Roy (SSBU)/Up special: Difference between revisions
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Raul Retana (talk | contribs) m (Added update history and rehit rate) |
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It is also one of Roy's only effective methods of [[recovery]], with the ability to be angled to aid in mixups or optimally reaching the [[ledge]]. The hitboxes also add a degree of protection to the recovery, making it slightly harder to intercept. However, it is still noticeably poor for this, with Roy relying heavily on his [[midair jump]] to get back. As such, he remains very vulnerable to [[gimp]]s. Angling the recovery reduces its vertical distance as well, further increasing Roy's reliance on the jump for this move's success. | It is also one of Roy's only effective methods of [[recovery]], with the ability to be angled to aid in mixups or optimally reaching the [[ledge]]. The hitboxes also add a degree of protection to the recovery, making it slightly harder to intercept. However, it is still noticeably poor for this, with Roy relying heavily on his [[midair jump]] to get back. As such, he remains very vulnerable to [[gimp]]s. Angling the recovery reduces its vertical distance as well, further increasing Roy's reliance on the jump for this move's success. | ||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | |||
*{{buff|Blazer's hits connect more reliably.}} | |||
==Hitboxes== | ==Hitboxes== | ||
===Grounded=== | ===Grounded=== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1| | ! {{rollover|Rehit rate|If not 0, hits again every X frames|y}} | ||
{{HitboxTableTitle|Hit 1|25}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 43: | Line 47: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Multihits| | |0 | ||
{{HitboxTableTitle|Multihits|25}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=1.1% | |damage=1.1% | ||
|angle=367 | |angle=367 | ||
Line 65: | Line 69: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
|3 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=1.1% | |damage=1.1% | ||
|angle=367 | |angle=367 | ||
Line 86: | Line 90: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Final hit| | |3 | ||
{{HitboxTableTitle|Final hit|25}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 108: | Line 113: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
|0 | |||
{{HitboxTableRowNote|Hit 1 and the multihits use weight-independent knockback.|25}} | |||
|} | |} | ||
===Aerial=== | ===Aerial=== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1| | ! {{rollover|Rehit rate|If not 0, hits again every X frames|y}} | ||
{{HitboxTableTitle|Hit 1|25}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 132: | Line 140: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Multihits| | |0 | ||
{{HitboxTableTitle|Multihits|25}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=1.0% | |damage=1.0% | ||
|angle=367 | |angle=367 | ||
Line 154: | Line 162: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
|3 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=1.0% | |damage=1.0% | ||
|angle=367 | |angle=367 | ||
Line 175: | Line 183: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Final hit| | |3 | ||
{{HitboxTableTitle|Final hit|25}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 197: | Line 206: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
|0 | |||
{{HitboxTableRowNote|Hit 1 and the multihits use weight-independent knockback.|25}} | |||
|} | |} | ||
==Timing== | ==Timing== |
Revision as of 06:25, July 29, 2020
Roy Up Special Hitbox Visualizations | |
---|---|
Grounded | |
Aerial | |
Overview
Roy rises up with the sword held backwards to perform Blazer. While it lacks in KO potential, it has super armor and a frame of intangibility on startup when grounded, making it an effective out of shield option. However, it is possible to be grabbed out of it like with any move with armor. The KO potential can be improved if Roy has the support of platforms or if the opponent is near the upper blast zone in general.
It is also one of Roy's only effective methods of recovery, with the ability to be angled to aid in mixups or optimally reaching the ledge. The hitboxes also add a degree of protection to the recovery, making it slightly harder to intercept. However, it is still noticeably poor for this, with Roy relying heavily on his midair jump to get back. As such, he remains very vulnerable to gimps. Angling the recovery reduces its vertical distance as well, further increasing Roy's reliance on the jump for this move's success.
Update History
- Blazer's hits connect more reliably.
Hitboxes
Grounded
Aerial
Timing
Super Armor (grounded only) | 4-8, 10 |
---|---|
Intangible | 9 |
Hit 1 | 9 |
Multihits | 11-19 |
Final hit | 20-21 |
Animation length | 49 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||
Grounded | |||||||||||||||||||||||||||||||||||||||||||||||||
Aerial |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Armour |
|