7,338
edits
Line 85: | Line 85: | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutral1dmg=7.5%/4.8% | |neutral1dmg=7.5%/4.8% | ||
|neutraldesc=A reverse-gripped upward slash. A great combo starter, due to launching at a rather high angle and having low knockback and ending lag. It can easily start combos into a grab, tilts, aerials, [[Double-Edge Dance]] or [[Blazer]]. In particular, it is notoriously effective at comboing into a [[reverse aerial rush]] back aerial for a highly potent KO confirm. | |neutraldesc=A reverse-gripped upward slash. A great combo starter, due to launching at a rather high angle and having low knockback and ending lag, making it relatively low risk with high reward. It can easily start combos into a grab, tilts, aerials, [[Double-Edge Dance]] or [[Blazer]]. In particular, it is notoriously effective at comboing into a [[reverse aerial rush]] back aerial for a highly potent KO confirm. Finally, its sourspot reaches low enough that it can hit opponents hanging on ledge. Its combination of traits make Roy's neutral attack widely considered as one of the best neutral attacks in the game | ||
|ftiltname=Sharp Edge ({{ja|オーバーバッシュ|ōbābasshu}}, ''Over Bash'') | |ftiltname=Sharp Edge ({{ja|オーバーバッシュ|ōbābasshu}}, ''Over Bash'') | ||
|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. | |ftiltdesc=A reverse-gripped downward slash. Comes out on frame 8 with somewhat low ending lag. The sweetspot is very powerful for a tilt considering its speed, being capable of KOing at under 130% from center-stage when sweetspotted. If tippered, 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 starting from Roy's front. 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, and it is not as effective for anti-airing compared to most up tilts due to Roy's reverse sweetspot mechanic. | ||
|dtiltname=Low Stab ({{ja|ロースラスト|Rō Surasuto}}), ''Low Thrust'') | |dtiltname=Low Stab ({{ja|ロースラスト|Rō Surasuto}}), ''Low Thrust'') | ||
|dtiltdmg=11%/6.5% | |dtiltdmg=11%/6.5% | ||
Line 103: | Line 103: | ||
|usmashname=Flame Sword ({{ja|フレイムソード|Fureimu Sōdo}}) | |usmashname=Flame Sword ({{ja|フレイムソード|Fureimu Sōdo}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|1}} (hit 1 early), {{ChargedSmashDmgSSBU|2}} (hit 1 late, hits 2-4), {{ChargedSmashDmgSSBU|10}} (hit 5) | |usmashdmg={{ChargedSmashDmgSSBU|1}} (hit 1 early), {{ChargedSmashDmgSSBU|2}} (hit 1 late, hits 2-4), {{ChargedSmashDmgSSBU|10}} (hit 5) | ||
|usmashdesc=An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. A good anti-air attack as Roy's sword arm is granted [[intangibility]] throughout the attack, though mediocre for ground combat due to it having small horizontal hitboxes. Has enough power to KO at around 100% uncharged. | |usmashdesc=An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. It has a hitbox on startup around Roy's waist that launches opponents into the main thrust. A good anti-air attack as Roy's sword arm is granted [[intangibility]] throughout the attack, though mediocre for ground combat due to it having small horizontal hitboxes. Has enough power to KO at around 100% uncharged. | ||
|dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}}) | |dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|15}}/{{ChargedSmashDmgSSBU|10}} (front hit), {{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|11}} (back hit) | |dsmashdmg={{ChargedSmashDmgSSBU|15}}/{{ChargedSmashDmgSSBU|10}} (front hit), {{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|11}} (back hit) | ||
Line 115: | Line 115: | ||
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'') | |bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'') | ||
|bairdmg={{ShortHopDmgSSBU|12}}/{{ShortHopDmgSSBU|9}} | |bairdmg={{ShortHopDmgSSBU|12}}/{{ShortHopDmgSSBU|9}} | ||
|bairdesc=Rotates his body to perform an upward slash. Interestingly, it turns Roy around completely, similarly to {{SSBU|Marth}} and {{SSBU|Jigglypuff}}'s back aerials. Has great KO potential at high percentages and is also a devastating edgeguarding tool. | |bairdesc=Rotates his body to perform an upward slash. Interestingly, it turns Roy around completely, similarly to {{SSBU|Marth}} and {{SSBU|Jigglypuff}}'s back aerials. Has great KO potential at high percentages and is also a devastating edgeguarding tool, with a neutral attack into a RAR back air being able to confirm KOs as early as 60%. | ||
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}}) | |uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}}) | ||
