Editing Roy (PM)
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{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Roy | |name = Roy | ||
|image = {{tabber|title1=Classic (PM)| | |image = {{tabber|title1=Classic (PM)|tab1=[[File:PMRoy.png|250px]]|title2=Classic (P+)|tab2=[[File:PPlus Roy.png|250px]]|title3=Awakening (P+)|tab3=[[File:Roy PMALT.png|250px]]}} | ||
|mod = Project M | |mod = Project M | ||
|base = SSBM | |base = SSBM | ||
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|altcostume = Awakening Roy (''[[Project+]]'') | |altcostume = Awakening Roy (''[[Project+]]'') | ||
}} | }} | ||
'''Roy''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. After being cut from ''Brawl'', he returns with significant buffs. In ''Project M'', he is one of two characters that were not originally playable in ''Brawl'', the other being {{PM|Mewtwo}}; in ''[[Project+]]'', he is one of three, with {{b|Knuckles|P+}} being the third. Roy was the first | '''Roy''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. After being cut from ''Brawl'', he returns with significant buffs. In ''Project M'', he is one of two characters that were not originally playable in ''Brawl'', the other being {{PM|Mewtwo}}; in ''[[Project+]]'', he is one of three, with {{b|Knuckles|P+}} being the third. Roy was the first clone Engine character announced for ''Project M'', based on {{PM|Marth}} as he was in ''Melee''. | ||
Jun | Jun Fukayama's protrayal of Roy from ''Super Smash Bros. Melee'' was repurposed for Roy's appearance in ''Project M''. | ||
Roy ranks 29th out of 41 on the [[Project M#Tier list|official]] [[tier list]], in the C tier. This is only a slight improvement in terms of tier ranking—in ''Melee'', he is placed 21st out of 26, in the D tier—but balance in ''Project M'' is generally considered to be much better than in ''Melee'', and Roy is far more viable and has significantly improved tournament results compared to his ''Melee'' version. | Roy ranks 29th out of 41 on the [[Project M#Tier list|official]] [[tier list]], in the C tier. This is only a slight improvement in terms of tier ranking—in ''Melee'', he is placed 21st out of 26, in the D tier—but balance in ''Project M'' is generally considered to be much better than in ''Melee'', and Roy is far more viable and has significantly improved tournament results compared to his ''Melee'' version. | ||
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However, Roy is not without his flaws. He retains his disjointed hitboxes' primary flaw from ''Melee'': the poor hitbox placements, as the tipper hitboxes of most attacks (neutral aerial and up smash are a few exceptions), retain their roles as the sourspots of his attacks, meaning that Roy is still forced to come up close to his opponents in order to be most efficient. However, because they are easier to land as a result of their increased range, this flaw does not adversely affect Roy nearly as much as it did in ''Melee''. Roy's primary flaws, however, are his susceptibility to combos despite his light weight, due to his fast falling speed, which also exacerbates his poor and easily [[gimp]]ed recovery, his other major flaw. On the upside, Roy can aid his recovery by using his side special, the [[Double-Edge Dance]], as the first hit grants him slightly more vertical distance and longer airborne time. Also, his fast falling speed enhances his vertical endurance, making him moderately difficult to KO vertically. Despite this, Roy's vertical endurance is only average relative to the cast (18th overall, which is relatively worse than in ''Melee'') due to being lighter than many other characters. In conclusion, Roy can be considered a rush-down glass cannon like the [[space animal]]s, because while he possesses devastatingly powerful attacks in his repertoire in addition to an effective combo game, his survivability is below average due to being an easy-to-combo lightweight with a lackluster recovery. | However, Roy is not without his flaws. He retains his disjointed hitboxes' primary flaw from ''Melee'': the poor