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Roy's grab game is also surprisingly good. Roy has the second highest grab range among characters who do not have extended grabs (such as {{SSBM|Link}}). His throws can easily chain into each other; their low knockback and high grab range allow Roy to decently tech chase and chain grab. His up throw, unusually, is also the second strongest in the game and can chain grab fast fallers.  Roy's grab game comprises a good deal of his edgeguard game. A common tactic is to force opponents off the stage with a down throw or forward throw and immediately intercept their recovery with a forward smash or [[Flare Blade]].
Roy's grab game is also surprisingly good. Roy has the second highest grab range among characters who do not have extended grabs (such as {{SSBM|Link}}). His throws can easily chain into each other; their low knockback and high grab range allow Roy to decently tech chase and chain grab. His up throw, unusually, is also the second strongest in the game and can chain grab fast fallers.  Roy's grab game comprises a good deal of his edgeguard game. A common tactic is to force opponents off the stage with a down throw or forward throw and immediately intercept their recovery with a forward smash or [[Flare Blade]].


Roy, however, has his primary flaw in his disjointed hitbox. Unlike Marth, who can safely attack opponents from a distance, Roy must go into incredibly close ranges to deliver strong damage and knockback; while attacks can become incredibly powerful at this close of a  range, however, this causes Roy to become very vulnerable, especially against characters with powerful close range attacks or grabs, such as {{SSBM|Falco}} or {{SSBM|Mewtwo}}. As a result of this close sweetspot, Roy himself lacks a particularly reliable KO move; with the exception of his forward smash and potentially his down smash, Roy has few options to quickly KO others. Despite their power when sweetspotted, all of Roy's smashes have a considerable amount of end lag. Additionally, while Roy has two meteor smashes (the third hit of his "up" Double Edge Dance and his down air) and one spike (his tipped up smash), all three are highly situational; coupled with poor edgeguard options (due to his aerials that are all high-risk off the edge), Roy is almost completely dependent on racking up damage, then landing a smash attack to garner KOs.  
Roy, however, has his primary flaw in his disjointed hitbox. Unlike Marth, who can safely attack opponents from a distance, Roy must go into incredibly close ranges to deliver strong damage and knockback; while attacks can become incredibly powerful at this close of a  range, however, this causes Roy to become very vulnerable, especially against characters with powerful close range attacks or grabs, such as {{SSBM|Falco}} or {{SSBM|Mewtwo}}. As a result of this close sweetspot, Roy himself lacks a particularly reliable KO move; with the exception of his forward smash and potentially his down smash, Roy has few options to quickly KO others. Despite their power when sweetspotted, all of Roy's smashes have a considerable amount of end lag. Additionally, while Roy has two meteor smashes (the third hit of his "up" Double Edge Dance and his down air) and one spike (his tipped up smash), all three are highly situational; coupled with poor edgeguard options (due to his aerials that are all high-risk off the edge), Roy is almost completely dependent on racking up damage, relying on wavesmashing and edgeguarding to garner KOs.  


Roy also has poor comboing ability, in stark contrast with Marth; Roy has slightly below average air speed like Marth, but Roy's sweetspot once again hurts him. Roy cannot move fast enough in the air to hit with the centre of his blade, causing primarily tippered attacks, resulting in low hitstun and hitlag attacks, hurting Roy's comboing game. Roy himself, however, is easy to combo; like other fast falling characters, his high falling speed harms him, and he has long periods of hitstun, only making him even more vulnerable.
Roy also has poor comboing ability, in stark contrast with Marth; Roy has slightly below average air speed like Marth, but Roy's sweetspot once again hurts him. Roy cannot move fast enough in the air to hit with the centre of his blade, causing primarily tippered attacks, resulting in low hitstun and hitlag attacks, hurting Roy's comboing game. Roy himself, however, is easy to combo; like other fast falling characters, his high falling speed harms him, and he has long periods of hitstun, only making him even more vulnerable.

Revision as of 23:20, January 13, 2012

This article is about Roy in Super Smash Bros. Melee. For the clone counterpart of Roy, see Marth (SSBM). For the character in other contexts, see Roy.
Roy
in Super Smash Bros. Melee
Roy
FireEmblemSymbol.svg
Universe Fire Emblem
Availability Unlockable
Tier F (19)
Roy (SSBM)
While Roy's moves are well balanced, he's a little on the slow side, and doesn't excel at midair combat.
(Roy's trophy description)

Roy (ロイ, Roi) is a secret character in Super Smash Bros. Melee. Due to the vast amount of similarities between Roy and fellow Fire Emblem lord, Marth, Roy is considered to be a "clone" of Marth; although, they do also have their differences in their fighting styles. Like Marth, he is a hidden character.

