Roy (SSB4): Difference between revisions
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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. | 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. | ||
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}}. | 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}}. In spite of Roy's rather lackluster options, many newer players flock to Roy simply because he can recover, unlike Little Mac. Many speculate that those who play Roy prefer his simple moves, which heavily punish other newer players who are unable to read the spacing and "speed" of Roy's moves; in reality, Roy's moveset has very little chaining potential, and those delusional enough to believe that he is capable of obtaining better results are all too proud to brag about their "epic combo" that they just performed against their cousins in a casual drinking game of Smash 4. | ||
==Changes from ''Melee''== | ==Changes from ''Melee''== |