Roy (SSB4): Difference between revisions

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|neutral1dmg=7.5%/4.8%
|neutral1dmg=7.5%/4.8%
|neutraldesc=A reversed gripped upward slash. Easily chains into itself, forward tilt and a grab at low percents, and his forward and up aerials at high percents. Starts at frame 5, making it a great tool for spacing, combos, and stopping approaches.
|neutraldesc=A reversed gripped upward slash. Easily chains into itself, forward tilt and a grab at low percents, and his forward and up aerials at high percents. Starts at frame 5, making it a great tool for spacing, combos, and stopping approaches.
|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|Ōbā Basshu}}, ''Over Bash'')
|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdesc=A reverse gripped downward slash. Very strong for a tilt attack, it usually KOs around 120% from center-stage when sweetspotted, making it a viable KO option. However, it has noticeable ending lag, making it punishable. The sweetspot is safe on shield if Roy does not directly touch the opponent's shield.
|ftiltdesc=A reverse gripped downward slash. Very strong for a tilt attack, it usually KOs around 120% from center-stage when sweetspotted, making it a viable KO option. However, it has noticeable ending lag, making it punishable. The sweetspot is safe on shield if Roy does not directly touch the opponent's shield.
|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 reverse gripped overhead arcing slash. Very strong like his forward tilt, it usually KOs around 110% when sweetspotted. However, it has rather low horizontal range and high ending lag, which make it very punishable on shield.
|utiltdesc=A reverse gripped overhead arcing slash. Very strong like his forward tilt, it usually KOs around 110% when sweetspotted. However, it has rather low horizontal range and high ending lag, which make it very punishable on shield.
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|dashdmg=13%/9%
|dashdmg=13%/9%
|dashdesc=An inward horizontal slash across the ground. It has good KO potential for a dash attack, KOing when sweetspotted around 130%; however, it has moderate start-up and high ending lag, making it very unsafe on shield.
|dashdesc=An inward horizontal slash across the ground. It has good KO potential for a dash attack, KOing when sweetspotted around 130%; however, it has moderate start-up and high ending lag, making 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}}, ''Power Smash'')
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (close), {{ChargedSmashDmgSSB4|17}} (mid), {{ChargedSmashDmgSSB4|12}} (far)
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (close), {{ChargedSmashDmgSSB4|17}} (mid), {{ChargedSmashDmgSSB4|12}} (far)
|fsmashdesc=Rotates his body to perform a lunging, two-handed downward slash. It is one of the strongest forward smashes in the game when sweetspotted, as it can KO as low as 40% with [[rage]]. It also has very long disjointed range due to Roy lunging while performing it, and it comes out on frame 14, which is rather fast for a smash attack of its power. However, it has high ending lag and its hitbox does not last long, which make it very punishable when whiffed. 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. It is one of the strongest forward smashes in the game when sweetspotted, as it can KO as low as 40% with [[rage]]. It also has very long disjointed range due to Roy lunging while performing it, and it comes out on frame 14, which is rather fast for a smash attack of its power. However, it has high ending lag and its hitbox does not last long, which make it very punishable when whiffed. It is based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''.
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|uairdmg=9%/6%
|uairdmg=9%/6%
|uairdesc=A backflipping, upward arcing slash. The weakest of Roy's aerials in terms of damage and knockback, but it is his fastest one, due to it coming out on frame 5 (the same as his neutral attack). Its large arc and speed also make it suitable for juggling and/or combos, as it is able to follow up with most of his grounded attacks at low percents while he is falling, and into his aerials at high percents. Its sourspot also has a long duration, which allows it to function as a KO set-up, such as into back aerial or Blazer.
|uairdesc=A backflipping, upward arcing slash. The weakest of Roy's aerials in terms of damage and knockback, but it is his fastest one, due to it coming out on frame 5 (the same as his neutral attack). Its large arc and speed also make it suitable for juggling and/or combos, as it is able to follow up with most of his grounded attacks at low percents while he is falling, and into his aerials at high percents. Its sourspot also has a long duration, which allows it to function as a KO set-up, such as into back aerial or Blazer.
|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|Meteo Doroppu}}, ''Meteor Drop'')
|dairdmg=15%/10%
|dairdmg=15%/10%
|dairdesc=A two-handed, downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. It has a powerful [[meteor smash]] hitbox near the Binding Blade's hilt, while the rest of its blade launches opponents upward. KOs around 130% when sweetspotted on-stage. However, it has considerable ending and landing lag, which makes it risky to use off-stage, especially due to Roy's very high falling speed.
|dairdesc=A two-handed, downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. It has a powerful [[meteor smash]] hitbox near the Binding Blade's hilt, while the rest of its blade launches opponents upward. KOs around 130% when sweetspotted on-stage. However, it has considerable ending and landing lag, which makes it risky to use off-stage, especially due to Roy's very high falling speed.
