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(Usmash has flame effect in Melee too) |
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==Attributes== | ==Attributes== | ||
Roy | 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 continues to be 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 has a rather amazing character build, especially when considering the many buffs he inherited. | ||
==Changes from ''Melee'' to PM== | ==Changes from ''Melee'' to PM== | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|Roy's sword attacks have more | *{{buff|Roy's sword attacks have more range.}} | ||
===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 | *{{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| | *{{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 | *{{buff|Up smash has a flame effect and does much more damage with higher knockback.}} | ||
*{{buff|Dash attack deals higher damage and is cancelable, which allows him to [[DACUS]]; this further improves his mobility and is an additional [[approach]]ing option.}} | *{{buff|Dash attack deals higher damage and is cancelable, which allows him to [[DACUS]]; this further improves his mobility and is an additional [[approach]]ing option.}} | ||
*{{nerf|Forward tilt has slightly slower start-up.}} | *{{nerf|Forward tilt has slightly slower start-up.}} | ||
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===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{buff| | *{{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. | *{{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.}} | ||
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*{{buff|[[Flare Blade]] is more powerful in terms of knockback, and even when uncharged it deals more damage than before.}} | *{{buff|[[Flare Blade]] is more powerful in terms of knockback, and even when uncharged it deals more damage than before.}} | ||
*{{buff|[[Double-Edge Dance]] was improved significantly; 3rd variation has a new animation and its sourspot deals slightly more damage. 4th variation can be reversed and is a stabbing move that deals strong knockback. 3rd up variation sourspot deals much higher damage. 3rd down variation has a new animation and deals slightly higher damage and now has major gimping potential. 4th down variation has a new animation, hits better, and deals more knockback. 4th variation has has a new animation and has more vertical range while the sourspot does more damage.}} | *{{buff|[[Double-Edge Dance]] was improved significantly; 3rd variation has a new animation and its sourspot deals slightly more damage. 4th variation can be reversed and is a stabbing move that deals strong knockback. 3rd up variation sourspot deals much higher damage. 3rd down variation has a new animation and deals slightly higher damage and now has major gimping potential. 4th down variation has a new animation, hits better, and deals more knockback. 4th variation has has a new animation and has more vertical range while the sourspot does more damage.}} | ||
*{{buff|[[Blazer]] deals much more damage and now has more reliable knockback. Additionally, the very last | *{{buff|[[Blazer]] deals much more damage and now has more reliable knockback. Additionally, the very last hit of the move will no longer inflict knockback just based on falling speed, but will inflict knockback based on damage percentage. Also at the height of the jump Roy can grab edges when he is facing away from it, similar to Falcon Dive and Dark Dive.}} | ||
*{{nerf|Double Edge Dance has its sole nerf; 4th up variation has less overall range, damage, and knockback, and has a new animation.}} | *{{nerf|Double Edge Dance has its sole nerf; 4th up variation has less overall range, damage, and knockback, and has a new animation.}} | ||
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*{{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.}} | ||
*{{ | *{{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.}} | ||
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*{{nerf|Dash grab range decreased.}} | *{{nerf|Dash grab range decreased.}} | ||
*{{change|Double Edge Dance frame data now matches Melee.}} | *{{change|Double Edge Dance frame data now matches Melee.}} | ||
*{{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).}} | ||
==Moveset== | ==Moveset== | ||
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|- | |- | ||
!Up smash | !Up smash | ||
| | | || {{ChargedSmashDmgSSBM|2}} (hits 1-4), {{ChargedSmashDmgSSBM|12}} (hit 5) ({{ChargedSmashDmgSSBM|20}} total) || An upward thrust above Roy's body. Low start up lag with high end lag, and decent vertical range. It traps opponents in for great damage, and can link into combos at low percentages. The tip can meteor smash at the very first frames of the attack, as long as it doesn't link to another part. Causes a flame effect, should it hit. | ||
|- | |- | ||
!Down smash | !Down smash | ||
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|- | |- | ||
!Neutral aerial | !Neutral aerial | ||
| || 4% (hit 1), 10% ( | | || 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) | | || 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) gives more damage and knockback, while sourspot (near the tip of the sword) causes relatively low damage and mediocre knockback. Often a main combo tool but can still be punished if used incorrectly. | ||
|- | |- | ||
!Back aerial | !Back aerial | ||
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|- | |- | ||
!Down aerial | !Down aerial | ||
| || 18% (base), 12% (mid), 9% (tip) || Same as Marth's. An outward pendulum slash downwards. It has been changed from ''Melee'' drastically. Though it retains the same start lag, its ending and landing lag has been sped up. | | || 18% (base), 12% (mid), 9% (tip) || Same as Marth's. An outward pendulum slash downwards. It has been changed from ''Melee'' drastically. Though it retains the same start lag, its ending and landing lag has been sped up. Also, its meteor smash range has been increased to the middle of the blade, and its knockback has been increased, making it even more dangerous. However, its sourspot has barely been changed. Should the sweetspot ([[meteor smash]]) connect, it causes a flame effect. | ||
<!--Grab aerial--> | <!--Grab aerial--> | ||
|- | |- | ||
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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.'' | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
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==Trivia== | ==Trivia== | ||
{{image|Roy's Congratulations screen?}} | |||
*Roy was the first Clone Engine character to be announced for Project M. | *Roy was the first Clone Engine character to be announced for Project M. | ||
*Roy's | *Roy's sound effects replace [[Duon]]'s, resulting in [http://www.youtube.com/watch?v=UHkl_8HWqG0 atypical behaviour] when fighting it. | ||
* | **This no longer occurs in v3.6 Beta as his sound effects are now shared with [[Marth_(PM)|Marth]]. | ||
*Roy's voice is heard when he is in his [[Metal]] form. He shares this distinction with Mewtwo due to their sound effects replacing those of Subspace Emissary bosses. | |||
*The voice clip from Roy's up taunt comes from one of his victory quotes in Melee. | *The voice clip from Roy's up taunt comes from one of his victory quotes in Melee. | ||
**This voice clip, while rerecorded, would go on to be used in one of {{SSB4|Roy}}'s taunts in ''Smash 4''. However, this is a coincidence. | **This voice clip, while rerecorded, would go on to be used in one of {{SSB4|Roy}}'s taunts in ''Smash 4''. However, this is a coincidence. | ||
* | *Unlike Mewtwo, Roy does not have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound. | ||
*Roy's SFX are of a significantly lower quality than those featured in Melee, however an [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207340 unofficial patch] proved that this was unnecessary for the official release. | |||
* | |||
*Roy is still missing his sheathe, because the PMDT stated that there would be file size and clipping issues. However, [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207127 unofficial patches] exist, which do not have the filesize issues (before Brawlbox gained a model optimizer, they could have crashed) and the sheathe clips roughly as much as those of other existing characters on Project M's roster. | *Roy is still missing his sheathe, because the PMDT stated that there would be file size and clipping issues. However, [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207127 unofficial patches] exist, which do not have the filesize issues (before Brawlbox gained a model optimizer, they could have crashed) and the sheathe clips roughly as much as those of other existing characters on Project M's roster. | ||
*Like {{PM|Mewtwo}}, anything that would normally be exclusive to Roy (namely, trophies and a [[Codec Conversations|codec conversation]]) is replaced with that of {{PM|Mario}}'s. | *Like {{PM|Mewtwo}}, anything that would normally be exclusive to Roy (namely, trophies and a [[Codec Conversations|codec conversation]]) is replaced with that of {{PM|Mario}}'s. |
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