Roy (SSBU)/Up special: Difference between revisions
Raul Retana (talk | contribs) m (Added update history and rehit rate) |
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'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
*{{buff|Blazer's hits connect more reliably.}} | *{{buff|Blazer's hits connect more reliably.}} | ||
==Hitboxes== | ==Hitboxes== | ||
===Grounded=== | ===Grounded=== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1|42}} | |||
{{HitboxTableTitle|Hit 1| | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 34: | Line 34: | ||
|ks=100 | |ks=100 | ||
|fkv=120 | |fkv=120 | ||
|setweight=t | |||
|r=5.1 | |r=5.1 | ||
|bn=top | |bn=top | ||
Line 47: | Line 48: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Multihits|42}} | |||
{{HitboxTableTitle|Multihits| | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|rehit=3 | |||
|damage=1.1% | |damage=1.1% | ||
|angle=367 | |angle=367 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv=85 | |fkv=85 | ||
|setweight=t | |||
|r=6.0 | |r=6.0 | ||
|bn=top | |bn=top | ||
Line 69: | Line 72: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|rehit=3 | |||
|damage=1.1% | |damage=1.1% | ||
|angle=367 | |angle=367 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv=85 | |fkv=85 | ||
|setweight=t | |||
|r=5.3 | |r=5.3 | ||
|bn=top | |bn=top | ||
Line 90: | Line 95: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Final hit|42}} | |||
{{HitboxTableTitle|Final hit| | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 113: | Line 117: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
|} | |} | ||
===Aerial=== | ===Aerial=== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1|42}} | |||
{{HitboxTableTitle|Hit 1| | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 127: | Line 129: | ||
|ks=100 | |ks=100 | ||
|fkv=120 | |fkv=120 | ||
|setweight=t | |||
|r=4.6 | |r=4.6 | ||
|bn=top | |bn=top | ||
Line 140: | Line 143: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Multihits|42}} | |||
{{HitboxTableTitle|Multihits| | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|rehit=3 | |||
|damage=1.0% | |damage=1.0% | ||
|angle=367 | |angle=367 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv=85 | |fkv=85 | ||
|setweight=t | |||
|r=5.6 | |r=5.6 | ||
|bn=top | |bn=top | ||
Line 162: | Line 167: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|rehit=3 | |||
|damage=1.0% | |damage=1.0% | ||
|angle=367 | |angle=367 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv=85 | |fkv=85 | ||
|setweight=t | |||
|r=5.0 | |r=5.0 | ||
|bn=top | |bn=top | ||
Line 183: | Line 190: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Final hit|42}} | |||
{{HitboxTableTitle|Final hit| | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 206: | Line 212: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
===Attack=== | |||
The move enables ledge grabs from the front starting on frame 24. It lacks a window for backward ledge grabs, so Roy cannot grab ledges from behind until a frame after the animation is over (frame 51 onward). | |||
To [[B-reverse]] the move, the control stick has to be held backward on frame 5. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Super | !Super armor (grounded only) | ||
|4-8, 10 | |4-8, 10 | ||
|- | |||
!Optional reverse | |||
|5 | |||
|- | |- | ||
!Intangible | !Intangible | ||
Line 231: | Line 244: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
!Hitboxes {{FrameStrip|t=Lag|c=4|e=LagStateS}}{{FrameStrip|t=Lag|c=4|s=LagStateE}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=9|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=28}} | |||
|- | |- | ||
!Grounded {{FrameStrip|t=Vulnerable|c=3}}{{FrameStrip|t=Armour|c=5}}{{FrameStrip|t=Intangible|c=1}}{{FrameStrip|t=Armour|c=1}}{{FrameStrip|t=Vulnerable|c=39}} | |||
|- | |- | ||
!Aerial {{FrameStrip|t=Vulnerable|c=8}}{{FrameStrip|t=Intangible|c=1}}{{FrameStrip|t=Vulnerable|c=40}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|armour=y|vulnerable=y|intangible=y}} | ===Landing=== | ||
{|class="wikitable" | |||
!Interruptible | |||
|31 | |||
|- | |||
!Animation length | |||
|43 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Lag|c=30}}{{FrameStrip|t=Interruptible|c=13}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|armour=y|vulnerable=y|intangible=y|state=y|interruptible=y}} | |||
==Parameters== | |||
{|class="wikitable" | |||
!Horizontal speed multiplier on startup | |||
|0.66 | |||
|- | |||
!Stick sensitivity to angle | |||
|0.5 | |||
|- | |||
!Maximum angle deviation | |||
|40° | |||
|- | |||
!Gravity after jump | |||
|0.06 | |||
|- | |||
!Aerial height multiplier | |||
|1.1 (standard)<br>1.08 (with angling) | |||
|- | |||
!Helplessness air speed multiplier | |||
|0.45 | |||
|- | |||
!Landing lag | |||
|30 frames | |||
|} | |||
{{MvSubNavRoy|g=SSBU}} | {{MvSubNavRoy|g=SSBU}} | ||
[[Category:Roy (SSBU)]] | [[Category:Roy (SSBU)]] | ||
[[Category:Special moves (SSBU)]] | [[Category:Special moves (SSBU)]] | ||
[[Category:Up special moves (SSBU)]] | [[Category:Up special moves (SSBU)]] |
Revision as of 00:38, July 12, 2022
Roy Up Special Hitbox Visualizations | |
---|---|
Grounded | |
Aerial | |
Overview
Roy rises up with the sword held backwards to perform Blazer. While it lacks in KO potential, it has super armor and a frame of intangibility on startup when grounded, making it an effective out of shield option. However, it is possible to be grabbed out of it like with any move with armor. The KO potential can be improved if Roy has the support of platforms or if the opponent is near the upper blast zone in general.
It is also one of Roy's only effective methods of recovery, with the ability to be angled to aid in mixups or optimally reaching the ledge. The hitboxes also add a degree of protection to the recovery, making it slightly harder to intercept. However, it is still noticeably poor for this, with Roy relying heavily on his midair jump to get back. As such, he remains very vulnerable to gimps. Angling the recovery reduces its vertical distance as well, further increasing Roy's reliance on the jump for this move's success.
Update History
- Blazer's hits connect more reliably.
Hitboxes
Grounded
Aerial
Timing
Attack
The move enables ledge grabs from the front starting on frame 24. It lacks a window for backward ledge grabs, so Roy cannot grab ledges from behind until a frame after the animation is over (frame 51 onward).
To B-reverse the move, the control stick has to be held backward on frame 5.
Super armor (grounded only) | 4-8, 10 |
---|---|
Optional reverse | 5 |
Intangible | 9 |
Hit 1 | 9 |
Multihits | 11-19 |
Final hit | 20-21 |
Animation length | 49 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded | |||||||||||||||||||||||||||||||||||||||||||||||||
Aerial |
Landing
Interruptible | 31 |
---|---|
Animation length | 43 |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
State change |
Intangible |
Armour |
Interruptible |
Parameters
Horizontal speed multiplier on startup | 0.66 |
---|---|
Stick sensitivity to angle | 0.5 |
Maximum angle deviation | 40° |
Gravity after jump | 0.06 |
Aerial height multiplier | 1.1 (standard) 1.08 (with angling) |
Helplessness air speed multiplier | 0.45 |
Landing lag | 30 frames |