Editing Roy (SSBM)
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'''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is | '''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is a [[unlockable character]] in ''[[Super Smash Bros. Melee]]''. He is a [[clone]] of {{SSBM|Marth}}, differentiated primarily by his [[sweetspot]]s being located near the center of his blade rather than the tip. Although ''Fire Emblem'' games were Japan-exclusive at the time, this did not stop Roy from being added to ''Melee''{{'}}s non-Japanese versions, since Nintendo of America found him fun to play as.<ref>[http://www.sourcegaming.info/2015/12/13/sakurai-fe25/ Sakurai Interview: Fire Emblem 25th Anniversary - Source Gaming]</ref> His design in ''Melee'' comes the version of ''Fire Emblem: The Binding Blade'' shown at Nintendo Space World 2001, though it has minor changes. Additionally, he is one of two ''Melee'' characters that only speak Japanese in all its versions (the other being Marth), and he is voiced by {{s|wikipedia|Jun Fukuyama}}. | ||
Roy currently ranks 21st on the ''Melee'' [[tier list]], in the D tier, which is his worst placement in the series. Roy's advantages include an above average approach due to having one of the best [[SHFFL]]s in the game, as well as a good grab game, and among the best [[reach|reaches]] in the game thanks to his sword. However, Roy's flaws are significant, which include having poor flexibility in his combo game, attacks that are difficult to properly land, generally possessing significantly [[lag]]gy attacks, having few moves that can KO reliably and only one of which (forward smash) that is an adequate finisher. He also possesses one of the worst recoveries in the game as [[Blazer]] travels a very short distance vertically, and being a light character that is heavily susceptible to combos; as a result, Roy has significant KOing problems while being easy to KO himself. These flaws overpower Roy's strengths, leading to him struggle against the vast majority of the cast. | Roy currently ranks 21st on the ''Melee'' [[tier list]], in the D tier, which is his worst placement in the series. Roy's advantages include an above average approach due to having one of the best [[SHFFL]]s in the game, as well as a good grab game, and among the best [[reach|reaches]] in the game thanks to his sword. However, Roy's flaws are significant, which include having poor flexibility in his combo game, attacks that are difficult to properly land, generally possessing significantly [[lag]]gy attacks, having few moves that can KO reliably and only one of which (forward smash) that is an adequate finisher. He also possesses one of the worst recoveries in the game as [[Blazer]] travels a very short distance vertically, and being a light character that is heavily susceptible to combos; as a result, Roy has significant KOing problems while being easy to KO himself. These flaws overpower Roy's strengths, leading to him struggle against the vast majority of the cast, especially against those who are higher ranked than him on the tier list. | ||
==How to unlock== | ==How to unlock== | ||
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As a result of this very close sweetspot, Roy himself lacks a particularly reliable KO move. With the exception of his forward smash, his down smash, and the later hits of his Double Edge Dance, Roy has few options to quickly KO, and even these attacks need to connect in close ranges in order for them to have any reasonable KOing power. Further compounding Roy's problems with KOing are his aerials; even when sweetspotted, none of these aerials can reliably KO under 200%, they require good setups in order to properly connect, and none of them can easily inflict damage in the first place. While he may have two meteor smashes (the third hit of his upward Double-Edge Dance and his down air) and one spike (tippered up smash), all three are highly situational, requiring particularly lucky or skilled setups in order to properly connect. When combined with poor offstage options from having high-lag aerials that are risky offstage and a poor recovery, Roy is almost completely dependent racking up damage with brief combo strings, culminating in a reliance on hard reads and unforced errors by the opponent to garner KOs. | As a result of this very close sweetspot, Roy himself lacks a particularly reliable KO move. With the exception of his forward smash, his down smash, and the later hits of his Double Edge Dance, Roy has few options to quickly KO, and even these attacks need to connect in close ranges in order for them to have any reasonable KOing power. Further compounding Roy's problems with KOing are his aerials; even when sweetspotted, none of these aerials can reliably KO under 200%, they require good setups in order to properly connect, and none of them can easily inflict damage in the first place. While he may have two meteor smashes (the third hit of his upward Double-Edge Dance and his down air) and one spike (tippered up smash), all three are highly situational, requiring particularly lucky or skilled setups in order to properly connect. When combined with poor offstage options from having high-lag aerials that are risky offstage and a poor recovery, Roy is almost completely dependent racking up damage with brief combo strings, culminating in a reliance on hard reads and unforced errors by the opponent to garner KOs. | ||
