Roy (SSB4): Difference between revisions

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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: capitalizing on enemy openings with his excellent mobility, and pressuring them with both his powerful sweetspots and effective combo game, but approaching cautiously and spacing his sweetspots safely enough to circumvent his flaws. 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|Cloudy}}.
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: capitalizing on enemy openings with his excellent mobility, and pressuring them with both his powerful sweetspots and effective combo game, but approaching cautiously and spacing his sweetspots safely enough to circumvent his flaws. 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|Cloudy}}.


==Changes from ''Melee''==
==Changes from ''[[Super Smash Bros. Melee]]''==
Roy is frequently placed within a group of characters ({{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Charizard}}, {{SSB4|King Dedede}} and {{SSB4|Pit}}) that are the most noticeably reworked [[veteran]]s in ''SSB4''. In Roy's case, several of his moves were de-cloned from {{SSB4|Marth}}, to the point that he is now a semi-clone. Although Roy received a mix of buffs and nerfs in the transition from ''Melee'' to ''SSB4'', he has overall been buffed.
Roy is frequently placed within a group of characters ({{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Charizard}}, {{SSB4|King Dedede}} and {{SSB4|Pit}}) that are the most noticeably reworked [[veteran]]s in ''SSB4''. In Roy's case, several of his moves were de-cloned from {{SSB4|Marth}}, to the point that he is now a semi-clone. Although Roy received a mix of buffs and nerfs in the transition from ''Melee'' to ''SSB4'', he has overall been buffed.


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===Ground attacks===
===Ground attacks===
*{{buff|Roy has a new neutral attack, a reverse gripped upward slash. Compared to the previous neutral attack, it deals more damage (3%/5%/6% → 4.8%/7.5%/7.5%) and base knockback (30/5 → 40/32), has less ending lag (frame 26 → 23) and has a different angle ([[Sakurai angle|361°]] → 62°/32°). Altogether, these traits make it significantly better for combos.}}
*[[Neutral attack]]:
*{{nerf|Neutral attack has more start-up lag and its duration is shorter (frame 4-7 → 5-7) compared to the previous neutral attack.}}
**{{buff|Roy has a new neutral attack, a reverse gripped upward slash. Compared to the previous neutral attack, it deals more damage (3%/5%/6% → 4.8%/7.5%/7.5%) and base knockback (30/5 → 40/32), has less ending lag (FAF 26 → 23) and has a different angle ([[Sakurai angle|361°]] → 62°/32°). Altogether, these traits make it significantly better for combos.}}
*{{buff|Roy has a new forward tilt, a reverse gripped downward slash. Compared to the previous forward tilt, it deals more damage (12%/10%/7% → 12.5%/9%/8%) and knockback (60/30 (base)/70 (scaling) → 30/40 (base)/100/80 (scaling)) and has less start-up (frame 9 → 8) and ending lag (frame 40 → 32). Altogether, these traits making it better for KOing.}}
**{{nerf|Neutral attack has more start-up lag and its duration is shorter (frame 4-7 → 5-7) compared to the previous neutral attack.}}
*{{nerf|Forward tilt's duration is shorter (5 frames → 3) than the previous forward tilt's.}}
*[[Forward tilt]]:
*{{buff|Roy has a new up tilt, a reverse gripped overhead arcing slash. Compared to the previous up tilt, it deals more damage (6%/8%/9%/10% → 7%/12%), making it much stronger than the previous up tilt in spite of it having less knockback scaling (120/118/116/100 → 103). It also has less start-up (frame 7 → 6) and ending lag (interruptibility frame 40 → 39) and its sourspot has more base knockback (20 → 30). Altogether, these traits make it better for KOing and combos.}}
**{{buff|Roy has a new forward tilt, a reverse gripped downward slash. Compared to the previous forward tilt, it deals more damage (12%/10%/7% → 12.5%/9%/8%) and knockback (60/30 (base)/70 (scaling) → 30/40 (base)/100/80 (scaling)) and has less start-up (frame 9 → 8) and ending lag (FAF 40 → 32). Altogether, these traits making it better for KOing.}}
*{{nerf|Up tilt's duration is shorter (7 frames → 5) than the previous up tilt's.}}