hitbox placements, as the tipper hitboxes of most attacks (neutral aerial and up smash are a few exceptions), retain their roles as the sourspots of his attacks, meaning that Roy is still forced to come up close to his opponents in order to be most efficient. However, because they are easier to land as a result of their increased range, this flaw does not adversely affect Roy nearly as much as it did in ''Melee''. Roy's primary flaws, however, are his susceptibility to combos despite his light weight, due to his fast falling speed, which also exacerbates his poor and easily [[gimp]]ed recovery, his other major flaw. On the upside, Roy can aid his recovery by using his side special, the [[Double-Edge Dance]], as the first hit grants him slightly more vertical distance and longer airborne time. Also, his fast falling speed enhances his vertical endurance, making him moderately difficult to KO vertically. Despite this, Roy's vertical endurance is only average relative to the cast (18th overall, which is relatively worse than in ''Melee'') due to being lighter than many other characters. In conclusion, Roy can be considered a rush-down glass cannon like the [[space animal]]s, because while he possesses devastatingly powerful attacks in his repertoire in addition to an effective combo game, his survivability is below average due to being an easy-to-combo lightweight with a lackluster recovery. | ||
Regardless of his flaws, Roy has inherited a myriad of buffs in his transition from ''Melee'', immensely improved his combo game and overall power, and thus becoming a more formidable fighter than he was before. | |||
==Changes from ''Melee'' to ''PM''== | ==Changes from ''Melee'' to ''PM''== | ||
[[File:Roy PM Forward Tilt.jpeg|thumb|Roy performing his new forward tilt (angled diagonally upward).]] | [[File:Roy PM Forward Tilt.jpeg|thumb|right|Roy performing his new forward tilt (angled diagonally upward).]] | ||
Roy has been heavily [[buff]]ed from ''Melee'' to PM and has been reworked to be more of a semi-clone of {{PM|Marth}}, rather than a [[clone]], in terms of animations and attack functions. In addition, his buffs have increased his overall KO potential and made him become on par Marth as opposed to weaker. | Roy has been heavily [[buff]]ed from ''Melee'' to PM and has been reworked to be more of a semi-clone of {{PM|Marth}}, rather than a [[clone]], in terms of animations and attack functions. In addition, his buffs have increased his overall KO potential and made him become on par Marth as opposed to weaker. | ||
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*{{buff|All aerials deal more damage (4% (hit 1)/8%/6% (hit 2) → 4%/10% (neutral), 8%/5% → 12%/9% (forward), 9%/6% → 16%/11% (back), 9%/6% →12%/8% (up), 9%/6% → 12%/18%/9% (down)).}} | *{{buff|All aerials deal more damage (4% (hit 1)/8%/6% (hit 2) → 4%/10% (neutral), 8%/5% → 12%/9% (forward), 9%/6% → 16%/11% (back), 9%/6% →12%/8% (up), 9%/6% → 12%/18%/9% (down)).}} | ||
*{{buff|Except [[up aerial]], all aerials have increased [[Interruptibility]] (frame 50 → 49 (neutral), frame 35 → 33 (forward), frame 43 → 41 (back), frame 64 → 48 (down)).}} | *{{buff|Except [[up aerial]], all aerials have increased [[Interruptibility]] (frame 50 → 49 (neutral), frame 35 → 33 (forward), frame 43 → 41 (back), frame 64 → 48 (down)).}} | ||
*{{buff|[[Neutral aerial]] has an altered animation. | *{{buff|[[Neutral aerial]] has an altered animation. roy now does a full outward 360° spin four times with his sword extended with both hands. The new animation has longer reach, covering both in front and behind Roy during both hits, and both hits of the move have less start-up with a longer duration (frame 7-8 (hit 1)/17-20 (hit 2) → 6-11 (hit 1)/13-25 (hit 2)).}} | ||
*{{nerf|Neutral aerial [[Auto-canceling|auto-cancels]] later (frame 32 → 35).}} | *{{nerf|Neutral aerial [[Auto-canceling|auto-cancels]] later (frame 32 → 35).}} | ||
*{{change|Neutral aerial now has a flame effect on the second hit.}} | *{{change|Neutral aerial now has a flame effect on the second hit.}} | ||
