Roy (SSB4): Difference between revisions

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While he can be played in a similar manner as both other swordfighters, Roy's attributes give him a range of advantages. His higher weight allows him to survive blows that could KO Marth/Lucina, giving him better survivability. His higher mobility both when grounded and in the air gives him a much better aerial combo game than Marth/Lucina and allows him to keep close or retreat in a blink relatively easy, making a rushdown style a viable option for him. He also possesses two throws that have guaranteed followups: down throw, which can lead to almost any attack until mid percents, and forward throw, which is useful for racking damage on fresh stocks. With Marth/Lucina having slower movement speed and lacking a true throw followup, Roy has a much more potent damage racking game overall. This is compounded thanks to his reversed sweetspot, which is much easier to land than Marth's tipper while still hitting as hard, making the the reward for landing a blow as Roy much more rewarding than from Marth, who requires careful spacing for the same effect. Almost all of his sweetspotted attacks having considerable KO potential as well, giving him one of the most KO options of any swordfighter in the game, especially when considering his decently quick attacks, and also makes his punishes relatively rewarding if landed.
While he can be played in a similar manner as both other swordfighters, Roy's attributes give him a range of advantages. His higher weight allows him to survive blows that could KO Marth/Lucina, giving him better survivability. His higher mobility both when grounded and in the air gives him a much better aerial combo game than Marth/Lucina and allows him to keep close or retreat in a blink relatively easy, making a rushdown style a viable option for him. He also possesses two throws that have guaranteed followups: down throw, which can lead to almost any attack until mid percents, and forward throw, which is useful for racking damage on fresh stocks. With Marth/Lucina having slower movement speed and lacking a true throw followup, Roy has a much more potent damage racking game overall. This is compounded thanks to his reversed sweetspot, which is much easier to land than Marth's tipper while still hitting as hard, making the the reward for landing a blow as Roy much more rewarding than from Marth, who requires careful spacing for the same effect. Almost all of his sweetspotted attacks having considerable KO potential as well, giving him one of the most KO options of any swordfighter in the game, especially when considering his decently quick attacks, and also makes his punishes relatively rewarding if landed.


Like the other swordsmen, Roy himself is also a decent edgeguarder, although with more options than most weapon fighters and, consequently, than Marth/Lucina: his forward and back air have large arcs that can reliably stage spike opponents, while his down air is a much stronger spike attack with a large hitbox, which doesn't require the extreme accuracy of both other swordfighter's down aerials. [[Blazer]], with its high knockback, can be used as a KO option or stage spike attack like [[Dolphin Blade]], although slower and significantly stronger. Finally, [[Flare Blade]] is an extremely powerful edgeguard tool when used right, as Roy can charge it up to five seconds near the edge to catch careless opponents with the attack, which has enough knockback to KO at 80% or less with enough charge.  
Like the other swordsmen, Roy himself is also a decent edgeguarder, although with more options than most weapon fighters and, consequently, than Marth/Lucina: his forward and back air have large arcs that can reliably stage spike opponents, while his down air is a much stronger spike attack with a large hitbox, which doesn't require the extreme accuracy of both other swordfighter's down aerials. [[Blazer]], with its high knockback, can be used as a KO option or stage spike attack like [[Dolphin Slash]], although slower and significantly stronger. Finally, [[Flare Blade]] is an extremely powerful edgeguard tool when used right, as Roy can charge it up to five seconds near the edge to catch careless opponents with the attack, which has enough knockback to KO at 80% or less with enough charge.  


Roy isn't without flaws, however. Like many other melee fighters, Roy has to deal with [[projectiles]], as he has no way to counter them. Because of his faster falling speed, Roy is more susceptible to combos than most other fighters, and this also decreases his survivability if he is sent offstage with a semi-spike. His reversed sweetspot, though powerful, means Roy is essentially required to fight at point blank range for maximum effect, which can make it risky when fighting against an opponent that can overwhelm him with even faster moves than his at close range like {{SSB4|Sheik}}. Lastly, because Roy's moveset is based on Marth's, most of his attacks have reduced range just like him, giving him less range compared to most of the cast, and Roy also has to deal with his attacks that have wide arcs yet short-lasting hitboxes which can make it punishable if he misses attacks. Regardless, Roy's pros outweigh his cons, and he is considered a powerful weapon fighter that can easily stand on his own.
Roy isn't without flaws, however. Like many other melee fighters, Roy has to deal with [[projectiles]], as he has no way to counter them. Because of his faster falling speed, Roy is more susceptible to combos than most other fighters, and this also decreases his survivability if he is sent offstage with a semi-spike. His reversed sweetspot, though powerful, means Roy is essentially required to fight at point blank range for maximum effect, which can make it risky when fighting against an opponent that can overwhelm him with even faster moves than his at close range like {{SSB4|Sheik}}. Lastly, because Roy's moveset is based on Marth's, most of his attacks have reduced range just like him, giving him less range compared to most of the cast, and Roy also has to deal with his attacks that have wide arcs yet short-lasting hitboxes which can make it punishable if he misses attacks. Regardless, Roy's pros outweigh his cons, and he is considered a powerful weapon fighter that can easily stand on his own.
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