Editing Roy (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 38: Line 38:
Roy is also extremely effective at shield pressure and mix-ups. Many of his aerials and his down tilt are safe on shield against shield grabs, allowing him to pressure the opponent's shield until they choose an option to escape, which Roy can then punish. Roy's neutral attack is useful thanks to its KO confirms into his forward, back and up aerials, as well as its ability to pressure shields and to catch the enemy coming out of shield. Roy's neutral aerial is also very effective as a cross-up attack on characters who lack out of shield options that hit behind them. Up aerial can also function as a combo starter and is safe on shield, and leads into different follow-ups dependent on whether the sweetspot or the sourspot connects. Roy can also simply grab opponents for shielding against him; he has simple but efficient throw combos such as down throw into neutral aerial or up aerial depending on percent. Roy even possesses some shield break set-ups if the opponent is not careful, rewarding Roy with a Flare Blade punish.
Roy is also extremely effective at shield pressure and mix-ups. Many of his aerials and his down tilt are safe on shield against shield grabs, allowing him to pressure the opponent's shield until they choose an option to escape, which Roy can then punish. Roy's neutral attack is useful thanks to its KO confirms into his forward, back and up aerials, as well as its ability to pressure shields and to catch the enemy coming out of shield. Roy's neutral aerial is also very effective as a cross-up attack on characters who lack out of shield options that hit behind them. Up aerial can also function as a combo starter and is safe on shield, and leads into different follow-ups dependent on whether the sweetspot or the sourspot connects. Roy can also simply grab opponents for shielding against him; he has simple but efficient throw combos such as down throw into neutral aerial or up aerial depending on percent. Roy even possesses some shield break set-ups if the opponent is not careful, rewarding Roy with a Flare Blade punish.


Roy's special moveset maintains his sheer speed and KO power; [[Flare Blade]] is known for being one of the strongest single-hitting attacks in the game, with the capability to one-hit KO any fighter in the game when fully charged. Combined with its ability to be reversed and its extremely high knockback, it adds up to be a very potent [[edge-guarding]] and ledge trapping tool, and has deceptively low ending lag despite its power to avoid punishment. As a result, Roy is one of few characters who can reliably close out stocks on shield breaks regardless of the opponent's damage. [[Double-Edge Dance]] is a quick and efficient damage-racking series of high-speed sword slashes, along with being a reliable finisher at higher percentages if sweetspotted; it is fast enough for each hit to connect reliably and catch spot dodges. His main recovery move, [[Blazer]], is an excellent [[out of shield]] option, due to Roy gaining super [[armor]] on startup and having decent knockback growth when grounded. Lastly, his [[Counter]] has a short window of active frames compared to other counterattacks, but it makes up for being one of the strongest counters in the game thanks to its 1.35× damage multiplier.
Roy's special moveset maintains his sheer speed and KO power; [[Flare Blade]] is known for being one of the strongest single-hitting attacks in the game, with the capability to one-hit KO any fighter in the game when fully charged. Combined with its ability to be reversed and its extremely high knockback, it adds up to be a very potent [[edge-guarding]] and ledge trapping tool, and has deceptively low ending lag despite its power to avoid punishment. As a result, Roy is one of few characters who can reliably close out stocks on any shield breaks regardless of the opponents damage. [[Double-Edge Dance]] is a quick and efficient damage-racking series of high-speed sword slashes, along with being a reliable finisher at higher percentages if sweetspotted; it is fast enough for each hit to connect reliably and catch spot dodges. His main recovery move, [[Blazer]], is an excellent [[out of shield]] option, due to gaining super [[armor]] on startup and having decent knockback growth when grounded. Lastly, his [[Counter]] has a short window of active frames compared to other counterattacks, but it makes up for being one of the strongest counters in the game thanks to its 1.35× damage multiplier.


