Roy (SSBU): Difference between revisions

32 bytes removed ,  3 years ago
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|nairdmg={{ShortHopDmgSSBU|6}}/{{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|8.5}}/{{ShortHopDmgSSBU|5}} (hit 2),
|nairdmg={{ShortHopDmgSSBU|6}}/{{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|8.5}}/{{ShortHopDmgSSBU|5}} (hit 2),
|nairdesc=An inward slash followed by a spinning, outward slash. Deals decent damage and is a useful combo extender, and is Roy's main aerial approach tool due to its high amount of active frames. The first hit can start guaranteed combos, though it can be difficult to setup due to how fast it ends. Interestingly, it is set apart from identical neutral aerials in that the second hit possesses weight-independent knockback, KOing all characters at the same percentages regardless of their [[weight]].
|nairdesc=An inward slash followed by a spinning, outward slash. Deals decent damage and is a useful combo extender, and is Roy's main aerial approach tool due to its high amount of active frames. The first hit can start guaranteed combos, though it can be difficult to setup due to how fast it ends. Interestingly, it is set apart from identical neutral aerials in that the second hit possesses weight-independent knockback, KOing all characters at the same percentages regardless of their [[weight]].
|fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}})
|fairname=Aerial Swipe
|fairdmg={{ShortHopDmgSSBU|11}}/{{ShortHopDmgSSBU|7}}
|fairdmg={{ShortHopDmgSSBU|11}}/{{ShortHopDmgSSBU|7}}
|fairdesc=A downward slash. It comes out on frame 10 with the lowest amount of ending lag of Roy's aerials, auto-cancels from a short hop, and has KO potential at high percentages. It can also be used in quick succession due to its low ending lag, making it possible to perform a [[wall of pain]].
|fairdesc=A downward slash. It comes out on frame 10 with the lowest amount of ending lag of Roy's aerials, auto-cancels from a short hop, and has KO potential at high percentages. It can also be used in quick succession due to its low ending lag, making it possible to perform a [[wall of pain]].
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|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike. A fairly fast pummel.
|pummeldesc=A knee strike. A fairly fast pummel.
|fthrowname= 
|fthrowname=Bounce
|fthrowdmg=5%
|fthrowdmg=5%
|fthrowdesc=An elbow strike with his sword arm. Has very high base knockback, making it mainly used for sending opponents offstage.
|fthrowdesc=An elbow strike with his sword arm. Has very high base knockback, making it mainly used for sending opponents offstage.
|bthrowname= 
|bthrowname=Throw Away
|bthrowdmg=5%
|bthrowdmg=5%
|bthrowdesc=Tosses the opponent behind himself. Has extremely low knockback, making it unsafe at lower percents, but it can set up a tech-chase near platforms at higher percentages.
|bthrowdesc=Tosses the opponent behind himself. Has extremely low knockback, making it unsafe at lower percents, but it can set up a tech-chase near platforms at higher percentages.
|uthrowname= 
|uthrowname=Emblem Toss
|uthrowdmg=6%
|uthrowdmg=6%
|uthrowdesc=Heaves the opponent upward with his free hand. Roy's only throw with KO potential, starting around 170%. Can allow up aerial chains at low to mid percents.
|uthrowdesc=Heaves the opponent upward with his free hand. Roy's only throw with KO potential, starting around 170%. Can allow up aerial chains at low to mid percents.
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