**{{nerf|Forward tilt's duration is shorter (5 frames → 3) than the previous forward tilt's.}}
*{{nerf|Sweetspotted down tilt deals 1% less damage (12% → 11%).}}
*[[Up tilt]]:
*{{buff|Sourspotted down tilt deals 0.5% more damage (6% → 6.5%).}}
**{{buff|Roy has a new up tilt, a reverse gripped overhead arcing slash. Compared to the previous up tilt, it deals more damage (6%/8%/9%/10% → 7%/12%), making it much stronger than the previous up tilt in spite of it having less knockback scaling (120/118/116/100 → 103). It also has less start-up (frame 7 → 6) and ending lag (FAF 40 → 39) and its sourspot has more base knockback (20 → 30). Altogether, these traits make it better for KOing and combos.}}
*{{buff|Down tilt has decreased start-up lag (frame 8 → 7).}}
**{{nerf|Up tilt's duration is shorter (7 frames → 5) than the previous up tilt's.}}
*{{change|Down tilt has decreased base knockback (90/70 → 50/40). Due to its angle being altered (80° → 30°), it is also now a [[semi-spike]]. These changes improve its edgeguarding and [[tech-chasing]] potential, but significantly hinder its combo potential.}}
*[[Down tilt]]:
*{{nerf|Down tilt has increased ending lag (interruptibility frame 20 → 22) and a shorter duration (3 frames → 2).}}
**{{nerf|Sweetspotted down tilt deals 1% less damage (12% → 11%).}}
*{{buff|Roy has a new dash attack, an inward horizontal slash. Compared to the previous dash attack, it deals more damage (12%/6% → 13%/9%), knockback (70/35 (base)/55/60 (scaling) → 65/60 (base)/82/60 (scaling)) and its sweetspot has a different angle (110° → 52°). Altogether, these traits make it better for KOing.}}
**{{buff|Sourspotted down tilt deals 0.5% more damage (6% → 6.5%).}}
*{{nerf|Dash attack has more start-up (frame 12 → 13) and ending lag (interruptibility frame 40 → 50) compared to the previous dash attack.}}
**{{buff|Down tilt has decreased start-up lag (frame 8 → 7).}}
*{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671× → 1.4×), fully charged forward and up smashes deal more damage (27.324%/16.4052% → 28%/16.8% (forward), 22.639176% → 23.8% (up)).}}
**{{change|Down tilt has decreased base knockback (90/70 → 50/40). Due to its angle being altered (80° → 30°), it is also now a [[semi-spike]]. These changes improve its edgeguarding and [[tech-chasing]] potential, but significantly hinder its combo potential.}}
*{{nerf|Roy has a new forward smash, a rotating two-handed downward slash based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''. Compared to the previous forward smash, its sweetspot is smaller because of it having a "medium-spot" that deals 3% less damage (20% → 17%). It also has more start-up (frame 12 → 14) and ending lag (frame 54 → 55), less vertical range, and a shorter duration (3 frames → 2).}}
**{{nerf|Down tilt has increased ending lag (FAF 20 → 22) and a shorter duration (3 frames → 2).}}
*{{change|Sweetspotted forward smash has different knockback compared to the previous forward smash's sweetspot (80 (base)/65 (scaling) → 70/70).}}
*[[Dash attack]]:
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] make sweetspotted forward smash significantly better at pressuring shields compared to the previous forward smash's sweetspot.}}
**{{buff|Roy has a new dash attack, an inward horizontal slash. Compared to the previous dash attack, it deals more damage (12%/6% → 13%/9%), knockback (70/35 (base)/55/60 (scaling) → 65/60 (base)/82/60 (scaling)) and its sweetspot has a different angle (110° → 52°). Altogether, these traits make it better for KOing.}}
*{{buff|Due to the changes to [[stale move negation]], up smash deals 0.44% more damage (16.56% → 17%), although its base knockback was compensated (73 → 70). It also has decreased start-up lag and a longer duration (10 frames → 12). Additionally, its [[spike]] hitbox now properly keeps opponents in place for the other hits. Lastly, it now grants intangibility to Roy's arm throughout its duration.}}
**{{nerf|Dash attack has more start-up (frame 12 → 13) and ending lag (FAF 40 → 50) compared to the previous dash attack.}}
*{{nerf|Up smash has increased ending lag (frame 46 → 59).}}
*[[Forward smash]]:
*{{nerf|Down smash's front hit deals less damage (21%/14% → 15%/10%), hindering its KO potential.}}
