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 for a lightweight, 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 falls under a special and unique archetype of being a nimble fighter with relatively strong attacks for a lightweight, 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.
Another one of Roy's major boons is his approach; his wavedash is essentially decent and he possesses one of the best [[Short hop fast fall L-cancel|SHFFLs]] in the game due to his fast falling speed and low short hop.


His grab game is among the best. His up throw is the 9th strongest (10th if {{PM|Olimar}}'s is counted as two due to his blue and purple Pikmin being stronger) 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.
His grab game is among the best. His up throw is the 9th strongest (10th if {{PM|Olimar}}'s is counted as two due to his blue and purple Pikmin being stronger) 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.
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