Editing Roy (SSBU)
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==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Roy was infamous for being a lower-ranked character in previous appearances, with his [[Roy (SSBM)|debut appearance in ''Melee'']] being particularly egregious. Even in ''SSB4'', he still retained a committal approach and unsafe aerials (especially compared to other fellow swordfighters), and his inverse tipper attribute hindered his spacing abilities, which collectively resulted in both his lower mid tier placement and being ranked as the lowest ranked DLC fighter. Likely because of this, Roy has been drastically buffed overall in his transition to ''Ultimate'', and is the only DLC fighter from ''SSB4'' to remain mostly buffed in that transition. | Roy was infamous for being the a lower-ranked character in previous appearances, with his [[Roy (SSBM)|debut appearance in ''Melee'']] being particularly egregious. Even in ''SSB4'', he still retained a committal approach and unsafe aerials (especially compared to other fellow swordfighters), and his inverse tipper attribute hindered his spacing abilities, which collectively resulted in both his lower mid tier placement and being ranked as the lowest ranked DLC fighter. Likely because of this, Roy has been drastically buffed overall in his transition to ''Ultimate'', and is the only DLC fighter from ''SSB4'' to remain mostly buffed in that transition. | ||
Roy's most significant improvements are indirect, as he benefits noticeably from the changes to the universal gameplay mechanics in ''Ultimate''. The improved flexibility of [[dash cancel]]ing and the decreased landing lag on his aerials greatly improve his combo game, aerial offense, rushdown potential, and make his KO power consistent. Complementing this, the universal mobility increase benefits Roy's core strategy of closing the distance on his opponents and landing hits with the hilt of his sword, as well as helping counterbalance his vulnerability to camping. These changes almost fully alleviate the need to approach at dangerously close ranges in order to deal optimal damage and knockback, which was his main flaw that had plagued him in previous games and was not present in his other fellow swordfighters. | Roy's most significant improvements are indirect, as he benefits noticeably from the changes to the universal gameplay mechanics in ''Ultimate''. The improved flexibility of [[dash cancel]]ing and the decreased landing lag on his aerials greatly improve his combo game, aerial offense, rushdown potential, and make his KO power consistent. Complementing this, the universal mobility increase benefits Roy's core strategy of closing the distance on his opponents and landing hits with the hilt of his sword, as well as helping counterbalance his vulnerability to camping. These changes almost fully alleviate the need to approach at dangerously close ranges in order to deal optimal damage and knockback, which was his main flaw that had plagued him in previous games and was not present in his other fellow swordfighters. |