**{{nerf|Roy has a new forward smash, a rotating two-handed downward slash based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''. Compared to the previous forward smash, its sweetspot is smaller because of it having a "medium-spot" that deals 3% less damage (20% → 17%). It also has more start-up (frame 12 → 14) and ending lag (FAF 54 → 55), less vertical range, and a shorter duration (3 frames → 2).}}
*{{buff|Down smash's back hit deals more damage (16%/8% → 17%/11%) and its angles have been altered (75°/361° → 50°/47°/361°), improving its KO potential. It also has decreased ending lag (frame 72 → 63).}}
**{{change|Sweetspotted forward smash has different knockback compared to the previous forward smash's sweetspot (80 (base)/65 (scaling) → 70/70).}}
*{{change|Down smash's knockback properties have been reversed, making the back hit stronger than the front hit.}}
**{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671× → 1.4×), fully charged forward smash deals more damage (27.324%/16.4052% → 28%/16.8%).}}
*{{nerf|Down smash has a shorter duration (6 frames → 4).}}
**{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] make sweetspotted forward smash significantly better at pressuring shields compared to the previous forward smash's sweetspot.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve sweetspotted down smash's shield pressuring potential.}}
*[[Up smash]]:
**{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671× → 1.4×), fully charged up smash deals more damage (22.639176% → 23.8%).}}
**{{buff|Due to the changes to [[stale move negation]], up smash deals 0.44% more damage (16.56% → 17%), although its base knockback was compensated (73 → 70). It also has decreased start-up lag and a longer duration (10 frames → 12). Additionally, its [[spike]] hitbox now properly keeps opponents in place for the other hits. Lastly, it now grants intangibility to Roy's arm throughout its duration.}}
**{{nerf|Up smash has increased ending lag (FAF 46 → 59).}}
*[[Down smash]]:
**{{nerf|Down smash's front hit deals less damage (21%/14% → 15%/10%), hindering its KO potential.}}
**{{buff|Down smash's back hit deals more damage (16%/8% → 17%/11%) and its angles have been altered (75°/361° → 50°/47°/361°), improving its KO potential. It also has decreased ending lag (FAF 72 → 63).}}
**{{change|Down smash's knockback properties have been reversed, making the back hit stronger than the front hit.}}
**{{nerf|Down smash has a shorter duration (6 frames → 4).}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve sweetspotted down smash's shield pressuring potential.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have decreased ending lag (frame 50 → 46 (neutral), frame 35 → 30 (forward), frame 43 → 36 (back), frame 49 → 42 (up), frame 64 → 52 (down)).}}
*{{buff|All aerials have decreased ending lag (FAF 50 → 46 (neutral), FAF 35 → 30 (forward), FAF 43 → 36 (back), FAF 49 → 42 (up), FAF 64 → 52 (down)).}}
*{{nerf|Neutral, forward, and up aerials autocancel later (frame 32 → 47 (neutral), frame 30 → 33 (forward), frame 30 → 38 (up)), removing forward aerial's ability to autocancel.}}
*{{change|All aerials have decreased landing lag (20/10 frames (normal/L-canceled) → 11 (neutral), 20/10 frames → 13 (forward), 24/12 frames → 16 (back), 18/9 frames → 14 (up), 32/16 frames → 23 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated.}}
*{{change|All aerials have decreased landing lag (20/10 frames (normal/L-canceled) → 11 (neutral), 20/10 frames → 13 (forward), 24/12 frames → 16 (back), 18/9 frames → 14 (up), 32/16 frames → 23 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated.}}
*{{change|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, neutral aerial's first hit no longer deals consistent damage (4% → 6%/4%).}}
*[[Neutral aerial]]:
*{{buff|Neutral aerial's sweetspotted second hit deals 0.5% more damage (8% → 8.5%).}}
**{{change|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, neutral aerial's first hit no longer deals consistent damage (4% → 6%/4%).}}
*{{buff|Neutral aerial has decreased start-up lag (frame 7 → frame 6 (hit 1), frame 17 → frame 15 (hit 2)). Its second hit also has increased knockback scaling (80 → 100) and its angle has been altered (361° → 50°). Altogether, these changes improve its combo potential.}}
