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Drilly Dilly (talk | contribs) |
John3637881 (talk | contribs) (Undid edit by Drilly Dilly: Let's wait for a tier list before writing stuff like that.) |
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Roy, however, is not without his flaws. The primary flaw of his disjointed hitboxes remains, as the tipper hitboxes of most attacks, if not all (neutral aerial and up smash are a few exceptions), retain 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 very vulnerable for combos despite his light weight, all because of his fast falling speed. The latter attribute additionally exacerbates his below-average recovery that is also easily [[gimp]]able, being among the worst recoveries in the game despite Roy being able to extend the horizontal distance of his [[Blazer]] far more than Marth with his [[Dolphin Slash]]; while Roy can aid his recovery by using his side special, the [[Double-Edge Dance]], as the first hit grants him slightly more vertical distance and longer airborne time, it is still inferior compared to Marth doing the same thing with his [[Dancing Blade]] due to Roy's faster falling speed and higher gravity. | Roy, however, is not without his flaws. The primary flaw of his disjointed hitboxes remains, as the tipper hitboxes of most attacks, if not all (neutral aerial and up smash are a few exceptions), retain 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 very vulnerable for combos despite his light weight, all because of his fast falling speed. The latter attribute additionally exacerbates his below-average recovery that is also easily [[gimp]]able, being among the worst recoveries in the game despite Roy being able to extend the horizontal distance of his [[Blazer]] far more than Marth with his [[Dolphin Slash]]; while Roy can aid his recovery by using his side special, the [[Double-Edge Dance]], as the first hit grants him slightly more vertical distance and longer airborne time, it is still inferior compared to Marth doing the same thing with his [[Dancing Blade]] due to Roy's faster falling speed and higher gravity. | ||
Regardless of his flaws, he has inherited a myriad of amazing buffs in his transition, and they have immensely improved his comboing game and overall power | Regardless of his flaws, he has inherited a myriad of amazing buffs in his transition, and they have immensely improved his comboing game and overall power. | ||
==Changes from ''Melee'' to PM== | ==Changes from ''Melee'' to PM== |