Roy is currently ranked 19th on the tier list, in the F tier. Roy's upsides include a good approach due to one of the best SHFFLs in the game, as well as a good grab game, which allows him to chain grab rather well. Roy's specials are also useful, with a Counter attack that can become extremely powerful, and a decent edgeguard ability from Flare Blade. However, Roy's primary problem is his extremely high falling speed, leading him to be very easily comboed; Roy himself cannot combo well, due to his low hitstun attacks and poor air speed. The fact that the sweetspot on his sword is in the centre also causes Roy to lack an extremely effective kill move. Roy, like Marth, also suffers from a poor recovery. However, he has fewer options to extend it than Marth due to his higher falling speed, giving him a very poor recovery. This results in largely unfavorable matchups, with his worst being an almost unwinnable matchup against Peach.

How to Unlock

To unlock Roy, the player must complete either Classic or Adventure Mode as Marth without using a continue, or play 900 VS. matches.

When fought, Roy is fought on the Temple stage, with the song "Fire Emblem" playing.

Attributes

Overall, Roy doesn't fall into any specific archetype of characters; while having a slew of powerful attacks, Roy himself is rather nimble, with a relatively fast dash, a good dash dance and a very high falling speed. Roy, however, has a relatively poor air speed. A combination of a fast falling speed and a low traction gives Roy a decently lengthed wavedash.

Among Roy's primary strengths is his overall power in most of his ground based attacks. Roy's forward smash, his primary KO move, is fast, and when sweetspotted, is actually more powerful than Marth's when tipped. Additionally, Roy has a rather powerful, if laggy down smash, and a up smash with multi-hit properties, decent knockback, and, when tipped, spike properties, though the lattermost property is rather situational. Roy's specials are also powerful; his Flare Blade is a deadly edgeguard tactic, almost guaranteeing a OHKO if fully or almost fully charged, his Double-Edge Dance naturally combos into itself and can act as a reliable finisher and his Counter varies in power against other attacks. Against smash attacks, Roy's Counter can quickly become his most powerful move; its pseudo-semi-spike properties also makes it useful when the opponent's back is to the ledge.

Roy also has a decent approach. Despite his only average wavedash, Roy still has access to a disjointed hitbox with his Sword of Seals, as well as a rather fast dash in general. Additionally, a combination of low-lag, fast aerials and a very high falling speed gives Roy a fantastic SHFFL; Roy's SHFFL is among the best in the game, potentially faster and stronger than Marth's. Roy's down tilt also sends opponents directly upward, with decent hitstun, giving Roy a very good method to start combos. Additionally, while Roy's wavedash is not as long as Marth's, it can still aid his approach, aided by his disjointed hitbox.

Roy's grab game is also surprisingly good. Roy has the second highest grab range among characters who do not have extended grabs (such as Link). His throws can easily chain into each other; their low knockback and high grab range allow Roy to decently tech chase and chain grab. His up throw, unusually, is also the second strongest in the game and can chain grab fast fallers. Roy's grab game comprises a good deal of his edgeguard game. A common tactic is to force opponents off the stage with a down throw or forward throw and immediately intercept their recovery with a forward smash or Flare Blade.

Roy, however, has his primary flaw in his disjointed hitbox. Unlike Marth, who can safely attack opponents from a distance, Roy must go into incredibly close ranges to deliver strong damage and knockback; while attacks can become incredibly powerful at this close of a range, however, this causes Roy to become very vulnerable, especially against characters with powerful close range attacks or grabs, such as Falco or Mewtwo. As a result of this close sweetspot, Roy himself lacks a particularly reliable KO move; with the exception of his forward smash and potentially his down smash, Roy has few options to quickly KO others. Despite their power when sweetspotted, all of Roy's smashes have a considerable amount of end lag. Additionally, while Roy has two meteor smashes (the third hit of his "up" Double Edge Dance and his down air) and one spike (his tipped up smash), all three are highly situational; coupled with poor edgeguard options (due to his aerials that are all high-risk off the edge), Roy is almost completely dependent on racking up damage, relying on wavesmashing and edgeguarding to garner KOs.

Roy also has poor comboing ability, in stark contrast with Marth; Roy has slightly below average air speed like Marth, but Roy's sweetspot once again hurts him. Roy cannot move fast enough in the air to hit with the centre of his blade, causing primarily tippered attacks, resulting in low hitstun and hitlag attacks, hurting Roy's comboing game. Roy himself, however, is easy to combo; like other fast falling characters, his high falling speed harms him, and he has long periods of hitstun, only making him even more vulnerable.

