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Roy (SSBU)/Up special
Roy Up Special Hitbox Visualizations | |
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Aerial | |
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Overview[edit]
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 History[edit]
Blazer's hits connect more reliably.
Hitboxes[edit]
Grounded[edit]
Aerial[edit]
Timing[edit]
Attack[edit]
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 |
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Intangible | 9 |
Hit 1 | 9 |
Multihits | 11-19 (rehit rate: 3) |
Final hit | 20-21 |
Animation length | 49 |
Hitboxes | ![]() |
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Aerial | ![]() |
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Landing[edit]
Interruptible | 31 |
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Animation length | 43 |
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![]() Lag time |
![]() Hitbox |
![]() ![]() Hitbox change |
![]() Vulnerable |
![]() Intangible |
![]() Armour |
![]() Interruptible |
Parameters[edit]
Horizontal speed multiplier on startup | 0.66 |
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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 |