Despite Roy's numerous strengths, he has noticeable weaknesses. His biggest flaw stems from his own inverse tipper attribute; by relying on close-quarters attacks to deal damage, it gives him below-average effective reach compared to other swordfighters due to the Binding Blade's tip dealing weak knockback and damage. Thus, Roy cannot rely on a spacing playstyle in spite of his status as a swordsman, since his sourspotted attacks are less reliable as combo starters. This forces him to get dangerously close to the opponent in order for his attacks to properly start combos and deal more damage. This is further worsened by many of his attacks having high ending lag, which makes Roy very punishable if his attacks are simply thrown out without caution. In all, he cannot perform optimally when spacing with the tip of his sword, but cannot afford to make mistakes when at close range without running the risk of massive punishment.
Despite Roy's numerous strengths, he has noticeable weaknesses. His biggest flaw stems from his own inverse tipper attribute; by relying on close-quarters attacks to deal damage, it gives him below-average effective reach compared to other swordfighters due to the Binding Blade's tip dealing weak knockback and damage. Thus, Roy cannot rely on a spacing playstyle in spite of his status as a swordsman, since his sourspotted attacks are less reliable as combo starters. This forces him to get dangerously close to the opponent in order for his attacks to properly start combos and deal more damage. This is further worsened by many of his attacks having high ending lag, which makes Roy very punishable if his attacks are simply thrown out without caution. In all, he cannot perform optimally when spacing with the tip of his sword, but cannot afford to make mistakes when at close range without running the risk of massive punishment.
Line 89: Line 89:
|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdesc=A reverse-gripped downward slash. Comes out on frame 8 with somewhat low ending lag. Very powerful for a tilt considering its speed, being capable of KOing at under 130% from center-stage when sweetspotted. Overall, it is the second strongest forward tilt in the game, narrowly beating {{SSBU|Ike}}'s and only losing slightly to {{SSBU|Incineroar}}'s.
|ftiltdesc=A reverse-gripped downward slash. Comes out on frame 8 with somewhat low ending lag. Very powerful for a tilt considering its speed, being capable of KOing at under 130% from center-stage when sweetspotted. Overall, it is the second strongest forward tilt in the game, narrowly beating {{SSBU|Ike}}'s and only losing slightly to {{SSBU|Incineroar}}'s.
|utiltname=Anti-air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltname=Anti-Air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltdmg=12%/7%
|utiltdmg=12%/7%
|utiltdesc=A reversed gripped overhead arcing slash. Like forward tilt, it has remarkably good speed and power when sweetspotted, capable KOing at around 120%. However, the ending lag is quite high, making whiffs punishable.
|utiltdesc=A reversed gripped overhead arcing slash. Like forward tilt, it has remarkably good speed and power when sweetspotted, capable KOing at around 120%. However, the ending lag is quite high, making whiffs punishable.
Line 98: Line 98:
|dashdmg=13%/9%
|dashdmg=13%/9%
|dashdesc=An inward horizontal slash across the ground. Very strong for a dash attack, KOing at around 110% near the ledge. However, it has noticeable startup and high ending lag, which makes it very unsafe on shield.
|dashdesc=An inward horizontal slash across the ground. Very strong for a dash attack, KOing at around 110% near the ledge. However, it has noticeable startup and high ending lag, which makes it very unsafe on shield.
|fsmashname=Power Slash ({{ja|パワー スマッシュ|Pawā Sumasshu}})
|fsmashname= Power Slash ({{ja|パワー スマッシュ|Pawā Sumasshu}})
|fsmashdmg={{ChargedSmashDmgSSBU|20}} (close), {{ChargedSmashDmgSSBU|17}} (mid), {{ChargedSmashDmgSSBU|12}} (far)
|fsmashdmg={{ChargedSmashDmgSSBU|20}} (close), {{ChargedSmashDmgSSBU|17}} (mid), {{ChargedSmashDmgSSBU|12}} (far)
|fsmashdesc=Rotates his body to perform a lunging, two-handed downward slash. Despite coming out rather quickly (frame 13), it has extremely high damage and knockback and is one of the strongest forward smashes in the game when sweetspotted, capable of KOing as low as 40% with max rage. However, it has high ending lag and a short duration. It is based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''.
|fsmashdesc=Rotates his body to perform a lunging, two-handed downward slash. Despite coming out rather quickly (frame 13), it has extremely high damage and knockback and is one of the strongest forward smashes in the game when sweetspotted, capable of KOing as low as 40% with max rage. However, it has high ending lag and a short duration. It is based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''.