|uairdmg={{ShortHopDmgSSBU|9}}/{{ShortHopDmgSSBU|6}} | |uairdmg={{ShortHopDmgSSBU|9}}/{{ShortHopDmgSSBU|6}} | ||
Line 121: | Line 121: | ||
|dairname=Half Moon ({{ja|メテオドロップ|meteodoroppu}}, ''Meteor Drop'') | |dairname=Half Moon ({{ja|メテオドロップ|meteodoroppu}}, ''Meteor Drop'') | ||
|dairdmg={{ShortHopDmgSSBU|15}}/{{ShortHopDmgSSBU|10}} | |dairdmg={{ShortHopDmgSSBU|15}}/{{ShortHopDmgSSBU|10}} | ||
|dairdesc=A two-handed, downward slash between his legs, similarly to Ike's down aerial. Has the capability to [[meteor smash]] when sweetspotted, though it can be very difficult to aim due to its slim hitbox. It's also risky to use offstage due to Roy's fast falling speed and poor recovery, possibly causing a [[self-destruct]]. This move has a [[flame]] effect. | |dairdesc=A two-handed, downward slash between his legs, similarly to Ike's down aerial. Has the capability to [[meteor smash]] when sweetspotted, though it can be very difficult to aim due to its slim hitbox. It's also risky to use offstage due to Roy's fast falling speed and poor recovery, possibly causing a [[self-destruct]]. This move has a [[flame]] effect. The late sourspot has niche combo ability when landing, including into forward smash at the ledge. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out with his free hand. | |grabdesc=Reaches out with his free hand. | ||
Line 153: | Line 153: | ||
|nsname=Flare Blade | |nsname=Flare Blade | ||
|nsdmg=8%-47.83%, 50% (fully charged sweetspot), 36% (fully charged sourspot), 10% recoil (fully charged) | |nsdmg=8%-47.83%, 50% (fully charged sweetspot), 36% (fully charged sourspot), 10% recoil (fully charged) | ||
|nsdesc=Rears back and ignites the Binding Blade before performing a lunging, two-handed downward slash that generates an explosion. Roy can turn while charging the move. Functions similarly to [[Eruption]], as it can be charged before unleashing the explosion, with the explosion's size growing as it charges. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it will [[OHKO]] every character in the game, with the exception of {{SSBU|Shulk}} in the Shield [[Monado Art]]. A fully charged Flare Blade is also capable of instantaneously breaking a full shield, similar to a fully charged [[Shield Breaker]]. It also has deceptively low ending lag that allows it to be potentially safe on shield and can be used to bait approaches. | |nsdesc=Rears back and ignites the Binding Blade before performing a lunging, two-handed downward slash that generates an explosion. Roy can turn while charging the move. Functions similarly to [[Eruption]], as it can be charged for a maximum of around five seconds before unleashing the explosion, with the explosion's size growing as it charges. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it will [[OHKO]] every character in the game, with the exception of {{SSBU|Shulk}} in the Shield [[Monado Art]]. A fully charged Flare Blade is also capable of instantaneously breaking a full shield, similar to a fully charged [[Shield Breaker]], and reaches low enough that it can hit opponents attempting to grab ledges. It also has deceptively low ending lag that allows it to be potentially safe on shield and can be used to bait approaches. | ||
|ssname=Double-Edge Dance | |ssname=Double-Edge Dance | ||
|ssdmg=Varies | |ssdmg=Varies | ||
Line 159: | Line 159: | ||
|usname=Blazer | |usname=Blazer | ||
|usdmg=5.5% (grounded hit 1), 4.5% (aerial hit 1), 1.1% (grounded hits 2-4), 1% (aerial hits 2-4), 8% (grounded hit 5), 6% (aerial hit 5) | |usdmg=5.5% (grounded hit 1), 4.5% (aerial hit 1), 1.1% (grounded hits 2-4), 1% (aerial hits 2-4), 8% (grounded hit 5), 6% (aerial hit 5) | ||
|usdesc=A jumping reverse gripped slash, which ignites the Binding Blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. The grounded version deals more damage and knockback, and has brief [[super armor]] before Roy leaves the ground, making it Roy's best option [[out of shield]]. Roy cannot sweetspot ledges with the move unless he has traveled half of Blazer's maximum distance. | |usdesc=A jumping reverse gripped slash, which ignites the Binding Blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. The grounded version deals more damage and knockback, and has brief [[super armor]] before Roy leaves the ground, making it Roy's best option [[out of shield]]. Roy cannot sweetspot ledges with the move unless he has traveled half of Blazer's maximum distance, making it relatively easy to edgeguard him. | ||
|dsname=Counter | |dsname=Counter | ||
|dsdmg=1.35× (minimum 8%) | |dsdmg=1.35× (minimum 8%) |
edits