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|uthrowdmg=6%
|uthrowdmg=6%
|uthrowdesc=Heaves the opponent upward with his free hand. Like Marth and Lucina's up throws, it is Roy's only throw with KO potential, although it starts KOing slightly later in comparison (at around 170%).
|uthrowdesc=Heaves the opponent upward with his free hand. Like Marth and Lucina's up throws, it is Roy's only throw with KO potential, although it starts KOing slightly later in comparison (at around 170%).
|dthrowname=Slam ({{ja|グラブドロップ|Gurabo Doroppu}}, ''Grab Drop'')
|dthrowname=Slam ({{ja|グラブドロップ|Gurabu Doroppu}}, ''Grab Drop'')
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=A one-armed body slam. Aesthetically, it appears almost identical to forward throw, with its only difference being a shockwave effect to indicate the opponent hitting the ground. Mechanically, it functions much differently, as it launches the opponent directly above Roy and is a [[true combo]] into Blazer on most characters up to medium percents. Like Roy's forward throw, this throw causes very low hitstun, but its low base knockback and low knockback growth allow it to combo into neutral attack, up tilt and forward tilt at low percents, with the neutral attack combo allowing for the possibility of chaining into another grab if the opponent does not react in time. It can also combo into a neutral aerial, forward aerial and up aerial at medium percents.
|dthrowdesc=A one-armed body slam. Aesthetically, it appears almost identical to forward throw, with its only difference being a shockwave effect to indicate the opponent hitting the ground. Mechanically, it functions much differently, as it launches the opponent directly above Roy and is a [[true combo]] into Blazer on most characters up to medium percents. Like Roy's forward throw, this throw causes very low hitstun, but its low base knockback and low knockback growth allow it to combo into neutral attack, up tilt and forward tilt at low percents, with the neutral attack combo allowing for the possibility of chaining into another grab if the opponent does not react in time. It can also combo into a neutral aerial, forward aerial and up aerial at medium percents.
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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{{Crowd
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|game=SSB4
|-
|char=Roy
!{{{name|}}}
|desc-us=Roy's our boy!
!Cheer (English)
|desc-jp=Roy! Roy! Roy!
!Cheer (Japanese)
|pitch-us=Female
!Cheer (Spanish)
|pitch-jp=Female}}
|-
! scope="row"|Cheer
|[[File:Roy Cheer English SSB4 SSBU.ogg|center]]||[[File:Roy Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Roy Cheer Spanish SSB4 SSBU.ogg|center]]
|-
! scope="row"|Description
|Roy's our boy! || Roy! Roy! Roy! || Roy! Roy! Roy Roy Roy!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (German)
!Cheer (Italian)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Roy Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Roy Cheer French PAL SSB4.ogg|center]]||[[File:Roy Cheer German SSB4 SSBU.ogg|center]]||[[File:Roy Cheer Italian SSB4 SSBU.ogg|center]]
|-
! scope="row"|Description
|Allez Roy ! || Roy! *claps 2 times* || Ro - y!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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==[[Trophies]]==
==[[Trophies]]==
Roy's default trophy is obtained by clearing Classic Mode as Roy. His alternate trophy is obtained by clearing All-Star Mode as Roy in the 3DS version or booting up the game after downloading Roy in the Wii U version (duplicates for the latter version can be purchased from the Trophy Shop for 1000G). The Critical Hit (Roy) trophy is obtained only in the Wii U version by clearing All-Star Mode as Roy.
Roy's default trophy is obtained by clearing Classic Mode as Roy. His alternate trophy is obtained by clearing All-Star Mode as Roy in the 3DS version or booting up the game after downloading Roy in the Wii U version. The Critical Hit (Roy) trophy is obtained only in the Wii U version by clearing All-Star Mode as Roy.
{{Trophy/Fighter
{{Trophy/Fighter
|name=Roy
|name=Roy
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