Roy (SSB4): Difference between revisions

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Roy is frequently placed within a group of characters ({{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Charizard}}, {{SSB4|King Dedede}} and {{SSB4|Pit}}) that are the most noticeably reworked [[veteran]]s in ''SSB4''. In Roy's case, several of his moves were de-cloned from {{SSB4|Marth}}, to the point that he is now a semi-clone. Although Roy received a mix of buffs and nerfs in the transition from ''Melee'' to ''SSB4'', he has overall been buffed.
Roy is frequently placed within a group of characters ({{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Charizard}}, {{SSB4|King Dedede}} and {{SSB4|Pit}}) that are the most noticeably reworked [[veteran]]s in ''SSB4''. In Roy's case, several of his moves were de-cloned from {{SSB4|Marth}}, to the point that he is now a semi-clone. Although Roy received a mix of buffs and nerfs in the transition from ''Melee'' to ''SSB4'', he has overall been buffed.


Among Roy's buffs are his greatly improved mobility, now having a much faster dashing speed and one of the fastest air speeds in the game, as well as his moveset being notably more rewarding than in ''Melee'': most of his moves are different from Marth, such as his new neutral attack, forward and up tilts, dash attack and down aerial, thus no longer suffering from terrible hitbox placements and blindspot due to having Marth's attacks but with higher lag or slower animations, all of which improve his close-ranged offense and combo game, and many of which are more reliable KO moves. His damage output is much higher, and his sweetspotted attacks are considerably more powerful, giving him a bevy of new KOing options, which generally alleviates his main weakness from ''Melee''. His attack speed is faster overall, with his aerials in particular having significantly reduced ending and landing lag, [[L-canceling]] notwithstanding. The addition of [[rage]] boosts his KO power even further, while his heavier weight allows him to use it quite effectively. He also has much better endurance thanks to a his much higher weight. Lastly, Roy's recovery is generally better, thanks to [[Blazer]]'s improved horizontal distance, his faster air speed, and the introduction of edge trumping.
Among Roy's buffs are his greatly improved mobility, now having a much faster dashing speed and one of the fastest air speeds in the game, as well as his moveset being notably more rewarding than in ''Melee'': most of his moves are different from Marth, such as his new neutral attack, forward and up tilts, dash attack and down aerial, most of which have reduced lag, improved hitbox placements, and increased power, improving his close-ranged offense and combo game, and giving him more reliable KO moves. His damage output is much higher, and his sweetspotted attacks are considerably more powerful, giving him a bevy of new KOing options, which generally alleviates his main weakness from ''Melee''. His attack speed is faster overall, with his aerials in particular having significantly reduced ending and landing lag, [[L-canceling]] notwithstanding. The addition of [[rage]] boosts his KO power even further, while his heavier weight allows him to use it quite effectively. He also has much better endurance thanks to a his much higher weight. Lastly, Roy's recovery is generally better, thanks to [[Blazer]]'s improved horizontal distance, his faster air speed, and the introduction of edge trumping.


