Roy (SSB4): Difference between revisions

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→‎Attributes: An overall tidy-up of Roy's page, making the format more in line with other pages. Also added things like combo starters and the like.
(→‎Attributes: An overall tidy-up of Roy's page, making the format more in line with other pages. Also added things like combo starters and the like.)
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==Attributes==
==Attributes==
[[File:RoyMarthComparison.jpeg|400px|thumb|Roy and {{SSB4|Marth}} performing their forward smash attacks. Note that the sweetspot is highlighted by the trail left by their swords: Roy's [[fireemblemwiki:Binding Blade (weapon)|Sword of Seals]] is strongest near its hilt, whereas Marth's {{s|fireemblemwiki|Falchion}} is strongest at its blade's tip.]]
[[File:RoyMarthComparison.jpeg|400px|thumb|Roy and {{SSB4|Marth}} performing their forward smash attacks. Note that the sweetspot is highlighted by the trail left by their swords: Roy's [[fireemblemwiki:Binding Blade (weapon)|Sword of Seals]] is strongest near its hilt, whereas Marth's {{s|fireemblemwiki|Falchion}} is strongest at its blade's tip.]]
Unlike in ''Melee'', Roy is a [[semi-clone]] of {{SSB4|Marth}}, and he now possesses an individualized playstyle thanks to certain mechanical differences. The most notable of these differences is his inverse [[tipper]]: the [[fireemblemwiki:Binding Blade (weapon)|Sword of Seals]] deals more damage and knockback near its hilt, and much less at its blade's tip. However, the Sword of Seals also boasts two other distinct traits: its inverse tipper is much larger than Falchion's tipper, and most of its attacks are less polarizing than Falchion's due to their possession of an additional hitbox that is between both its sweetspot and sourspot. Like Marth, Roy is a [[Weight|middleweight]] and has above average [[walking]] speed, but his other attributes noticeably differ: he has the eleventh fastest [[dash]]ing speed, the fourth fastest [[air speed]], and the fifth fastest [[falling speed]], which collectively make his mobility faster than Marth's. Like Marth, Roy has an effective [[dash-dance|extended dash-dance]], which allows him to read and punish opponents accordingly. However, Roy is tied for the longest initial dash animation (17 frames), giving him a poor shield buffer out of his dash. His [[air acceleration]] is also among the slowest in the game: this not only forces him to commit to any aerial approaches, but also makes his aerial mobility significantly less fluid compared to Marth's, whose air acceleration allows him to easily use retreating aerials.


The majority of Roy's attacks have quick start-up, and his overall fast mobility allows him to easily get close to an opponent. By extension, his ability to easily close the gap between himself and his opponent allows him to use his inverse tipper effectively. Once Roy finds an opening, he has several ways to rack up damage. His neutral aerial is perhaps his most versatile move, thanks to its quick start-up, low landing lag, long-lasting hitbox, and utility as a combo starter. His neutral attack is also quick and can easily lead into other moves, such as his throws and tilt attacks. His down and forward throws launch opponents at favorable angles and thus open up combo opportunities for his neutral attack, dash attack, forward tilt, neutral aerial, and [[Double-Edge Dance]]. His down tilt is also a good spacing option, and is useful for [[shield stab]]bing.
Unlike in ''Melee'', Roy is a [[semi-clone]] of {{SSB4|Marth}}, with remarkably different attributes to further separate the two in ''Smash 4''. Compared to Marth, Roy sports the eleventh fastest [[dash]]ing speed, the fourth fastest [[air speed]], and the fifth fastest [[falling speed]] (7, 23, and 30 spots higher, respectively), alongside being 5 units [[Weight|heavier]] than Marth. Conversely, Roy [[walk]]s significantly slower, being only above-average compared to Marth (who sports the fastest walk), while his [[air acceleration]] is among the game's bottom five (compared to Marth, who holds the 17th spot). Finally, Roy's long [[dash-dance|extended dash-dance]] allows him to read and punish opponents accordingly; however, his laggy initial dash (17 frames) and turnaround animations give him a poor shield buffer out of his dash and turn. Overall, this places Roy's archetype as a nimble fast-faller with linear movement: Roy's mobility  is considerably faster than Marth's in regards to movement speed and air-to-ground transitioning, but his aerial fluidity is significantly limited, preventing him from easily using retreating aerials like Marth, and makes his aerial approaches committal.