Line 126: Line 126:
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike. Average power and speed.
|pummeldesc=A knee strike. A fairly fast pummel.
|fthrowname=Elbowbutt ({{ja|エルボーバット|Erubōbatto}})
|fthrowname=Elbowbutt ({{ja|エルボーバット|Erubōbatto}})
|fthrowdmg=5%
|fthrowdmg=5%
Line 298: Line 298:
''See also: [[:Category:Roy players (SSBU)]]''
''See also: [[:Category:Roy players (SSBU)]]''


*{{Sm|alice|Japan}} - The second best Roy player in the world during 2023 and 2024, peaking at 41st on the [[LumiRank 2024.1]]. His breakout tournament was at {{Trn|Maesuma TOP 5}} where he placed 25th, and continued to place highly at other events with a 4th at {{Trn|Maesuma TOP 14}} and 7th at {{Trn|Maesuma TOP 10}}. He notably took a set over {{Sm|acola}} at {{Trn|Maesuma Offline (Shikoku)}} and {{Sm|Sonix}} at the {{Trn|Smash World Tour 2021 Championships}}.
*{{Sm|alice|Japan}} - One of the best Roy players in Japan in the post-pandemic era, peaking at 68th on the [[UltRank 2022]]. His breakout tournament was at {{Trn|Maesuma TOP 5}} where he placed 25th, and continued to place highly at other events with a 4th at {{Trn|Maesuma TOP 14}} and 7th at {{Trn|Maesuma TOP 10}}. He notably took a set over {{Sm|acola}} at {{Trn|Maesuma Offline (Shikoku)}} and {{Sm|Sonix}} at the {{Trn|Smash World Tour 2021 Championships}}.
*{{Sm|Flow|p=France|France}} - The best Roy player in Europe who has placed top 8 at several large European tournaments, including 5th at {{Trn|Ultimate Fighting Arena 2023}} and 7th at {{Trn|VCA 2021}}. Overseas, he also placed 17th at both {{Trn|Collision 2023}} and {{Trn|Kagaribi 11}}, the latter being one of the largest Japanese tournaments of all-time and defeating {{Sm|ProtoBanham}} and {{Sm|Jogibu}} along the way, as well as 25th at {{Trn|GENESIS X}}. His best placement was 67th on the [[OrionRank 2019]].
*{{Sm|Flow|p=France|France}} - The best Roy player in Europe who has placed top 8 at several large European tournaments, including 5th at {{Trn|Ultimate Fighting Arena 2023}} and 7th at {{Trn|VCA 2021}}. Overseas, he also placed 17th at both {{Trn|Collision 2023}} and {{Trn|Kagaribi 11}}, the latter being one of the largest Japanese tournaments of all-time and defeating {{Sm|ProtoBanham}} and {{Sm|Jogibu}} along the way, as well as 25th at {{Trn|GENESIS X}}. His best placement was 67th on the [[OrionRank 2019]].
*{{Sm|Goblin|USA}} - The second-best Roy player of all-time who was the definitive best in 2019, being the highest ranked Roy main in that year with his 42nd placement on the [[Fall 2019 PGRU]]. He had supermajor placements such as 13th at {{Trn|2GG: Kongo Saga}} and 17th at {{Trn|Shine 2019}} with wins over {{Sm|Tweek}} and {{Sm|Samsora}}. He has continued to do well at offline tournaments after the pandemic, placing 5th at {{Trn|Riptide}} and {{Trn|Let's Make Big Moves 2022}}, but began to decline in mid-2022.
*{{Sm|Goblin|USA}} - The second-best Roy player of all-time who was the definitive best in 2019, being the highest ranked Roy main in that year with his 42nd placement on the [[Fall 2019 PGRU]]. He had supermajor placements such as 13th at {{Trn|2GG: Kongo Saga}} and 17th at {{Trn|Shine 2019}} with wins over {{Sm|Tweek}} and {{Sm|Samsora}}. He has continued to do well at offline tournaments after the pandemic, placing 5th at {{Trn|Riptide}} and {{Trn|Let's Make Big Moves 2022}}, but began to decline in mid-2022.
