Roy Up Special Hitbox Visualizations
Grounded
RoyBlazerGroundedSSBU.gif
Aerial
RoyBlazerAerialSSBU.gif

OverviewEdit

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 HistoryEdit

  3.0.0

  •   Blazer's hits connect more reliably.

HitboxesEdit

GroundedEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
0 0 0 5.5% 0   Standard 0 100 120   5.1 top 0.0 11.0 to 7.0 10.0 1.0× 1.0× 0%               Fire   All All            
Multihits
0 0 3 1.1% 0   Forward 0 100 85   6.0 top 0.0 17.0 10.0 1.0× 1.0× 0%               Fire   All All            
1 0 3 1.1% 0   Forward 0 100 85   5.3 top 0.0 12.0 10.0 1.0× 1.0× 0%               Fire   All All            
Final hit
0 1 0 8.0% 0   Standard 75 93 0   6.5 top 0.0 17.0 to 12.0 10.0 2.3× 1.0× 0%               Fire   All All            

AerialEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
0 0 0 4.5% 0   Standard 0 100 120   4.6 top 0.0 11.0 to 7.0 10.0 1.0× 1.0× 0%               Fire   All All            
Multihits
0 0 3 1.0% 0   Forward 0 100 85   5.6 top 0.0 17.0 10.0 1.0× 1.0× 0%               Fire   All All            
1 0 3 1.0% 0   Forward 0 100 85   5.0 top 0.0 12.0 10.0 1.0× 1.0× 0%               Fire   All All            
Final hit
0 1 0 6.0% 0   Standard 75 78 0   6.3 top 0.0 17.0 to 12.0 10.0 2.0× 1.0× 0%               Fire   All All            

TimingEdit

AttackEdit

The move enables ledge grabs from the front starting on frame 24. It lacks a window for backward ledge grabs, so Roy cannot grab ledges from behind until a frame after the animation is over (frame 51 onward).

Super armor (grounded only) 4-8, 10
Intangible 9
Hit 1 9
Multihits 11-19 (rehit rate: 3)
Final hit 20-21
Animation length 49
Hitboxes                                                                                                   
Grounded                                                                                                   
Aerial                                                                                                   

LandingEdit

Interruptible 31
Animation length 43
                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Armour
 
Interruptible

ParametersEdit

Horizontal speed multiplier on startup 0.66
Stick sensitivity to angle 0.5
Maximum angle deviation 40°
Gravity after jump 0.06
Aerial height multiplier 1.1
Helplessness air speed multiplier 0.45
Landing lag 30 frames