Roy also boasts an array of KOing options, with many of his sweetspotted attacks capable of KOing below 130%. While on-stage, his best KOing options are his forward and up tilts, forward and up smashes, and [[Blazer]], due to their quick start-up and high power. Although Roy's offense thrives while he is on-stage, his fast air speed and disjointed range grant him an effective off-stage presence. His forward, back and down aerials are easily capable of KOing, yet they also possess particular strengths: the former two are quick and have wide arcs, while the latter is capable of [[meteor smash]]ing. Although he is a middleweight, Roy's very quick falling speed grants him impressive on-stage endurance, which and he can make great use of [[rage]], which further enhances the knockback of his already powerful moves.
Apart from differences in attributes, many of Roy's attacks differ from Marth's by having separate animations, which in turn give his attacks completely altered hitbox sizes, frame values and mechanical differences. This grants him a individualized playstyle compared to Marth, made most notable by his inverse [[tipper]]: the [[fireemblemwiki:Binding Blade (weapon)|Sword of Seals]] deals more damage and knockback near its hilt, and much less at its blade's tip, which has very little KO potential compared to Marth's untippered [[fireemblemwiki:Falchion|Falchion]]. However, its inverse tipper is much larger than Falchion's tipper, and most of its attacks are less polarizing due to their possession of a "mediumspot" that is between both its sweetspot and sourspot. Roy's sword, along with his attributes, encourage a highly rewarding close-and-personal game with heavy emphasis on landing hits with his sword's larger sweetspot, and has little focus on distant spacing due to its ineffective sourspots.


Each of Roy's special moves possess respectable utility. [[Flare Blade]] is a deadly edgeguarding option, especially while on-stage, thanks to its charging ability, overall high power, large hitbox, and deceptively low ending lag. Double-Edge Dance is effective for damage racking, while its final upward and forward hits can KO outright. In addition to its KO potential, Blazer is an excellent [[out of shield]] option that grants [[super armor]] on start-up, can [[stage spike]] careless opponents who attempt to edgeguard him, and can be a [[true combo]] from his neutral attack at specific percents. Lastly, his [[Counter]] is one of the strongest [[counterattack]]s in the game, as its 1.35x damage multiplier makes it devastating when used against a powerful attack.
Much like his overall mobility, almost all of Roy's attacks have quick start-up, and his aforementioned speed allows him to easily close the gap between himself and his opponent to make effective use of his inverse tipper. Coupled with his sweetspot's high damage, Roy has an above-average damage racking game once he finds an opening. His most versatile combo initiators are his neutral aerial (which has quick start-up, low landing lag, and a long-lasting hitbox) and his neutral attack (which starts at frame 5 and launches at a favorable angle), both of which can start combos into his throws and tilts. His up aerial starts on frame 5, granting it frame-trapping potential against air dodges, and has a deceptively long-lasting hitbox that lasts until the sword trail ends, allowing a reverse sweetspotted up air to start medium-percentage combos into neutral aerial, back aerial, or [[Blazer]], or a sourspot into [[Double-Edge Dance]] depending on the enemy's reaction. Finally, forward aerial has very early [[interruptibility]], allowing it to be used as a retreating aerial while jumping backwards, and can even chain into itself up to two times if Roy moves at full speed and uses his second jump. His down tilt is also a good spacing option, and is useful for [[shield stab]]bing and [[edgeguard]]ing due to its semi-spike trajectory.


However, Roy is hindered by a slew of flaws. While his inverse tipper is one of his greatest strengths, it also forces him to fight at close range in order to be utilized to its fullest. This is further compounded by his [[range]] being decidedly short for a swordsman, as resulting in a whiffed move on Roy's part leaving him open to [[punishment]], while also not being as effective as spacing opponents as other sword-wielding characters. He also can have trouble approaching despite his good mobility, since his neutral aerial is his only quick option to use in order close in and pressure the opponent. Roy's very fast air speed is also offset by his very slow air acceleration, which makes his aerial approach highly committal in general, much like {{SSB4|Ryu}}'s.  
Tying in with his damage racking game are his throws, which launch at favorable angles for low-percent combos. Down and forward throws can chain into his neutral attack, dash attack, forward tilt, neutral aerial, Blazer and [[Double-Edge Dance]]. As Roy's combo-initiating moves can often lead straight into a grab, it is common for Roy to deal high amounts of damage through precise [[read]]s at low percents, either from an attack into a grab, or through chaining a throw into an attack, then regrabbing. While the low [[hitstun]] of his throws prevent true followups at higher percents, they also force opponents into [[tech-chase]] and air dodge scenarios, allowing Roy to condition opponents into reacting. Up throw is also able to KO outright at very high percents.


Although Roy's combo game is very potent at low percents, it will become inconsistent beginning at medium percents. Unlike Marth, Roy's sourspots are not as reliable at creating combos: while they are still possible to perform, his sourspots require a lot of emphasis on precision and can quickly lose their effectiveness. The high ending lag of Roy's moves and the low [[hitstun]] of his forward and down throws collectively hinder Roy by opening holes in his combo game due to them occasionally making it so that he has to attempt to [[read]] what his opponent will do. His forward throw is also burdened by the fact that most opponents can reliably tech out of its follow-ups.
The power of Roy's sweetspotted moves also grant him an array of KOing options capable of taking a stock below 130%. While on-stage, his best KOing options are his forward and up tilts, forward and up smashes, and [[Blazer]], due to their quick start-up and high power. Although Roy's offense thrives while he is on-stage, his fast air speed and disjointed range grant him an effective off-stage presence. His forward, back and down aerials each have distinct perks apart from their power: the former two are quick and have wide arcs, while the latter is a powerful [[meteor smash]] when sweetspotted. Although he is a middleweight, Roy is also one of the better users of [[rage]], as his very quick falling speed grants him impressive on-stage endurance and allows him to further enhance the knockback of his already powerful moves.


Roy's [[recovery]] is also ineffective despite his impressive mobility. Although Blazer offers excellent protection, can be angled, and covers a decent amount of horizontal distance, it covers little vertical distance and is predictable. When coupled with his very quick falling speed, he is highly susceptible to meteor smashes, and even a sufficiently strong [[semi-spike]] can launch him too far away to recover. Additionally, players unaccustomed to his falling speed will quickly find that any misused aerial off-stage will send him too far off-stage to recover.
Finally, each of Roy's special moves possess respectable utility. [[Flare Blade]] is a deadly edgeguarding option, especially while on-stage, thanks to its fearsome power even when uncharged, large hitbox, and deceptively low ending lag. Its speed also allows Roy to amplify his sub-par aerial mobility by granting him an aerial [[B-reverse]]. Double-Edge Dance is effective for damage racking, catching dodges, and pressuring shields; its final upward and forward hits can also KO outright. Blazer is an excellent [[out of shield]] option that grants [[super armor]] on start-up, has high power when grounded, can [[stage spike]] careless opponents who attempt to edgeguard Roy, and can be a [[true combo]] from his down throw at 0% or neutral attack at specific percents. Lastly, his [[Counter]] is one of the strongest [[counterattack]]s in the game, as its 1.35x damage multiplier makes it devastating when used against a powerful attack.