*{{Sm|HIKARU|Japan}} - Known for his other characters such as {{SSBU|Donkey Kong}}, but picked up Roy in post-pandemic tournaments and became best Roy player in Japan until his retirement, peaking at 38th on the [[OrionRank 2022]] with Roy as his primary character. He won {{Trn|Maesuma TOP 5}} with solo Roy, as well as {{Trn|Sumabato SP 27}} and {{Trn|KOWLOON 2}} with Roy as one of his characters.
*{{Sm|HIKARU|Japan}} - Known for his other characters such as {{SSBU|Donkey Kong}}, but picked up Roy in post-pandemic tournaments and became best Roy player in Japan, peaking at 38th on the [[OrionRank 2022]] with Roy as his primary character. He won {{Trn|Maesuma TOP 5}} with solo Roy, as well as {{Trn|Sumabato SP 27}} and {{Trn|KOWLOON 2}} with Roy as one of his characters.
*{{Sm|Mugen|USA}} - One of the best Roy players in North America. Despite his limited activity outside of his region, he began showing prominence in 2022 thanks to his 9th place finish at {{Trn|Glitch - Infinite}} with wins over {{Sm|Tilde}} and {{Sm|Leon}} and a 17th place finish at {{Trn|Let's Make Big Moves 2022}} with a win over {{Sm|Ling}}, which ultimately led to him ranking 92nd on the [[OrionRank 2022]].
*{{Sm|Mugen|USA}} - One of the best Roy players in North America. Despite his limited activity outside of his region, he began showing prominence in 2022 thanks to his 9th place finish at {{Trn|Glitch - Infinite}} with wins over {{Sm|Tilde}} and {{Sm|Leon}} and a 17th place finish at {{Trn|Let's Make Big Moves 2022}} with a win over {{Sm|Ling}}, which ultimately led to him ranking 92nd on the [[OrionRank 2022]].
*{{Sm|Kola|USA}} - The best Roy player of all-time, peaking at 5th on the [[OrionRank Mid-Year 2022]], and is the only Roy player to win majors, doing so at {{Trn|CEO 2021}} and {{Trn|Luminosity Invitational 2: Back to School}}. He is also considered one of the best online players, placing 1st at {{Trn|Soaked Series Invitational}} primarily using Roy, which to date is one of the largest online tournaments in ''Smash Bros.'' history.
*{{Sm|Kola|USA}} - The best Roy player of all-time, peaking at 5th on the [[OrionRank Mid-Year 2022]], and is the only Roy player to win a major, doing so at {{Trn|CEO 2021}}. He is also considered one of the best online players, placing 1st at {{Trn|Soaked Series Invitational}} primarily using Roy, which to date is one of the largest online tournaments in ''Smash Bros.'' history.
*{{Sm|tk3|Japan}} - Co-mains Roy with Chrom and is considered one the best Roy players in Japan. Prior to 2022, he was considered the best Roy in the country with major placements such as 5th at {{Trn|Kagaribi 3}}, 9th at {{Trn|Kagaribi 4}}, and 13th at {{Trn|EVO Japan 2020}} with {{Sm|Yoshidora}}, {{Sm|Atelier}}, and {{Sm|Akakikusu}} being some of his most notable Roy wins. After 2021, he has been inconsistent with his placements, but can still make decent bracket runs seen with many Sumabatos.
*{{Sm|tk3|Japan}} - Co-mains Roy with Chrom and is considered one the best Roy players in Japan. Prior to 2022, he was considered the best Roy in the country with major placements such as 5th at {{Trn|Kagaribi 3}}, 9th at {{Trn|Kagaribi 4}}, and 13th at {{Trn|EVO Japan 2020}} with {{Sm|Yoshidora}}, {{Sm|Atelier}}, and {{Sm|Akakikusu}} being some of his most notable Roy wins. After 2021, he has been inconsistent with his placements, but can still make decent bracket runs seen with many Sumabatos.


Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: