Editing Blazer
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===In ''[[Super Smash Bros. Melee]]''=== | ===In ''[[Super Smash Bros. Melee]]''=== | ||
:{{Main|Roy (SSBM)/Up special}} | :{{Main|Roy (SSBM)/Up special}} | ||
[[File: | [[File:Blazer.jpg|thumb|left|Blazer, performed on {{SSBM|Bowser}} in ''Melee''.]] | ||
This move can be aimed by quickly pushing the [[control stick]] in a direction after the initial up special, making Roy move anywhere from directly upward to a 45 degree diagonal on either side, at the expense of some vertical distance. Like Marth's Dolphin Slash, this move can be reversed by moving the control stick backwards immediately upon activation, where it produces a stronger hitbox. Unlike in Marth's Dolphin Slash, it does not grant invincibility at the start of the move. One of Blazer's unique traits is that its first hit has a rather extreme fixed knockback of 200; while this is intended to help drag opponents upwards into the rest of the attack, in [http://www.youtube.com/watch?v=1l0QGTLGv7c some situations] this can result in the move being almost a one-hit KO on very light characters (such as {{SSBM|Pichu}}, {{SSBM|Jigglypuff}}, and {{SSBM|Mr. Game & Watch}}) on stages with low upper blast zone like [[Yoshi's Story]], as well as in [[Cruel mode|Cruel Melee]] | This move can be aimed by quickly pushing the [[control stick]] in a direction after the initial up special, making Roy move anywhere from directly upward to a 45 degree diagonal on either side, at the expense of some vertical distance. Like Marth's Dolphin Slash, this move can be reversed by moving the control stick backwards immediately upon activation, where it produces a stronger hitbox. Unlike in Marth's Dolphin Slash, it does not grant invincibility at the start of the move. One of Blazer's unique traits is that its first hit has a rather extreme fixed knockback of 200; while this is intended to help drag opponents upwards into the rest of the attack, in [http://www.youtube.com/watch?v=1l0QGTLGv7c some situations] this can result in the move being almost a one-hit KO on very light characters (such as {{SSBM|Pichu}}, {{SSBM|Jigglypuff}}, and {{SSBM|Mr. Game & Watch}}) on stages with low upper blast zone like [[Yoshi's Story]], as well as in [[Cruel mode|Cruel Melee]]. This move has odd knockback properties in that it scales based on falling speed and weight instead of damage. Its odd scaling properties, however, prevents this from being an effective KO move except perhaps on extremely light characters on stage with a low ceiling. | ||
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As an attack, all hits connect better with each other due to the first hit's significantly lowered set knockback, and the final hit does significantly more knockback and no longer scales based on falling speed, giving Roy a new viable KO move. As a side effect, because of the first hit's lower set knockback, it can no longer KO the lightest characters at 0%. Blazer deals 5 hits for a total of 16%, and begins KOing middleweights at 120% on the stage if aimed up, though it loses some of its power in midair. The apex of the move also gains more hitboxes there unlike the ''Melee'' version, allowing the attack to deal more hits and have a longer lasting hitbox overall. Due to the attack's new knockback angle, it is one of the more reliable [[stage spike]] attacks, especially due to its multiple hits and ability to drag opponents towards the sides of the stage. | As an attack, all hits connect better with each other due to the first hit's significantly lowered set knockback, and the final hit does significantly more knockback and no longer scales based on falling speed, giving Roy a new viable KO move. As a side effect, because of the first hit's lower set knockback, it can no longer KO the lightest characters at 0%. Blazer deals 5 hits for a total of 16%, and begins KOing middleweights at 120% on the stage if aimed up, though it loses some of its power in midair. The apex of the move also gains more hitboxes there unlike the ''Melee'' version, allowing the attack to deal more hits and have a longer lasting hitbox overall. Due to the attack's new knockback angle, it is one of the more reliable [[stage spike]] attacks, especially due to its multiple hits and ability to drag opponents towards the sides of the stage. | ||
The grounded version also grants Roy [[super armor]] on frames 4-10 and [[intangibility]] on frame | The grounded version also grants Roy [[super armor]] on frames 4-10 and [[intangibility]] on frame 9 (akin to the frame 1 [[intangibility]] granted by Marth's [[Dolphin Slash]]) allowing Roy to use it to jump out of dangerous situations (such as being caught in a jab infinite) or as an [[out of shield]] KO move if he is grounded. | ||
===In ''[[Super Smash Bros. Ultimate]]''=== | ===In ''[[Super Smash Bros. Ultimate]]''=== | ||
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==Customization== | ==Customization== | ||
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | ||
{{CustomSet/Single|Roy|Up|name=Blazer|desc= | {{CustomSet/Single|Roy|Up|name=Blazer|desc=Rise into the air while swinging the flaming sword. Input a direction to change the jump's angle.}} | ||
# '''Blazer''': Default. | # '''Blazer''': Default. | ||
Like the other DLC characters, Roy lacks custom move variations. | Like the other DLC characters, Roy lacks custom move variations. | ||
==Origin== | ==Origin== | ||
[[File:Blazer_Origin.gif|thumb|Dieck's standard attack animation as a hero from ''Fire Emblem: The Binding Blade''.]] | [[File:Blazer_Origin.gif|thumb|right|Dieck's standard attack animation as a hero from ''Fire Emblem: The Binding Blade''.]] | ||
Although the move has not been named or seen in any of the ''Fire Emblem'' games, this move closely resembles the jumping portion of the standard hit animations of the hero class from ''Fire Emblem: The Binding Blade''. The fire effect originates from Roy's critical hit animations in ''Fire Emblem: The Binding Blade''. This follows the trend of ''Fire Emblem''{{'}}s unique animations being given a name and ability in ''Super Smash Bros.'', such as Shield Breaker being based on Marth's standard attack animation. | Although the move has not been named or seen in any of the ''Fire Emblem'' games, this move closely resembles the jumping portion of the standard hit animations of the hero class from ''Fire Emblem: The Binding Blade''. The fire effect originates from Roy's critical hit animations in ''Fire Emblem: The Binding Blade''. This follows the trend of ''Fire Emblem''{{'}}s unique animations being given a name and ability in ''Super Smash Bros.'', such as Shield Breaker being based on Marth's standard attack animation. | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Roy SSBU Skill Preview Up Special.png|Blazer as shown by the Move List in ''Ultimate''. | Roy SSBU Skill Preview Up Special.png|Blazer as shown by the Move List in ''Ultimate''. | ||
</gallery> | </gallery> | ||
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[[Category:Roy (SSB4)]] | [[Category:Roy (SSB4)]] | ||
[[Category:Roy (SSBU)]] | [[Category:Roy (SSBU)]] | ||