Roy (PM): Difference between revisions

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Roy remains as being a nimble fighter with relatively strong attacks, many of which were greatly buffed in his transition from ''Melee''. He retains many of his attributes from ''Melee'', including a fast dash, a fast falling speed, a light weight, an average air speed, etc.. Wielding a sword, Roy is a fighter with decent range, as his Binding Blade gives his attacks access to disjointed hitboxes, allowing him to carefully space between him and his opponents. Consequently, Roy has transitioned into a more combo-heavy character in ''Project M'', heavily compounded by his increased power and drastically improved aerial game. He possesses one of the, if not the, most powerful [[spike]]s lying in his down aerial, where the sweetspot, while small, if landed properly, will powerfully strike the opponent downwards with fiery power, sending him or her towards their doom. Roy also has an amazing finisher with his back aerial, having significantly increased knockback.
Roy remains as being a nimble fighter with relatively strong attacks, many of which were greatly buffed in his transition from ''Melee''. He retains many of his attributes from ''Melee'', including a fast dash, a fast falling speed, a light weight, an average air speed, etc.. Wielding a sword, Roy is a fighter with decent range, as his Binding Blade gives his attacks access to disjointed hitboxes, allowing him to carefully space between him and his opponents. Consequently, Roy has transitioned into a more combo-heavy character in ''Project M'', heavily compounded by his increased power and drastically improved aerial game. He possesses one of the, if not the, most powerful [[spike]]s lying in his down aerial, where the sweetspot, while small, if landed properly, will powerfully strike the opponent downwards with fiery power, sending him or her towards their doom. Roy also has an amazing finisher with his back aerial, having significantly increased knockback.


His grab game is among the best. His up throw is one of the strongest and has chain grabbing potential (though due to the slight knockback increase compared to Marth's, it is overall more difficult to chain grab with Roy's), being capable of chain grabbing fast fallers. Additionally, Roy can force his opponent over to the edge and execute a good [[edgeguarding]] strategy by grabbing them, forward or down throw them, and finish him or her off with either his [[Flare Blade]] or side smash.
His grab game is among the best. His up throw is one of the strongest and has great chain grabbing potential (though due to the slight knockback increase compared to Marth's, it is overall more difficult to chain grab with Roy's), being capable of chain grabbing fast fallers. Additionally, Roy can force his opponent over to the edge and execute a good [[edgeguarding]] strategy by grabbing them, forward or down throw them, and finish him or her off with either his [[Flare Blade]] or side smash.


Roy, however, is not without his flaws. His disjointed hitbox's primary flaw remains, as the tipper hitboxes of most attacks, if not all (neutral aerial and up smash are a few exceptions) retains their roles as the sourspots of his attacks; with that being said, Roy's sweetspots remain at the hilt to the middle of his blade, still forcing him to come up close to his opponents to deal maximum damage, unlike Marth. Additionally, while being combo-heavy himself, Roy continues to be combo meat for some characters despite his light weight, all because of his fast falling speed. The latter attribute additionally exacerbates his recovery, being a below-average recovery that is also easily gimpable, despite Roy being able to extend the horizontal distance of his [[Blazer]] far more than Marth with his [[Dolphin Slash]].
Roy, however, is not without his flaws. His disjointed hitbox's primary flaw remains, as the tipper hitboxes of most attacks, if not all (neutral aerial and up smash are a few exceptions) retains their roles as the sourspots of his attacks; with that being said, Roy's sweetspots remain at the hilt to the middle of his blade, still forcing him to come up close to his opponents to deal maximum damage, unlike Marth. Additionally, while being combo-heavy himself, Roy continues to be combo meat for some characters despite his light weight, all because of his fast falling speed. The latter attribute additionally exacerbates his recovery, being a below-average recovery that is also easily gimpable, despite Roy being able to extend the horizontal distance of his [[Blazer]] far more than Marth with his [[Dolphin Slash]].
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