Editing Roy (SSB4)
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Finally, each of Roy's special moves possess respectable utility. [[Flare Blade]] is a deadly edgeguarding option, especially while on-stage, thanks to its fearsome power even when uncharged, large hitbox, and deceptively low ending lag. The latter allows it to be used as a mindgame to punish edge getups, while its speed can amplify Roy's sub-par aerial mobility by granting him an aerial [[B-reverse]]. Double-Edge Dance is effective for damage racking, catching dodges, and pressuring shields; its final upward and forward hits can also KO outright. Blazer is an excellent [[out of shield]] option, grants both brief super [[armor]] on start-up and high power when grounded, can [[stage spike]] careless opponents who attempt to edgeguard Roy, and can be a [[true combo]] from his down throw at 0%, or a neutral attack at specific percents as a KO combo. Lastly, his [[Counter]] is one of the strongest [[counterattack]]s in the game, as its 1.35× damage multiplier makes it devastating when used against a powerful attack. | Finally, each of Roy's special moves possess respectable utility. [[Flare Blade]] is a deadly edgeguarding option, especially while on-stage, thanks to its fearsome power even when uncharged, large hitbox, and deceptively low ending lag. The latter allows it to be used as a mindgame to punish edge getups, while its speed can amplify Roy's sub-par aerial mobility by granting him an aerial [[B-reverse]]. Double-Edge Dance is effective for damage racking, catching dodges, and pressuring shields; its final upward and forward hits can also KO outright. Blazer is an excellent [[out of shield]] option, grants both brief super [[armor]] on start-up and high power when grounded, can [[stage spike]] careless opponents who attempt to edgeguard Roy, and can be a [[true combo]] from his down throw at 0%, or a neutral attack at specific percents as a KO combo. Lastly, his [[Counter]] is one of the strongest [[counterattack]]s in the game, as its 1.35× damage multiplier makes it devastating when used against a powerful attack. | ||
However, Roy is hindered by a slew of flaws. Although he is granted a powerful offense, making use of it is difficult in the first place despite his remarkable mobility, mainly due to several reasons. His very fast air speed is offset by his very slow air acceleration, making his aerial approach highly committal in general, much like {{SSB4|Ryu}}'s. In addition, while his inverse tipper is one of his greatest strengths, it also forces him to fight at close range to be utilized at its fullest: only his sweetspots cause enough [[shield stun]] to prevent [[punishment]], and when coupled with his attacks having overall high ending lag (or in the case of his aerials, the inability to [[autocancel]] with a short hop), this results in him having to space attacks dangerously close against shields and negating the benefits of his disjointed sword. Finally, his [[range]] is below average for a swordsman, and when coupled with the Sword of Seal's low-utility sourspots, Roy's approach and spacing game is poor despite his good mobility, since his only quick, low-risk | However, Roy is hindered by a slew of flaws. Although he is granted a powerful offense, making use of it is difficult in the first place despite his remarkable mobility, mainly due to several reasons. His very fast air speed is offset by his very slow air acceleration, making his aerial approach highly committal in general, much like {{SSB4|Ryu}}'s. In addition, while his inverse tipper is one of his greatest strengths, it also forces him to fight at close range to be utilized at its fullest: only his sweetspots cause enough [[shield stun]] to prevent [[punishment]], and when coupled with his attacks having overall high ending lag (or in the case of his aerials, the inability to [[autocancel]] with a short hop), this results in him having to space attacks dangerously close against shields and negating the benefits of his disjointed sword. Finally, his [[range]] is below average for a swordsman, and when coupled with the Sword of Seal's low-utility sourspots, Roy's approach and spacing game is poor despite his good mobility, since his neutral aerial is his only quick, low-risk option to use in order close in and pressure the opponent. | ||
Roy's combo game, while powerful at low percents, become inconsistent from medium percents and onward. Although possible, Roy's sourspots are very unreliable for creating combos unlike Marth's, as they require extreme precision and only work at specific percents. His sweetspots are similar, due to them sending opponents too far for actual combos and only being effective for outright KOing at high percents. His throws also lack any true followups due to their very low hitstun: his forward throw can be easily teched, while his down throw can be air dodged out of. Overall, this makes Roy potent at damage racking, but his lack of KO setups puts him at a significant disadvantage when trying to end stocks, as it leaves him only with hard punishes. | Roy's combo game, while powerful at low percents, become inconsistent from medium percents and onward. Although possible, Roy's sourspots are very unreliable for creating combos unlike Marth's, as they require extreme precision and only work at specific percents. His sweetspots are similar, due to them sending opponents too far for actual combos and only being effective for outright KOing at high percents. His throws also lack any true followups due to their very low hitstun: his forward throw can be easily teched, while his down throw can be air dodged out of. Overall, this makes Roy potent at damage racking, but his lack of KO setups puts him at a significant disadvantage when trying to end stocks, as it leaves him only with hard punishes. |