Roy, just like Marth, also has a non-stellar recovery. While his Blazer is slightly more effective, due to its multi hit properties that can aggravate edgeguarders and its ability to be controlled to an extent, Roy still has the high ending lag in his Blazer. Additionally, Roy's fast falling speed also impairs his recovery; while he can still use Double Edge Dance to recover horizontally, it's not as effective as Marth's Dancing Blade.

Moveset

Note that Roy's attacks are at their strongest when they hit with the centre of the Sword of Seals.

Ground moves

Normal
  • Neutral attack- Similar to Marth's, he slashes in front of him. Roy, however, only slashes once, and at a slower rate than Marth. 5-6%.
  • Dash attack- Slashes in front of him for 12%. Like Marth's, can either send opponents in front of him, behind him, or above him.
  • Forward tilt- A slash in front, somewhat slower than his Neutral Attack. Can be a killing move at high percentages or when the blast line is close by. 10% damage.
  • Down tilt- A sword poke to the ground. Has longer hitstun than most of Roy's other attacks, and also sends opponents upward, making it a good combo starter overall. 10% damage normally. If very close to the foe, it can do 12% damage.
  • Up tilt- Upwards slash, similar in appearance to neutral attack. Despite generally covering Roy's hurtboxes, it is less powerful and has less combo potential than Marth's. 9-10% damage.
Smash attacks
  • Forward smash- An attack very similar to Flare Blade. It's rather fast, and when sweetspotted, it has more damage output and knockback than Marth's when sweetspotted. Uncharged 20%, 27% fully charged.
  • Down smash- Swipes his sword on both his sides. A decent killer, useful for vertical KOs, though there is ratherhigh ending lag. Assuming Roy's facing right, 21% in front of him, 16% behind uncharged; 29% in front and 21% behind fully charged.
  • Up smash- A relatively quick sword thrust upwards with fire effects. Can actually spike if enemy is hit on the sword's tip during the start of the attack, though this is highly situational. This attack is a multi-hit attack and the last hit has decent vertical knockback, if enemy is hit at the base. 17% uncharged, 22% fully.
Other attacks
  • Ledge attack- Gets up and slashes, 8% damage
  • 100% ledge attack- Similar to his normal ledge attack, 8% damage
  • Floor attack- Slashes on both sides, 6% damage.

Aerial attacks

  • Neutral aerial- Two swipes around him, with decent knockback and damage if sweetspotted. 4% first slash, 7% second.
  • Forward aerial- Swipes sword in front of him. Does 8% with surprising range.
  • Back aerial- Turns around and swipes his sword, similar to his forward aerial. Like's Marth's back aerial, this move turns Roy around. 9% damage.
  • Down aerial- Swipes below him. While it acts as a meteor smash, it's rather weak, and risky, due to its rather high ending lag and Roy's high falling speed. Its sweetspot is also rather small, only meteor smashing at the hilt. 9% at the base, 6% near the tip.
  • Up aerial- Swipes above while doing a backflip, does 6% damage. It does 9% at the base.

Grabs & throws

  • Pummel- Knees foe, 2-3% damage.
  • Forward throw- Knocks opponent forward. Can chain-grab certain heavyweights at low percentages. Inflicts 5% damage.
  • Back throw- Tosses foe behind him. Inflicts 5% damage.
  • Up throw- Thrusts opponent upwards. Can chain-grab the Space Animals at lower percentages. It is the second strongest up throw in the game. Inflicts 5% damage.
  • Down throw- Tosses the foe to the ground. Chain grab potential. Inflicts 6% damage.

Special moves

Matchups

Super Smash Bros. Melee Character Matchups
  Fox (SSBM) Marth (SSBM) Jigglypuff (SSBM) Falco (SSBM) Sheik (SSBM) Captain Falcon (SSBM) Peach (SSBM) Ice Climbers (SSBM) Pikachu (SSBM) Yoshi (SSBM) Samus (SSBM) Luigi (SSBM) Dr. Mario (SSBM) Ganondorf (SSBM) Mario (SSBM) Donkey Kong (SSBM) Young Link (SSBM) Link (SSBM) Mr. Game & Watch (SSBM) Mewtwo (SSBM) Roy (SSBM) Pichu (SSBM) Ness (SSBM) Zelda (SSBM) Kirby (SSBM) Bowser (SSBM) Avg.