**{{buff|Neutral aerial's sweetspotted second hit deals 0.5% more damage (8% → 8.5%).}}
*{{nerf|Neutral, forward, and up aerials autocancel later (frame 32 → 47 (neutral), frame 30 → 33 (forward), frame 30 → 38 (up)), removing forward aerial's ability to autocancel.}}
**{{buff|Neutral aerial has decreased start-up lag (frame 7 → frame 6 (hit 1), frame 17 → frame 15 (hit 2)). Its second hit also has increased knockback scaling (80 → 100) and its angle has been altered (361° → 50°). Altogether, these changes improve its combo potential.}}
*{{buff|Forward aerial deals more damage (8%/5% → 11%/7%) and has increased knockback (30/10 (base)/70 (scaling) → 50/80), improving its KO potential.}}
*[[Forward aerial]]:
*{{nerf|Forward aerial's animation has slightly changed. Roy now swings the Sword of Seals while lunging farther inward. This new animation increases its start-up lag (frame 5 → 10).}}
**{{buff|Forward aerial deals more damage (8%/5% → 11%/7%) and has increased knockback (30/10 (base)/70 (scaling) → 50/80), improving its KO potential.}}
*{{buff|Back aerial deals 3% more damage (9%/6% → 12%/9%) and has increased knockback scaling (70 → 100), improving its KO potential. It also autocancels earlier (frame 34 → 32).}}
**{{nerf|Forward aerial's animation has slightly changed. Roy now swings the Sword of Seals while lunging farther inward. This new animation increases its start-up lag (frame 5 → 10).}}
*{{buff|Up aerial's duration is longer (5 frames → 7) and its sweetspot has increased knockback (20 (base)/70 (scaling) → 40/80), improving its juggling potential.}}
*[[Back aerial]]:
*{{buff|Roy has a new down aerial, a two-handed downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. Compared to the previous down aerial, it deals more damage (6%/9% → 10%/15%), has more vertical range, its sweetspot is easier to land, and its sourspot has KO potential against grounded opponents. It also has higher knockback (40 (base)/70 (scaling) → 20/30 (base)/90 (scaling)) compared to the previous down aerial, improving its KO potential.}}
**{{buff|Back aerial deals 3% more damage (9%/6% → 12%/9%) and has increased knockback scaling (70 → 100), improving its KO potential. It also autocancels earlier (frame 34 → 32).}}
*{{nerf|Down aerial has less horizontal range, more start-up lag, and a shorter duration (4 frames → 2) compared to the previous down aerial.}}
*[[Up aerial]]:
*{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] makes down aerial significantly better at meteor smashing compared to the previous down aerial.}}
**{{buff|Up aerial's duration is longer (5 frames → 7) and its sweetspot has increased knockback (20 (base)/70 (scaling) → 40/80), improving its juggling potential.}}
*[[Down aerial]]:
**{{buff|Roy has a new down aerial, a two-handed downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. Compared to the previous down aerial, it deals more damage (6%/9% → 10%/15%), has more vertical range, its sweetspot is easier to land, and its sourspot has KO potential against grounded opponents. It also has higher knockback (40 (base)/70 (scaling) → 20/30 (base)/90 (scaling)) compared to the previous down aerial, improving its KO potential.}}
**{{nerf|Down aerial has less horizontal range, more start-up lag, and a shorter duration (4 frames → 2) compared to the previous down aerial.}}
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] makes down aerial significantly better at meteor smashing compared to the previous down aerial.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|All grabs have significantly decreased ranges.}}
*{{nerf|All grabs have significantly decreased ranges.}}
*{{buff|Dash grab has decreased start-up lag (frame 10 → 8).}}
*{{buff|Dash grab has decreased start-up lag (frame 10 → 8).}}
*{{nerf|Pummel deals 1% less damage (3% → 2%).}}
*[[Pummel]]:
*{{buff|Pummel is faster (24 frames → 15).}}
**{{nerf|Pummel deals 1% less damage (3% → 2%).}}
*{{nerf|Up throw deals 1% more damage (5% → 6%), although its knockback scaling was compensated (130 → 100). This hinders its KO potential in spite of its higher damage output.}}
**{{buff|Pummel is faster (24 frames → 15).}}
*{{buff|Down throw deals 1% less damage (6% → 5%) and its angle has been altered (361° → 80°), significantly improving its combo potential.}}