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*{{change|Roy's visual effects related to his sword swing were fixed.}} | *{{change|Roy's visual effects related to his sword swing were fixed.}} | ||
=== | ===Balance=== | ||
Attributes | |||
*{{change|Wall Jump Horizontal Velocity: 1.3 > 1.0}} | *{{change|Wall Jump Horizontal Velocity: 1.3 > 1.0}} | ||
[[Up Tilt]] | |||
[[ | *{{change|Wall Jump Horizontal Velocity: 1.3 > 1.0}} | ||
*{{nerf|Sweet spot damage: 14 > 13 (No KB Comp)}} | *{{nerf|Sweet spot damage: 14 > 13 (No KB Comp)}} | ||
*{{change|Sour spot: 60 BKB > 40 BKB, 70 KBG > 80 KBG}} | *{{change|Sour spot: 60 BKB > 40 BKB, 70 KBG > 80 KBG}} | ||
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*{{change|Angling Up/Down now increases/decreases damage by 1%}} | *{{change|Angling Up/Down now increases/decreases damage by 1%}} | ||
[[Down | [[Down Tilt]] | ||
*{{buff|Can now shield during interruptible frames}} | *{{buff|Can now shield during interruptible frames}} | ||
[[Forward | [[Forward Smash]] | ||
*{{change|No longer reverse hits}} | *{{change|No longer reverse hits}} | ||
*{{buff|Sword hitbox placement now matches Marth's fsmash}} | *{{buff|Sword hitbox placement now matches Marth's fsmash}} | ||
[[Down | [[Down Smash]] | ||
*{{buff|Sweet spot Initial hit KBG: 82 > 85}} | *{{buff|Sweet spot Initial hit KBG: 82 > 85}} | ||
*{{buff|Sweet spot lingering hit KBG: 77 > 80}} | *{{buff|Sweet spot lingering hit KBG: 77 > 80}} | ||
*{{nerf|Sour spot KBG: 100 > 95}} | *{{nerf|Sour spot KBG: 100 > 95}} | ||
[[Back Aerial]] | |||
[[Back | |||
*{{buff|Reverted Sweetspot to v3.5 Angle: 361 > 50}} | *{{buff|Reverted Sweetspot to v3.5 Angle: 361 > 50}} | ||
[[Up | [[Up Aerial]] | ||
*{{buff|Sweet spot priority on up air reworked, the inner body hitbox now takes priority over the tip sour spot (tip still has priority over sword/hilt hitboxes)}} | *{{buff|Sweet spot priority on up air reworked, the inner body hitbox now takes priority over the tip sour spot (tip still has priority over sword/hilt hitboxes)}} | ||
[[Down Throw]] | |||
[[Down | |||
*{{change|Release point and throw animation adjusted to resemble Melee}} | *{{change|Release point and throw animation adjusted to resemble Melee}} | ||
[[Neutral Special]] | |||
[[ | |||
*{{change|When nearly fully charged (flashing white), press A to activate a ranged critical strike!}} | *{{change|When nearly fully charged (flashing white), press A to activate a ranged critical strike!}} | ||
[[ | [[Side Special]] | ||
*{{buff|All variations except for xxV and the 4th swings | *{{buff|All variations except for xxV and the 4th swings | ||
Hitlag Multiplier: x1 > x0.9}} | Hitlag Multiplier: x1 > x0.9}} | ||
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SDI Multiplier: x1 > x0.75 (repeating hits only)}} | SDI Multiplier: x1 > x0.75 (repeating hits only)}} | ||
[[ | [[Up Special]] | ||
*{{change|Ledge grab box changed to match v3.5}} | *{{change|Ledge grab box changed to match v3.5}} | ||
*{{buff|Landing Lag 30 > 24}} | *{{buff|Landing Lag 30 > 24}} | ||
*{{buff|Distance 1.1 > 1.14}} | *{{buff|Distance 1.1 > 1.14}} | ||
[[ | [[Down Special]] | ||
*{{change|Link's bombs no longer bounce off of Roy’s | *{{change|Link's bombs no longer bounce off of Roy’s counter}} | ||
*{{buff|Intangibility frames on attack increased by 1 to fully cover active hitbox frames}} | *{{buff|Intangibility frames on attack increased by 1 to fully cover active hitbox frames}} | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Notable players=== | ===Notable players=== | ||
*{{Flag|USA}} [[Smasher:Connor (!CDK)|Connor]] - Ranked 2nd in Minnesota | |||
*{{Flag|USA}} [[Smasher:Connor (!CDK)|Connor]] - Ranked | *{{Sm|Fullen|Argentina}} - One of the best players in Argentina. | ||
*{{Sm|Lunchables|USA}} - The best Roy player in the world | *{{Sm|Lunchables|USA}} - The best Roy player in the world. Ranked 3rd on the [[PMRank 2018]]. | ||
*{{Sm| | *{{Sm|Sethlon|USA}} - Formerly the best Roy player in the world. Placed 5th at [[Apex 2014]], 7th at [[SKTAR 3]], 3rd at [[Low Tier City 2]], and 1st at [[Aftershock]]. | ||
