish even at lower percents.
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Fails to follow up forward tilt with RAR back aerial at lower percents, and with up aerial or Vanish at high percents for a KO.
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Fails to follow up tipper down tilt with an up smash for a KO.
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Attempts to combo with up throw instead of down throw.
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Fails to follow up forward throw with Bouncing Fish.
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Fails to follow up back throw with back aerial or Bouncing Fish.
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Prefers using forward aerial over more effective attacks such as neutral or back aerial for edgeguarding.
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Uses Vanish at inappropriate times onstage instead of only at the ledge or in the air as a KO setup.
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Often retreats back to the ledge instead of fully finishing a combo (such as on stages like Town and City) or edgeguard even if she would have been able to recover anyway.
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Never combos neutral or forward aerial into a grab or tilt at low percents.
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Never chases opponents at low to mid percents to follow up with a tilt or aerial to extend combos.
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Uses up tilt on grounded opponents instead of aerial ones, also fails to combo into Bouncing Fish with it.
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Uses dash attack randomly as an approach option instead of as a combo finisher or coverage tool.
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Fails to 2-frame recoveries or punish ledge-stalling opponents with down tilt or down aerial.
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Fails to cover ledge get-up options with lingering moves such as neutral or back aerial.
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Fails to combo off of neutral attack beyond very low percents, using random tilts or smash attacks without getting close to the opponent.
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Fails to punish shield breaks with Flare Blade, instead uses a randomly chosen smash attack and often allowing the opponent to survive what would have been a guaranteed KO.
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Uses up throw more often than down throw for combos, never uses up throw to kill and instead uses back throw when the opponent is at KO percent.
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Will always use an uncharged Flare Blade rather than the appropriate edgeguarding/KO move when the opponent is near the ledge, often failing to hit recovering/landing opponents and often getting punished afterwards.
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Fails to string consecutive neutral/forward aerials even when the opponent is at low percent.
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Struggles to perform short hop neutral aerials, more often than not uses rising full hop neutral aerials and becoming very vulnerable afterwards.
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Fails to buffer side special, often allowing the opponent to escape or get hit by the last swing's of Roy's sourspot; will also often use the last upward swing rather than forward swing even if the opponent is at KO percent, allowing them to survive what would've been a KO.
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Uses Blazer and down aerial at inappropriate times onstage, becoming very prone to punishment.
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Fails to use Counter to punish even the most predictable of recoveries and the slowest of charged smash attacks, often getting hit or KO'd by them.
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Fails to hit opponents with up tilt and up smash when they are above him (such as when they are on a platform), instead using forward tilt or forward smash repeatedly despite repeatedly whiffing and becoming very vulnerable to punishment.
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Fails to edgeguard opponents with forward aerial, back aerial, and down aerial even if the opponent is fully vulnerable; when Roy does attack offstage, they often whiffs a neutral aerial or saves the opponent with it or an up aerial.
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Fails to recognize his own grab range, often whiffing dash grab due to grabbing before getting close enough to the opponent.
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Will randomly use Mach Tornado and then drift offstage and SD with it.
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Never tries to angle and follow opponents with Guided Robo Beam at all, making it extremely easy to avoid.
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Will repeatedly attempt to summon a Wild Gunman even when one is already present.
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