*[[Up throw]]:
*{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}}
**{{nerf|Up throw deals 1% more damage (5% → 6%), although its knockback scaling was compensated (130 → 100). This hinders its KO potential in spite of its higher damage output.}}
*[[Down throw]]:
**{{buff|Down throw deals 1% less damage (6% → 5%) and its angle has been altered (361° → 80°), significantly improving its combo potential.}}
*[[Floor attack]]:
**{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}}
**{{change|Due to the introduction of tripping in ''Brawl'', Roy has received a floor attack after tripping.}}


===Special moves===
===Special moves===
*{{buff|[[Flare Blade]] can be charged up to deal more damage before the full charge without receiving recoil damage (41% → 45%). It also has increased interruptibility for a few frames upon its hitbox being active in spite of its ending lag.}}
*[[Flare Blade]]:
*{{nerf|Flare Blade has increased start-up lag, its duration is shorter (6 frames → 4), a smaller hitbox, and it takes slightly more time to fully charge. It has also received a sourspot at the edges of the attack that deals 15% less damage (50% → 35%) and has less knockback scaling (83 → 70).}}
**{{buff|Flare Blade can be charged up to deal more damage before the full charge without receiving recoil damage (41% → 45%). It also has increased interruptibility for a few frames upon its hitbox being active in spite of its ending lag.}}
*{{change|Flare Blade has updated visual effects. All of its stages now unleash a minor explosion, with most of the higher stages unleashing the large explosions from ''Melee''. It also has updated sound effects, as it now stops emitting sound when fully charged and before its explosion.}}
**{{nerf|Flare Blade has increased start-up lag, its duration is shorter (6 frames → 4), a smaller hitbox, and it takes slightly more time to fully charge. It has also received a sourspot at the edges of the attack that deals 15% less damage (50% → 35%) and has less knockback scaling (83 → 70).}}
*{{change|Flare Blade's animation has slightly changed. Roy now briefly lifts the Sword of Seals with both hands to his side when returning to his neutral stance.}}
**{{change|Flare Blade has updated visual effects. All of its stages now unleash a minor explosion, with most of the higher stages unleashing the large explosions from ''Melee''. It also has updated sound effects, as it now stops emitting sound when fully charged and before its explosion.}}
*{{buff|Aside from its first and fourth downward hits, [[Double-Edge Dance]]'s other have decreased start-up lag. Its third downward hit also no longer consists of multiple hits and launches at a lower trajectory. These changes make its hits connect together better.}}
**{{change|Flare Blade's animation has slightly changed. Roy now briefly lifts the Sword of Seals with both hands to his side when returning to his neutral stance.}}
*{{nerf|Double-Edge Dance deals less damage and has decreased knockback, vertical range, and increased ending lag. Additionally, Roy's faster falling speed significantly hinders its first hit's recovery potential. Lastly, its third upward hit is no longer a meteor smash, removing its KO potential.}}
*[[Double-Edge Dance]]:
*{{change|All variations of Double-Edge Dance's third hit connect together better with its fourth hit. This improves their combo potentials, but removes their KO potentials.}}
**{{buff|Aside from its first and fourth downward hits, [[Double-Edge Dance]]'s other have decreased start-up lag. Its third downward hit also no longer consists of multiple hits and launches at a lower trajectory. These changes make its hits connect together better.}}
*{{buff|Double-Edge Dance now has [[Priority#Transcendent priority|transcendent priority]], improving its reliability.}}
**{{nerf|Double-Edge Dance deals less damage and has decreased knockback, vertical range, and increased ending lag. Additionally, Roy's faster falling speed significantly hinders its first hit's recovery potential. Lastly, its third upward hit is no longer a meteor smash, removing its KO potential.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Double-Edge Dance's last downward hits' shield pressuring potential.}}
**{{change|All variations of Double-Edge Dance's third hit connect together better with its fourth hit. This improves their combo potentials, but removes their KO potentials.}}
*{{change|Double-Edge Dance's animation has changed. The slashes are now identical to [[Dancing Blade]] from ''Brawl''.}}
