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Roy also has a decent approach. Despite having a rather short wavedash, Roy still has access to a disjointed hitbox with his Sword of Seals. Additionally, a combination of low-lag, fast aerials and a very high falling speed gives Roy a fantastic SHFFL, potentially even better and faster than Marth's. Roy's down tilt also sends opponents directly upward, with decent hitstun, giving Roy a very good method to start combos. | Roy also has a decent approach. Despite having a rather short wavedash, Roy still has access to a disjointed hitbox with his Sword of Seals. Additionally, a combination of low-lag, fast aerials and a very high falling speed gives Roy a fantastic SHFFL, potentially even better and faster than Marth's. Roy's down tilt also sends opponents directly upward, with decent hitstun, giving Roy a very good method to start combos. | ||
Roy's grab game is also surprisingly good. His throws can easily chain into each other, especially his down, forward and up throw, and his up throw, unusually, is also the second strongest in the game. Roy also has the second highest grab range among characters who do not have extended grabs (such as {{SSBM|Link}}. | Roy's grab game is also surprisingly good. His throws can easily chain into each other, especially his down, forward and up throw, and his up throw, unusually, is also the second strongest in the game. Roy also has the second highest grab range among characters who do not have extended grabs (such as {{SSBM|Link}}). | ||
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; this close range, however, makes Roy 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. 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, forcing Roy to rely on building up damage and edgeguarding 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; this close range, however, makes Roy 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. 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, forcing Roy to rely on building up damage and edgeguarding to garner KOs. | ||
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Roy also has poor comboing ability, in stark contrast with Marth; Roy's low air speed can prevent him from effectively chasing down his opponents in the air, and his low hitstun attacks are easy to escape from. Roy himself, however, is easy to combo; like other fast falling characters, he can be easy to combo, 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's low air speed can prevent him from effectively chasing down his opponents in the air, and his low hitstun attacks are easy to escape from. Roy himself, however, is easy to combo; like other fast falling characters, he can be easy to combo, 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 ability to be controlled to an extent, Roy still has the high ending lag in his Blazer. Additionally, Roy's fast falling speed and poor airspeed also impair his recovery; while he can still use Double Edge Dance to recover horizontally, it's not as effective as Marth's Dancing Blade. | 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 and poor airspeed also impair his recovery; while he can still use Double Edge Dance to recover horizontally, it's not as effective as Marth's Dancing Blade. | ||
===Moveset=== | ===Moveset=== |