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Roy (SSBM)/Neutral special

< Roy (SSBM)
Revision as of 19:59, March 17, 2020 by Super64 (talk | contribs)
Hitbox visualization showing Flare Blade.
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Overview

Hitboxes

  • L: number of charging loops completed, from 0 to 7*
ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Not fully charged
0 0 6+(8*L) +1   40 110 0 3.906 78 5.4684 0.0 0.0             Burn
1 0 6+(8*L) +1   40 110 0 4.2966 78 2.7342 0.0 0.0             Burn
2 0 6+(8*L) +1   40 110 0 2.7342 73 0.0 0.0 0.0             Burn
3 0 6+(8*L) +1   40 110 0 3.04668 27 0.0 0.0 0.0             Burn
Fully charged
0 0 50 +30   50 83 0 4.6872 76 0.0 3.906 5.859             Burn
1 0 50 +30   50 83 0 4.6872 71 0.0 3.906 13.671             Burn
2 0 50 +30   50 83 0 4.6872 25 0.0 3.906 21.483             Burn

* Releasing the charge between the final frame of a loop and the starting frame of the next counts as completing that loop. As a result, there is only a one-frame window to release a charge made of four loops, due to the attack automatically reaching and using full charge afterwards - though unlike similar moves, there is no practical advantage to doing do, as the "just under fully charged" attack does 1 less damage and equal knockback compared to the fully charged attack.

Resulting charge levels

Charge level Charge time (frames) Damage Damage to shields (blade/tip)
1 (uncharged) 0-29 6% 5.2%
2 30-59 11% 8.7%
3 60-89 16% 12.2%
4 90-119 21% 15.7%
5 120-149 26% 19.2%
6 150 31% 22.7%
7 180 36% 26.2%
8 210 41% 29.7%
9 (fully charged) 211 50% 65%

Timing

Uncharged

Hitbox 16-21
Animation length 44
                                                                                       

Charged

Charge loop 12-41
Hitbox [release+5]-[release+10]
Animation length [release+33]
                                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point