Roy (SSB4): Difference between revisions

24 bytes removed ,  7 years ago
(Undid edit by Serpent King: Oh wait that's the point you're making lol sorry.)
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*{{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|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).}}
*{{change|Sweetspotted forward smash has different knockback compared to the previous forward smash's sweetspot (80 (base)/65 (scaling) → 70/70).}}
*{{change|Sweetspotted forward smash has different knockback compared to the previous forward smash's sweetspot (80 (base)/65 (scaling) → 70/70).}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] make sweetspotted forward smash significantly better at breaking shields compared to the previous forward smash's sweetspot.}}
*{{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|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.}}
*{{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 (frame 46 → 59).}}
*{{nerf|Up smash has increased ending lag (frame 46 → 59).}}
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*{{change|Down smash's knockback properties have been reversed, making the back hit stronger than the front hit.}}
*{{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).}}
*{{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 breaking potential.}}
*{{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===
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*{{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|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|Double-Edge Dance now has [[Priority#Transcendent priority|transcendent priority]], improving its reliability.}}
*{{buff|Double-Edge Dance now has [[Priority#Transcendent priority|transcendent priority]], improving its reliability.}}
*{{buff|The 19% damage increase to shields and the increase to [[shieldstun]] significantly improve Double-Edge Dance's last downward hits' shield breaking 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|Double-Edge Dance's animation has changed. The slashes are now identical to [[Dancing Blade]] from ''Brawl''.}}
*{{change|Double-Edge Dance's animation has changed. The slashes are now identical to [[Dancing Blade]] from ''Brawl''.}}
*{{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. Altogether, these changes improve its safety.}}
*{{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. Altogether, these changes improve its safety.}}
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*{{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)). This hinders its KO potential.}}
*{{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)). This hinders its KO potential.}}
*{{buff|Counter's duration is longer (13 frames → 19).}}
*{{buff|Counter's duration is longer (13 frames → 19).}}
*{{buff|Counter's animation has changed. Its counterattack now resembles Roy's long-ranged basic attack animation with the Sword of Seals in ''Fire Emblem: The Binding Blade''. Compared to the previous animation, its has more horizontal range.}}
*{{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.}}
*{{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.}}
*{{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.}}


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