However, Roy has also received several nerfs. Roy now stands at Marth's height, which enlarges his hurtbox, though his attacks have much shorter ranges and hitbox durations in spite of this, forcing him to fight at a much closer range, exacerbating one of his key weaknesses in ''Melee''. For the most part, Roy is also harmed by the post-''Melee'' gameplay changes: the loss of [[wavedash]]ing and L-canceling, as well as the weakening of [[dash-dancing]], noticeably worsen his approach. The general increase in range for other characters since ''Melee'', such as with {{SSB4|Donkey Kong}} and {{SSB4|Bowser}}, also indirectly hurts him. [[Double-Edge Dance]]'s first hit has almost completely lost its ability to stall his descent due to his faster falling speed, which hurts his recovery despite its improvements. Lastly, Roy's heavier weight makes him easy to combo despite falling speeds being slower in ''SSB4'' than they were in ''Melee''.
However, Roy has also received several nerfs. Roy now stands at Marth's height, which enlarges his hurtbox, though his attacks have much shorter ranges and hitbox durations in spite of this, forcing him to fight at a much closer range, exacerbating one of his key weaknesses in ''Melee''. For the most part, Roy is also harmed by the post-''Melee'' gameplay changes: the loss of [[wavedash]]ing and L-canceling, as well as the weakening of [[dash-dancing]], noticeably worsen his approach. The general increase in range for other characters since ''Melee'', such as with {{SSB4|Donkey Kong}} and {{SSB4|Bowser}}, also indirectly hurts him. [[Double-Edge Dance]]'s first hit has almost completely lost its ability to stall his descent due to his faster falling speed, which hurts his recovery despite its improvements. Lastly, Roy's heavier weight makes him easy to combo despite falling speeds being slower in ''SSB4'' than they were in ''Melee''.
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**{{nerf|Up tilt's duration is shorter (7 frames → 5) than the previous up tilt's.}}
**{{nerf|Up tilt's duration is shorter (7 frames → 5) than the previous up tilt's.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{nerf|Sweetspotted down tilt deals 1% less damage (12% → 11%).}}
**{{nerf|Sweetspotted down tilt deals less damage (12% → 11%).}}
**{{buff|Sourspotted down tilt deals 0.5% more damage (6% → 6.5%).}}
**{{buff|Sourspotted down tilt deals more damage (6% → 6.5%).}}
**{{buff|Down tilt has decreased start-up lag (frame 8 → 7).}}
**{{buff|Down tilt has decreased start-up lag (frame 8 → 7).}}
**{{change|Down tilt has decreased base knockback (90/70 → 50/40). Due to its angle being altered (80° → 30°), it is also now a [[semi-spike]]. These changes improve its edgeguarding and [[tech-chasing]] potential, but significantly hinder its combo potential.}}
**{{change|Down tilt has decreased base knockback (90/70 → 50/40). Due to its angle being altered (80° → 30°), it is also now a [[semi-spike]]. These changes improve its edgeguarding and [[tech-chasing]] potential, but significantly hinder its combo potential.}}
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*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Roy has a new dash attack, an inward horizontal slash. Compared to the previous dash attack, it deals more damage (12%/6% → 13%/9%), knockback (70/35 (base)/55/60 (scaling) → 65/60 (base)/82/60 (scaling)) and its sweetspot has a different angle (110° → 52°). It also does not suffer from the infamously poor hitbox issues at close range from Melee due to it being a different attack. Altogether, these traits make it better for KOing.}}
**{{buff|Roy has a new dash attack, an inward horizontal slash. Compared to the previous dash attack, it deals more damage (12%/6% → 13%/9%), knockback (70/35 (base)/55/60 (scaling) → 65/60 (base)/82/60 (scaling)) and its sweetspot has a different angle (110° → 52°). It also does not suffer from the infamously poor hitbox issues at close range from Melee due to it being a different attack. Altogether, these traits make it better for KOing.}}
**{{nerf|Dash attack has more start-up (frame 12 → 13) and much more  ending lag (FAF 40 → 50) compared to the previous dash attack.}}
**{{nerf|Dash attack has more start-up (frame 12 → 13) and ending lag (FAF 40 → 50) compared to the previous dash attack.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{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 (FAF 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 (FAF 54 → 55), less vertical range, and a shorter duration (3 frames → 2).}}
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**{{buff|Pummel is faster (24 frames → 15).}}
**{{buff|Pummel is faster (24 frames → 15).}}
*[[Up throw]]:
*[[Up throw]]:
**{{nerf|Up throw deals 1% more damage (5% → 6%), although its knockback scaling was compensated too much (130 → 100). This hinders its KO potential in spite of its higher damage output.}}
**{{buff|Up throw deals more damage (5% → 6%).}}
**{{nerf|It has reduced knockback scaling (130 → 100), hindering its KO potential in spite of its higher damage output.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw deals 1% less damage (6% → 5%) and its angle has been altered (361° → 80°), significantly improving its combo potential.}}
**{{nerf|Down throw deals less damage (6% → 5%).}}
**{{buff|It launches at a higher angle (361° → 80°), which coupled with its lower damage output significantly improves its combo potential.}}
*[[Floor attack]]:
*[[Floor attack]]:
**{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}}
**{{buff|Front and back floor attacks deal more damage (6% → 7%).}}
**{{change|Due to the introduction of tripping in ''Brawl'', Roy has received a floor attack after tripping.}}
**{{change|Due to the introduction of tripping in ''Brawl'', Roy has received a floor attack after tripping.}}


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**{{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''.}}
*[[Blazer]]:
*[[Blazer]]:
**{{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. It also travels more horizontal distance and the grounded version received more intangibility frames on start-up.}}
**{{buff|Blazer deals 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. It also travels more horizontal distance and the grounded version received more intangibility frames on start-up.}}
**{{nerf|Blazer travels less vertical distance.}}
**{{nerf|Blazer travels less vertical distance.}}
**{{change|Blazer's first hit has significantly decreased set knockback (200 → 160/120). This makes its hits connect together better, but removes its one-hit KO potential against the lightest characters.}}
**{{change|Blazer's first hit has significantly decreased set knockback (200 → 160/120). This makes its hits connect together better, but removes its one-hit KO potential against the lightest characters.}}