*{{Sm| | *{{Sm|Yono|USA}} - Ranked 5th in Michigan | ||
*{{Sm| | *{{Sm|PwrUp!|USA}} - Ranked 9th in Washington | ||
==Trophy== | |||
{{image|Need Trophy image from Project+}} | |||
In [[Project+]], Roy's trophy can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode. Roy’s trophy replaces Ashnard’s trophy in Project+. | |||
:'''Roy''' | |||
::''The son of the lord of Pharae Principality, Roy was studying in Ostia when the Kingdom of Bern invaded League of Lycia. His father fell ill at this time, so Roy assumed leadership of Pharae's armies. After his fateful meeting with the Princess Guinevere, his destiny became inextricably linked with the fate of the entire continent.'' | |||
{{Trophy games|console1=GBA|game1={{s|fireemblemwiki|Fire Emblem: The Binding Blade}}}} | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
Roy - Prokect+ Trophy.png|Classic and All Star. | |||
</gallery> | </gallery> | ||
==Alternate costumes== | ==Alternate costumes== | ||
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Roy receives an alternate costume based on his appearance in ''Fire Emblem Awakening'', along with recolors. | Roy receives an alternate costume based on his appearance in ''Fire Emblem Awakening'', along with recolors. | ||
[[File:Roy Palette (P+).png| | [[File:Roy Palette (P+).png|frame|center|Roy's alternate costumes in ''P+'']] | ||
*'''Pink''': Resembles [[fireemblemwiki:Marcus|Marcus]] from ''Fire Emblem: The Binding Blade''. | *'''Pink''': Resembles [[fireemblemwiki:Marcus|Marcus]] from ''Fire Emblem: The Binding Blade''. | ||
*'''Purple''': Resembles [[fireemblemwiki:Zephiel|Zephiel]], the primary antagonist of ''Fire Emblem: The Binding Blade''. | *'''Purple''': Resembles [[fireemblemwiki:Zephiel|Zephiel]], the primary antagonist of ''Fire Emblem: The Binding Blade''. | ||
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*'''Gold (Awakening)''': Unknown. | *'''Gold (Awakening)''': Unknown. | ||
*'''Black (Awakening)''': Unknown. | *'''Black (Awakening)''': Unknown. | ||
*'''Z-Secret Costume:''' Roy's beta design. | *'''Z-Secret Costume:''' Roy's beta design. | ||
*'''R-Secret Costume:''' Based on Roy's design in ''Fire Emblem: The Binding Blade''. | *'''R-Secret Costume:''' Based on Roy's Master Lord design in ''Fire Emblem: The Binding Blade''. | ||
==Trivia== | ==Trivia== | ||
[[File:RoyCongratulationsPM.png|thumb|Roy's congratulations screen in ''Project M'']] | |||
*Like Mewtwo, anything that would normally be exclusive to Roy (namely, trophies, Congratulations video and a [[Codec Conversations|codec conversation]]) reuses that of {{PM|Mario}}'s. | *Like Mewtwo, anything that would normally be exclusive to Roy (namely, trophies, Congratulations video and a [[Codec Conversations|codec conversation]]) reuses that of {{PM|Mario}}'s. | ||
**Despite this, he now has his own congratulations screen. | **Despite this, he now has his own congratulations screen. | ||
**In addition, when accessing [[replay]]s in ''Brawl'', Roy shows up as {{SSBB|Mario}}. | **In addition, when accessing [[replay]]s in ''Brawl'', Roy shows up as {{SSBB|Mario}}. | ||
**Furthermore, clearing Classic | **Furthermore, clearing Classic mode with Roy grants the player the Roy trophy in ''Project+''. | ||
*Unlike Mewtwo, Roy does not have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound. | *Unlike Mewtwo, Roy does not have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound. | ||
*The voice clip from Roy's up taunt comes from one of his victory quotes in ''Melee''. | *The voice clip from Roy's up taunt comes from one of his victory quotes in ''Melee''. | ||
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*[https://rukaidata.com/PM3.02/Roy/subactions/ 3.02 Frame Data] | *[https://rukaidata.com/PM3.02/Roy/subactions/ 3.02 Frame Data] | ||
*[https://rukaidata.com/P+/Roy/subactions/ P+ Frame Data] | *[https://rukaidata.com/P+/Roy/subactions/ P+ Frame Data] | ||
{{Project M}} | {{Project M}} | ||
[[Category:Roy]] | [[Category:Roy]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |