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User:Drilly Dilly/Differences between Marth and Roy in PM: Difference between revisions

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*{{change|Forward aerial inflicts less knockback than Marth's, making it less reliable (if not not reliable at all) for KOing. In exchange, however, it allows Roy to link each hit together more easily, allowing him to rack up consecutive damage.}}
*{{change|Forward aerial inflicts less knockback than Marth's, making it less reliable (if not not reliable at all) for KOing. In exchange, however, it allows Roy to link each hit together more easily, allowing him to rack up consecutive damage.}}
**{{nerf|However, it also inflicts less damage.}}
**{{nerf|However, it also inflicts less damage.}}
*{{change|Up aerial deals less knockback than Marth's, but again, this helps Roy consecutively land every hit after one another (especially if SHFFLing is utilized in conjunction), at the cost of not being a reliable KO move.}}
*{{change|Up aerial deals less knockback than Marth's, but again, this helps Roy combo each hit into each other more easily (especially if SHFFLing is utilized in conjunction), at the cost of making it an unreliable KO move.}}
**{{nerf|Again, it deals less damage than Marth's.}}
**{{nerf|Again, it deals less damage than Marth's.}}

Revision as of 01:43, September 27, 2015

Even though Roy is only a semi-clone of Marth in Project M, I still feel like doing a comparison between the two of them, especially when considering the many revamped changes to the former.

Differences between Marth and Roy in PM

Aesthetics

  • Change Some of Roy's attacks use the fire element.
  • Change Roy's taunts are different.
  • Change Roy's idle pose is different.

Attributes

  • Change Roy is shorter than Marth, shortening his hurtbox, making him slightly less easy to hit, but also reduces his attacks' range.
  • Nerf Roy jumps lower than Marth.
  • Buff As a result, his short hop is also lower than Marth's, improving his SHFFL.
  • Nerf Roy falls slightly faster than Marth (2.2 → 2.4) and his gravity is significantly higher, which makes him easier to combo and worsens his recovery.
  • Buff However, the former also allows him to receive less vertical knockback than Marth, making his vertical endurance better overall; additionally, both his faster falling speed and much higher gravity, combined with a lower short hop, contribute to a better SHFFL.
  • Nerf Roy dashes slower than Marth (1.8 → 1.61), though he still dashes fast nevertheless.
  • Change Roy is lighter than Marth (87 → 85), thus slightly inhibiting his horizontal endurance; however, this allows Roy to get knocked down by Fox's shine instead of pushed back, thus nullifying the latter's waveshine combos.

Ground attacks

  • Buff Jab inflicts more damage and knockback than Marth's.
  • Nerf Jab is slightly slower and lacks both a second hit and buffer, with the latter meaning that the player must press the button one at a time instead of mashing it.

Aerial attacks

  • Change Neutral aerial's second hit use the fire element.
  • Buff Neutral aerial can hit behind Roy.
  • Buff Down aerial has a large "mediumspot" that is stronger than Marth's sourspot, and its sweetspot is a spike like Marth's, only it is much stronger.
  • Nerf Down aerial sweetspot is smaller and thus more difficult to land than Marth's.
  • Change Sweetspot inflicts a flame effect.
  • Buff Back aerial sweetspotted is much stronger than Marth's, being a reliable finisher at high percentages.
  • Nerf Back aerial has less range.
  • Change Forward aerial inflicts less knockback than Marth's, making it less reliable (if not not reliable at all) for KOing. In exchange, however, it allows Roy to link each hit together more easily, allowing him to rack up consecutive damage.
    • Nerf However, it also inflicts less damage.
  • Change Up aerial deals less knockback than Marth's, but again, this helps Roy combo each hit into each other more easily (especially if SHFFLing is utilized in conjunction), at the cost of making it an unreliable KO move.
    • Nerf Again, it deals less damage than Marth's.