**{{buff|Double-Edge Dance now has [[Priority#Transcendent priority|transcendent priority]], improving its reliability.}}
*{{buff|[[Blazer]] deals 3.62% more damage (13.18% → 16.8%) and its last hit has increased knockback (10 (base)/100 (scaling) → 40/130), improving its KO potential. It also has lingering hitboxes at its end, and can be reversed before start-up. It also travels more horizontal distance and the grounded version received more intangibility frames on start-up.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Double-Edge Dance's last downward hits' shield pressuring potential.}}
*{{nerf|Blazer travels less vertical distance.}}
**{{change|Double-Edge Dance's animation has changed. The slashes are now identical to [[Dancing Blade]] from ''Brawl''.}}
*{{change|Blazer's first hit has significantly decreased set knockback (200 → 160/120). This makes its hits connect together better, but removes its one-hit KO potential against the lightest characters.}}
*[[Blazer]]:
*{{change|Blazer's animation has slightly changed. Roy now performs the jumping slash while holding the Sword of Seals in a reverse grip.}}
**{{buff|Blazer deals 3.62% more damage (13.18% → 16.8%) and its last hit has increased knockback (10 (base)/100 (scaling) → 40/130), improving its KO potential. It also has lingering hitboxes at its end, and can be reversed before start-up. It also travels more horizontal distance and the grounded version received more intangibility frames on start-up.}}
*{{nerf|[[Counter]]'s damage multiplier has decreased (1.5× → 1.35×), although its knockback was somewhat compensated (30 (base)/90/70 (scaling) → 35 (base)/100/70 (scaling)), hindering its KO potential. Additionally, the damage cap can only reach a maximum of 50%, now matching the rest of the [[Counterattack|multiplier based counterattacks]] in ''Smash 4''.}}
**{{nerf|Blazer travels less vertical distance.}}
**{{bugfix|Due to its change, Counter-stacking no longer crashes the game.}}
**{{change|Blazer's first hit has significantly decreased set knockback (200 → 160/120). This makes its hits connect together better, but removes its one-hit KO potential against the lightest characters.}}
*{{buff|Counter's duration is longer (8-20 → 8-27).}}
**{{change|Blazer's animation has slightly changed. Roy now performs the jumping slash while holding the Sword of Seals in a reverse grip.}}
*{{buff|Counter's animation has changed. Its counterattack now resembles Roy's long-ranged basic attack with the Sword of Seals in ''Fire Emblem: The Binding Blade''. This new animation increases its horizontal range.}}
*[[Counter]]:
*{{change|Roy now has a [[Final Smash]], [[Critical Hit]]. Unlike Marth and Lucina's Critical Hit, Roy's version is stationary and has him swing the Sword of Seals around himself before performing a slash in front of himself that emits a short-ranged explosion.}}
**{{nerf|Counter's damage multiplier has decreased (1.5× → 1.35×), although its knockback was somewhat compensated (30 (base)/90/70 (scaling) → 35 (base)/100/70 (scaling)), hindering its KO potential. Additionally, the damage cap can only reach a maximum of 50%, now matching the rest of the [[Counterattack|multiplier based counterattacks]] in ''Smash 4''.}}
***{{bugfix|Due to its change, Counter-stacking no longer crashes the game.}}
**{{buff|Counter's duration is longer (frames 8-20 → 8-27).}}
**{{buff|Counter's animation has changed. Its counterattack now resembles Roy's long-ranged basic attack with the Sword of Seals in ''Fire Emblem: The Binding Blade''. This new animation increases its horizontal range.}}
*[[Critical Hit]]:
**{{change|Roy now has a Final Smash, Critical Hit. Unlike Marth and Lucina's Critical Hit, Roy's version is stationary and has him swing the Sword of Seals around himself before performing a slash in front of himself that emits a short-ranged explosion.}}


==Update history==
==Update history==
6,839

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