Roy (PM): Difference between revisions

2,408 bytes removed ,  9 years ago
no edit summary
No edit summary
Line 13: Line 13:


==Attributes==
==Attributes==
Roy falls under a special and unique archetype of being a nimble fighter with relatively strong attacks, many of which were greatly buffed and strengthened in his transition from ''Melee''. He retains many of his attributes from ''Melee'', including a fast dash, a fast falling speed, and an average air speed. 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 in his down aerial, where the sweetspot, while small, if landed properly, will powerfully strike the opponent downwards, which can very easily lead to a KO, especially at medium to high percentages. Roy also has an effective finisher with his back aerial, having significantly increased knockback, being able to reliably KO an opponent once he or she is at a high percentage.
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 has disjointed hitboxes, allowing him to carefully space between him and his opponents. However, his flaw with his disjointed hitbox remains, as the tipper retains its role as the sourspot 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. Nonetheless, Roy is still a force to be reckoned with, and his characteristics are by far outstanding, especially when considering the many buffs he inherited.
 
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. 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.


==Changes from ''Melee'' to PM==
==Changes from ''Melee'' to PM==
Line 31: Line 25:


===Attributes===
===Attributes===
*{{buff|Roy's sword attacks have more [[reach]].}}
*{{buff|Roy's sword attacks have more range.}}
*{{buff|While still incredibly weak, all of Roy's sourspots are overall stronger than in ''Melee''.}}
*{{buff|While still incredibly weak, all of Roy's sourspots are overall stronger than in ''Melee''.}}


===Ground Attacks===
===Ground Attacks===
*{{buff|Jab deals higher damage and knockback with less endlag.}}
*{{buff|Jab deals higher damage and knockback with less endlag.}}
*{{buff|Forward tilt is now a quick, long-ranged stab, based off of Roy's attack animation as a Lord in ''{{s|fireemblemwiki|Fire Emblem: The Binding Blade}}''. It inflicts higher damage and knockback and can be [[angle]]d, and has less endlag than his old forward tilt.}}
*{{buff|Forward tilt is now a quick, long-ranged stab, based off of Roy's attack animation as a Lord in ''{{s|fireemblemwiki|Fire Emblem: The Binding Blade}}''. It inflicts higher damage and knockback and can be [[angle]]d, and has less endlag than his old foward tilt.}}
*{{buff|Up tilt deals higher damage and knockback and now covers a larger, half-circle area above Roy. It additionally starts from his back (the opposite of {{PM|Marth}}'s), allowing to quickly repel opponents that manage to [[cross-up|cross him up]], and has less endlag.}}
*{{buff|Up tilt deals higher damage and knockback and now covers a larger, half-circle area above Roy. It additionally starts from his back (the opposite of {{PM|Marth}}'s), allowing to quickly repel opponents that manage to [[cross-up|cross him up]], and has less endlag.}}
*{{buff|Forward smash has a hard to land "sweeterspot" that has higher KO potential. Sourspot deals higher damage and knockback.}}
*{{buff|Foward smash has a hard to land "sweeterspot" that has higher KO potential. Sourspot deals higher damage and knockback.}}
*{{buff|Down smash is now a spinning sword sweep with less ending lag and same KO power as in ''Melee''; however, it deals strong knockback even from behind and overall has more utility than his previous one. It also has a flame effect.}}
*{{buff|Down smash is now a spinning sword sweep with less ending lag and same KO power as in ''Melee''; however, it deals strong knockback even from behind and overall has more utility than his previous one. It also has a flame effect.}}
*{{buff|Up smash has a flame effect and does much more damage with higher knockback.}}
*{{buff|Up smash has a flame effect and does much more damage with higher knockback.}}
Line 47: Line 41:


