Roy (PM): Difference between revisions

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==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 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.
 
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==
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===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''.}}


===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 deals much more damage with higher knockback.}}
*{{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|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.}}
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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 hitbox of the move no longer inflicts set knockback. 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.}}
*{{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.}}
*{{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.}}
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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).}}
 
===v3.6===
Beta
*{{change|AI is now more intelligent when using Roy.}}
*{{change|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.}}
*{{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==
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|-
|-
!Up smash
!Up smash
|Flame Sword|| {{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 spike 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.
| || {{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% (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) 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. The middle of the blade is stronger, and its power is in between those of the sourspot and sweetspot. Additionally, the sweetspot, positioned between Roy's head and his sword's hilt when the move is executed, is no longer a [[meteor smash]], but a powerful, fiery [[spike]], and its knockback has drastically been increased, making it even more dangerous. However, other than a slight increase in damage, its sourspot has barely been changed.
| || 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.''


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.


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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 SFX are of a significantly lower quality than those featured in Melee, although an [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207340 unofficial patch] proved that this was unnecessary for the official release.
*Roy's sound effects replace [[Duon]]'s, resulting in [http://www.youtube.com/watch?v=UHkl_8HWqG0 atypical behaviour] when fighting it.
*Unlike Mewtwo, Roy does not have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound.
**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.
*Being a clone engine character, there are some slightly odd cases with Roy's voice clips during battle:
*Unlike Mewtwo, Roy does not have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound.
**Roy's voice is heard when he is in his [[Metal]] form. He shares this distinction with Mewtwo.
*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.
**Prior to the v3.6 Beta, Roy's sound effects replaced [[Duon]]'s, resulting in [http://www.youtube.com/watch?v=UHkl_8HWqG0 atypical behaviour] when fighting it. His sound effects are now shared with [[Marth_(PM)|Marth]].
[[File:RoyCongratulationsPM.png|thumb|Roy's congratulations screen in ''Project M'']]
*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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