Because of his poor sweetspot | Because of his poor sweetspot hatboxes, Roy also has limited combo ability, in stark contrast with Marth. Roy has slightly below-average air speed like Marth, though Roy cannot move fast enough in the air to compensate hitting with the hilt of his blade, frequently causing sourspotted attacks, resulting in low hitstun and hitlag attacks, impairing Roy's combo and aerial games, and even giving him a poor edgeguarding game, unlike Marth. Roy's moveset is only suitable for aggravating fastfallers, since he at least has chaingrabs and tech chases against them, and can juggle them on stages with few or no platforms such as [[Pokémon Stadium]] or {{SSBM|Final Destination}}. However, that is the extent of Roy's high-level punish game against the cast, and he has no reliable method of achieving any combos or KO setups on [[floaty]] characters such as {{SSBM|Jigglypuff}} or {{SSBM|Peach}}. Roy's combo potential is thus below-average at best, being both stage- and character-dependent unlike Marth, and has led to completely losing matchups against the aforementioned floaty characters. | ||
Roy himself is easy to combo and edgeguard; like other fastfalling characters, his high falling speed harms him by making him extremely vulnerable to juggling. Even with fast falling speed, Roy's vertical survivability from the upper blast line is merely average due to a combination of his lighter weight than characters such as {{SSBM|Captain Falcon}} and much slower falling speed than characters like {{SSBM|Falco}}. Like Marth, Roy also has a non-stellar recovery, though his faster falling speed and higher gravity only exacerbate it to make it far worse than Marth's and among the worst in the game; adding to this, his high falling speed makes him extremely vulnerable to edgeguarding, as well as being easy to [[gimp]]. While Roy's [[Blazer]] is slightly more effective than Marth's [[Dolphin Slash]], due to its greater horizontal distance, multi-hit properties that can aggravate edgeguarders, and its ability to be controlled to an extent, it still has high ending lag, leaving him open to punishes as he lands. Additionally, while Roy can still use Double-Edge Dance to recover horizontally, it is not as effective as Marth's Dancing Blade due to his higher falling speed. | Roy himself is easy to combo and edgeguard; like other fastfalling characters, his high falling speed harms him by making him extremely vulnerable to juggling. Even with fast falling speed, Roy's vertical survivability from the upper blast line is merely average due to a combination of his lighter weight than characters such as {{SSBM|Captain Falcon}} and much slower falling speed than characters like {{SSBM|Falco}}. Like Marth, Roy also has a non-stellar recovery, though his faster falling speed and higher gravity only exacerbate it to make it far worse than Marth's and among the worst in the game; adding to this, his high falling speed makes him extremely vulnerable to edgeguarding, as well as being easy to [[gimp]]. While Roy's [[Blazer]] is slightly more effective than Marth's [[Dolphin Slash]], due to its greater horizontal distance, multi-hit properties that can aggravate edgeguarders, and its ability to be controlled to an extent, it still has high ending lag, leaving him open to punishes as he lands. Additionally, while Roy can still use Double-Edge Dance to recover horizontally, it is not as effective as Marth's Dancing Blade due to his higher falling speed. | ||
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|rdjump = 18 | |rdjump = 18 | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|char=Roy | |||
|game=Melee | |||
|desc-us=Roy's-Our-Boy! | |||
|desc-jp=Roy! Roy! Roy! | |||
| | |pitch-us=Group chant | ||
|pitch-jp=Male}} | |||
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|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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==[[Trophies]]== | ==[[Trophies]]== | ||
In addition to the normal trophy about Roy as a character | In addition to the normal trophy about Roy as a character, there are two trophies about him as a fighter, unlocked by completing the [[Adventure]] and [[All-Star]] modes respectively with Roy on any difficulty: | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
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[[File:Royhal.png|thumb|Closeup of Roy's sword, showing the text "©HAL LABRATORY.INC"]] | [[File:Royhal.png|thumb|Closeup of Roy's sword, showing the text "©HAL LABRATORY.INC"]] | ||
*Close examination of textures for the Binding Blade shows the incorrectly spelt text "©HAL LABRATORY.INC" included in the file. It is not known why the signature is there. | *Close examination of textures for the Binding Blade shows the incorrectly spelt text "©HAL LABRATORY.INC" included in the file. It is not known why the signature is there. | ||
*Roy is the only | *Roy is the only character in ''Melee'': | ||
**That is a clone of a [[newcomer]], as well as the only clone of an unlockable character. | **That is a clone of a [[newcomer]], as well as the only clone of an unlockable character. | ||
**Whose icon on the [[character selection screen]] has a different background color on his name (the background color is almost pure black on his name while other characters have a red and black color mix for their background color for their names). | **Whose icon on the [[character selection screen]] has a different background color on his name (the background color is almost pure black on his name while other characters have a red and black color mix for their background color for their names). |