===Aerial Attacks===
===Aerial Attacks===
*{{buff|Forward aerial deals more damage and knockback, and the sourspot deals higher knockback than the sweetspot, and has slightly less endlag.}}
*{{buff|Foward aerial deals more damage and knockback, and the sourspot deals higher knockback than the sweetspot, and has slightly less endlag.}}
*{{buff|Neutral aerial possesses higher range, doing more damage and knockback. The hitboxes have longer duration, with the first hit striking both in front of and behind Roy once each and the second hit striking twice in front and once behind. The second hit does not have a sourspot. It also has a flame effect on the second hit.}}
*{{buff|Neutral aerial possesses higher range, doing more damage and knockback. Now strikes 3 times in front of Roy and twice behind, and the second and third strikes do not have a sourspot. It also has a flame effect on the 2nd and 3rd hits.}}
*{{buff|New back aerial is a horizontal slice that deals higher damage and much more knockback, making it a powerful finisher.}}
*{{buff|New back aerial is a horizontal slice that deals higher damage and much more knockback, making it a powerful finisher.}}
*{{buff|Down aerial has less endlag and deals more damage, and the sweetspots are easier to land. Its strongest hitbox is a very strong spike located between Roy's head and the base of his blade. It also has a flame effect.}}
*{{buff|Down aerial has less endlag and deals more damage, and the sweetspots are easier to land. Its strongest hitbox is a very strong spike located between Roy's head and the base of his blade. It also has a flame effect.}}
Line 68: Line 62:
*{{buff|Grab release animation sped up to avoid potential grab release combos or re-grabs.}}
*{{buff|Grab release animation sped up to avoid potential grab release combos or re-grabs.}}
*{{change|Forward Air landing lag and L-canceled landing lag matched to Melee.}}
*{{change|Forward Air landing lag and L-canceled landing lag matched to Melee.}}
*{{bugfix|Some of [[Double-Edge Dance]]'s sword swings could whiff when it looked like they hit, this has been fixed.}}
*{{change|Some of [[Double-Edge Dance]]'s sword swings could whiff when it looked like they hit, this has been fixed.}}
*{{change|New Final Smash doesn't use time manipulation anymore and has been fixed up in general to be less buggy.}}
*{{change|New Final Smash doesn't use time manipulation anymore and has been fixed up in general to be less buggy.}}
*{{change|Model optimized to no longer cause significant lag.}}
*{{change|Model optimized to no longer cause significant lag.}}
Line 82: Line 76:
*{{change|Sword Swing sounds now match Melee (using 3.5's revamp of Roy's previous Melee swings).}}
*{{change|Sword Swing sounds now match Melee (using 3.5's revamp of Roy's previous Melee swings).}}


===v3.6===
===v3.6 Beta===
Beta
*{{change|AI is now more intelligent when using Roy.}}
*{{change|AI is now more intelligent when using Roy.}}
*{{change|Down tilt's tip's base knockback was reduced from 90 to 70.}}
*{{buff|Down tilt's tip's base knockback was reduced from 90 to 70.}}
*{{change|Down aerial's base knockback was reduced from 40 to 30.}}
*{{buff|Down aerial's base knockback was reduced from 40 to 30.}}
*{{nerf|Down aerial's knockback growth was reduced from 70 to 60.}}
*{{nerf|Down aerial's knockback growth was reduced from 70 to 60.}}
Full
*{{change|Roy's voice clips are more audible. His sounds were also adjusted to be different from Marth.}}
*{{change|Back aerial animation tweaked, making it easier to hit and/or sweetspot opponents. Knockback angle changed from 50 to [[Sakurai angle|361]].}}


==Moveset==
==Moveset==
Line 124: Line 113:
|-
|-
!Neutral aerial
!Neutral aerial
| || 4% (hit 1), 10% (hit 2) || A full outward 360° spin 4 times with his sword held in both hands. Low start and end lag, with moderate landing lag. Two attacks may link together for decent damage, with relative knockback. Causes a flame effect if it connects.
| || 4% (hit 1), 10% (hits 2-3) || A full outward 360° spin 4 times with his sword held in both hands. Low start and end lag, with moderate landing lag. Two attacks may link together for decent damage, with relative knockback. Causes a flame effect if it connects.
|-
|-
!Forward aerial
!Forward aerial
| || 12% (base), 9% (tip) || Same as Marth's. A fast swipe in front of Roy. Low start lag with somewhat moderate end lag, and moderate landing lag. Sweetspot (middle of the sword) deals more damage than the sourspot. The sourspot (near the tip of the sword) causes relatively low damage, less than that of the sweetspot; ironically, the sourspot delivers more knockback than the sweetspot, making it the only move whose sourspot is technically stronger than its sweetspot. Often a main combo tool but can still be punished if used incorrectly.
| || 12% (base), 9% (tip) || Same as Marth's. A fast swipe in front of Roy. Low start lag with somewhat moderate end lag, and moderate landing lag. Sweetspot (middle of the sword) deals more damage than the sourspot. The sourspot (near the tip of the sword) causes relatively low damage, less than that of the sweetspot; ironically, the sourspot delivers more knockback than the sweetspot, making it the only move whose sourspot is stronger than its sweetspot. Often a main combo tool but can still be punished if used incorrectly.
|-
|-
!Back aerial
!Back aerial
Line 201: Line 190:
Roy retains his costumes from ''Melee'', with the addition of two new costumes, although they were touched to match the more realistic environment of ''Brawl.''
Roy retains his costumes from ''Melee'', with the addition of two new costumes, although they were touched to match the more realistic environment of ''Brawl.''


PMDT has [https://twitter.com/ProjectMGame/status/625787345514721282 confirmed] on their Twitter account that Roy will have an alternate costume based off his appearance in ''Fire Emblem: Awakening'' in the full version of 3.6.
Project M has [https://twitter.com/ProjectMGame/status/625787345514721282 confirmed] on their Twitter account that Roy will have an alternate costume based off his appearance in ''Fire Emblem: Awakening'' in the full version of 3.6.


{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
15

edits