Roy's very quick falling speed also makes him very susceptible to [[combo]]s. His unsafe moves offer opponents many opportunities to punish him, and none of his moves are generally reliable enough to consistently break combos. Because of this, many characters with reliable combo moves can rack up large amounts of damage and easily force him off-stage, where he could potentially be KO'd if dealt with accordingly. Lastly, Roy does not have any [[Character customization|custom moves]] due to being a DLC character. As such, he must not only utilize his own special moves properly, but also adapt as best as possible against characters that possess their own custom moves.
However, Roy is hindered by a slew of flaws. Although he is granted a powerful offense, making use of it is difficult in the first place despite his remarkable mobility, mainly due to several reasons. His very fast air speed is offset by his very slow air acceleration, making his aerial approach highly committal in general, much like {{SSB4|Ryu}}'s. In addition, while his inverse tipper is one of his greatest strengths, it also forces him to fight at close range to utilized to its fullest: only his sweetspots cause enough [[shield stun]] to prevent [[punishment]], and when coupled with his attacks having overall high ending lag (or in the case of his aerials, the inability to [[autocancel]] from a short hop), this results in him having to space attacks dangerously close against shields and negating the benefits of his disjointed sword. Finally, his [[range]] is below average for a swordsman, and when coupled with the Sword of Seal's low-utility sourspots, Roy's approach and spacing game is poor despite his good mobility, since his neutral aerial is his only quick, low-risk option to use in order close in and pressure the opponent.


Overall, Roy's strengths are on par with his weaknesses. While his character archetype is commonly viewed as being in the rushdown and/or glass cannon categories, his cannot effectively function in either role due to his poor recovery, unimpressive range for a swordsman, and vulnerability to combos. Instead, his optimal playstyle consists of limited aggression, playing around an opponent's shields and reactions using his excellent mobility, and capitalizing on openings with his strong combo game and potent KOing options. As a result of these traits, Roy has sparse tournament representation and results at high-level play, although he has nevertheless achieved some competitive success, thanks to players such as {{Sm|Hyper Kirby}} and {{Sm|Captain Levi}}.
Roy's combo game, while powerful at low percents, become inconsistent from medium percents and onward. Although possible, Roy's sourspots are very unreliable for creating combos unlike Marth's, as they require extreme precision and only work at specific percents. His sweetspots are similar, due to them sending opponents too far for actual combos and only being effective for outright KOing at high percents. His throws also lack any true followups due to their very low hitstun: his forward throw can be easily teched, while his down throw can be air dodged out of. Overall, this makes Roy potent at damage-racking, but his lack of KO setups puts him at a significant disadvantage when trying to end stocks, as it leaves him only with hard punishes.
 
Finally Roy's offstage survivability is notoriously poor. His very quick falling speed makes him extremely susceptible to [[combo]]s, and as none of his moves are generally reliable enough to consistently break combos, many characters with reliable combo moves can rack up large amounts of damage and easily force him off-stage. To add to this issue, Roy's only [[recovery]] move, Blazer, is notoriously ineffective despite his impressive mobility: although it offers excellent protection, can be angled, and covers a decent amount of horizontal distance, it covers little vertical distance and is predictable. When coupled by his very quick falling speed. he is highly susceptible to meteor smashes, and even a sufficiently strong [[semi-spike]] can launch him too far away to recover. Additionally, players unaccustomed to his falling speed will quickly find that any misused aerial off-stage will send him too far off-stage to recover.
 
Although tournaments do not currently allow [[Character customization|custom moves]], it should be noted that Roy does not have any due to being a DLC character. As such, he must not only utilize his own special moves properly, but also adapt as best as possible against characters that possess their own custom moves.
 
Overall, Roy's strengths are on par with his weaknesses. While his character archetype is commonly viewed as being in the rushdown and/or glass cannon categories, he cannot effectively function in either role due to his poor recovery, unimpressive range for a swordsman, and vulnerability to combos. Instead, his optimal playstyle consists of limited aggression, playing around an opponent's shields and reactions using his excellent mobility, and capitalizing on openings with his strong damage-racking game and potent KOing options. As a result of these traits, Roy has sparse tournament representation and results at high-level play, although he has nevertheless achieved some competitive success, thanks to players such as {{Sm|Hyper Kirby}} and {{Sm|Captain Levi}}.


==Changes from ''Melee''==
==Changes from ''Melee''==
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