Comparison to Marth

Due to Marth and Roy being considered clones, have been the center of controversies on GameFAQs' Tier List debates, specifically in 2003/2004 when the competitive scene was picking up. Pro-Tiers claimed Marth had overall better attributes, in terms of speed, weight, and recovery capabilities; tournament results also proved Marth's superiority, as well as a slew of professional Marth users, such as the famed Ken Hoang. Anti-tiers, however, claimed that Roy's different attributes were enough to allow him to be as efficient of a character as Marth was, as well as taking note of his larger sweetspot on his sword and general superiority in power.

The points brought up about Marth's 'better' traits, however, are now considered outdated, or even completely obsolete. For instance, Marth's extra weight is negligible, and may even be interpreted as a disadvantage, considering Marth (with his extra weight) is susceptible to Fox's shine combos and Roy (being lighter) is not. More importantly, pro-tiers made a common assumption is that Marth is faster than Roy. This is claim is questionable, considering that Roy's SHFFL is faster than Marth's due to his falling speed and lower short hop.

Overall, however, the prime reason for Roy's named inferiority is precisely the one that anti-tiers tried to refute: Roy has too much trouble trying to KO his opponents. Therefore, despite being considered a clone of a top tier character, Roy ironically falls flat competitively; in the latest tier lists for Melee, Marth is in fifth place, while Roy is in nineteenth place.

In single-player modes

In Classic Mode

Unusually, Roy does not appear at all in the Classic Mode when unlocked, neither as an ally, nor as an opponent; the reason for this is unknown.

In Adventure Mode

The Adventure Mode makes no concessions to Roy when he is unlocked. Like Marth, however, music associated with him can play in the Underground Maze stage.

In All-Star Mode

In All-Star Mode, Roy and his allies are fought on Final Destination, as Roy was not designated an official home stage. Final Destination has the property of playing the Fire Emblem music track when accessed this way.

In Event Matches

Roy appears in two Event Matches:

  • Event 46: Fire Emblem Pride: The player battles and must defeat a team of Marth and Roy in an untimed match in the Hyrule Temple stage, with all three characters receiving 3 stock.
  • Event 49: All-Star Match Deluxe: Roy is the fifth opponent fought in this series of staged battles. The selected character battles him on the Hyrule: Temple stage with a stock of 2 while Roy has 1. With a timer of four minutes, the player must defeat him and the other five characters one-by-one with the overall time and damage: Dr. Mario, Falco, Pichu, Young Link and Ganondorf.

Ending images

Trophy Descriptions

In addition to the normal trophy about Roy as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Roy on any difficulty:

(Smash Red)
While Roy's moves are well balanced, he's a little on the slow side, and doesn't excel at midair combat. His blade, the Sword of Seals, gives him excellent reach, and makes his Double-Edge Dance slightly different than Marth's Dancing Blade. When it's fully charged, Roy's destructive Flare Blade delivers an instant KO.
  • B: Flare Blade
  • Smash B: Double-Edge Dance
(Smash Blue)
Roy's blade is different than Marth's; he does the most damage hitting with the center of his sword. So, a fearless advance into the arms of his foe is Roy's best bet. Blazer is a bit slower than Marth's Dolphin Slash, but it's still a mighty attack that sets anyone it strikes aflame. Roy's attack after using Counter differs slightly from Marth's.
  • Up & B: Blazer
  • Down & B: Counter

Costume gallery

File:Alt-roy.jpg
Roy's changeable clothing in SSBM

Trivia

  • Roy is the only clone of an unlockable character.
  • Roy does not feature a sheath during gameplay like Marth does; this is considered unusual, as Roy has a sheath in his victory poses, official art, character select portrait and all three of his trophies, as well as his unused Classic Mode introduction.
  • Roy is the only low tier character to have a spike; additionally, Roy's up smash is the only smash attack in Super Smash Bros. history that can act as a spike.
  • Roy and Marth are the only two characters in Melee that speak Japanese, regardless of language settings.
  • Roy and Marth are the only playable characters in Melee that don't have a stage representing their universe, though hacked data shows that one was possibly planned.
    • In Melee's All-Star Mode, Roy is fought on Final Destination. In his sole Event Match appearance, he appears on Hyrule Temple.
  • Roy, Mr. Game & Watch and Pichu are the only characters in Melee to have attacks that directly damage themselves.
  • Roy, Marth, and Peach are the only characters in Melee with a special move that can counter.
  • Close examination of Roy's sword reveals the signature of Hal Labratory Inc., as shown here.