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

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*{{nerf|Double-Edge Dance's third downwards deals less knockback and fourth hit forwards deals less damage. Also, the third hit forward has higher base knockback, but lower knockback scaling, making it overall weaker at higher percentages and more difficult to link together with the fourth hit at lower percentages.}}
*{{nerf|Double-Edge Dance's third downwards deals less knockback and fourth hit forwards deals less damage. Also, the third hit forward has higher base knockback, but lower knockback scaling, making it overall weaker at higher percentages and more difficult to link together with the fourth hit at lower percentages.}}
*{{nerf|Unlike Dancing Blade, Double-Edge Dance has sourspots.}}
*{{nerf|Unlike Dancing Blade, Double-Edge Dance has sourspots.}}
*{{buff|[[Blazer]] can multi-hit and can be extended horizontally further than [[Dolphin Slash]].}}

Revision as of 02:50, September 29, 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. Currently incomplete.

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 most of his attacks' range.
  • Change Roy's sweetspot hitboxes are placed at the center of his sword's blade, which thwarts his ability to space and compels him to go up close to his opponents to deal maximum power, thus reducing safety; however, his sweetspots are also much larger than Marth's, making them typically easier to land.
  • 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 make him easier to combo and worsen 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.
  • Buff Forward tilt has more range and the sweetspot is stronger than Marth's.
  • Nerf Its sourspot, however, is weaker.
  • Change Down tilt does not semi-spike, but sends opponents at a vertical angle. While this removes its edgeguarding potential entirely, it opens up opportunities for extremely deadly combos.
  • Buff Forward smash's sweetspot is much larger, while the sourspot is much smaller, and has a small "sweeterspot" that is more powerful than the sweetspot.
  • Nerf Despite sharing the same start lag, it has slightly more end lag, and all hitboxes excluding the "sweeterspot" are weaker than Marth's respective hitboxes.

Aerial attacks

  • Change Neutral aerial's second hit uses 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, and inflicts a flame effect.
  • Nerf Down aerial sweetspot is smaller and thus more difficult to land than Marth's.
  • 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.

Special attacks

  • Buff Flare Blade is much stronger than Shield Breaker in damage and knockback, even when uncharged; it can also charge for a longer period.
  • Nerf It inflicts 10% self-damage to Roy when fully charged and, despite its stronger power, less shield damage unless it be fully charged.
  • Buff Double-Edge Dance has a multitude of buffs compared to Dancing Blade: first and second hits inflict more damage, third hit upwards can meteor smash and inflicts more damage and knockback, third hit downwards has multi-hit properties, inflicts more damage, and has gimping potential, fourth hit forwards has more reach and inflicts more knockback, fourth hit upwards deals more damage and knockback, fourth hit downwards deals more knockback, and fourth hit can be reversed to punish those behind Roy.
  • Nerf Double-Edge Dance's third downwards deals less knockback and fourth hit forwards deals less damage. Also, the third hit forward has higher base knockback, but lower knockback scaling, making it overall weaker at higher percentages and more difficult to link together with the fourth hit at lower percentages.
  • Nerf Unlike Dancing Blade, Double-Edge Dance has sourspots.
  • Buff Blazer can multi-hit and can be extended horizontally further than Dolphin Slash.