Roy (SSB4)/Neutral attack: Difference between revisions
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[[File:RoyNeutralAttackSSB4.jpg|270px|thumb|right]] | [[File:RoyNeutralAttackSSB4.jpg|270px|thumb|right]] | ||
==Overview== | ==Overview== | ||
{{SSB4|Roy}}'s neutral attack is an upwards slash in reverse-grip, ending at shoulder height. It easily combos into itself and his forward tilt at low percentages, and other moves like neutral aerial and Blazer at higher percentages, depending on the opponent's DI. Roy's neutral attack is a pivotal part to his metagame as its angle allows for easy follow-ups and comes out very quick. On some fastfallers, downthrow-jab-regrab can work at low percents, among other possible setups. | {{SSB4|Roy}}'s neutral attack is an upwards slash in reverse-grip, ending at shoulder height. It easily combos into itself and his forward tilt at low percentages, and other moves like neutral aerial and Blazer at higher percentages, depending on the opponent's DI. Roy's neutral attack is a pivotal part to his metagame as its angle allows for easy follow-ups and comes out very quick. If a well spaced aerial is followed with it, the aerial is usually safe due to the speed beating the opponents punish option. On some fastfallers, downthrow-jab-regrab can work at low percents, among other possible setups. | ||
==Hitbox properties== | ==Hitbox properties== |
Revision as of 23:44, September 6, 2017
Overview
Roy's neutral attack is an upwards slash in reverse-grip, ending at shoulder height. It easily combos into itself and his forward tilt at low percentages, and other moves like neutral aerial and Blazer at higher percentages, depending on the opponent's DI. Roy's neutral attack is a pivotal part to his metagame as its angle allows for easy follow-ups and comes out very quick. If a well spaced aerial is followed with it, the aerial is usually safe due to the speed beating the opponents punish option. On some fastfallers, downthrow-jab-regrab can work at low percents, among other possible setups.
Hitbox properties
Timing
All data is measured in frames.
Phase | Length |
---|---|
Startup | 4 |
Hitbox Active | 3 |
Endlag | 15 |
|