Project M

Roy (PM): Difference between revisions

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(Going by the names given in the official player's guide for Melee.)
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|-
|-
!Neutral attack
!Neutral attack
|Horizontal Slash ||8% ||Roy performs one single horizontal slash. Deals low damage and low knockback, even at the sweetspot.
| Slash || 8% || Roy performs one single horizontal slash. Deals low damage and low knockback, even at the sweetspot.
|-
|-
!Forward tilt
!Forward tilt
|Flare Thrust ||14% ||Roy thrusts his sword forward. It has considerable range and power, with low start and end lag.
| Sharp Edge || 14% || Roy thrusts his sword forward. It has considerable range and power, with low start and end lag.
|-
|-
!Up tilt
!Up tilt
|Reverse Pendulum ||12% ||Roy grabs his sword with both hands and swings in an arc upwards. Low start and end lag, with decent knockback.
| Anti-Air Slash || 12% || Roy grabs his sword with both hands and swings in an arc upwards. Low start and end lag, with decent knockback.
|-
|-
!Down tilt
!Down tilt
|Low Stab ||12% ||Roy thrusts his sword low. Low start lag with moderate end lag. Has great vertical knockback, which can lead into combos.
| Low Stab || 12% || Roy thrusts his sword low. Low start lag with moderate end lag. Has great vertical knockback, which can lead into combos.
<!--Crawl attack-->
|-
|-
!Dash attack
!Dash attack
|Dash Strike ||14% ||Roy lunges forward and slashes his sword. Somewhat moderate start and end lag. Decent knockback and can lead into combos or dash dancing.
| Raid Chop || 14% || Roy lunges forward and slashes his sword. Somewhat moderate start and end lag. Decent knockback and can lead into combos or dash dancing.
|-
|-
!Forward smash
!Forward smash
|Flame Slash ||20%, 13% (tipper) ||A sword plunge to the ground. Low start lag with moderate end lag, great range, along with extreme knockback and damage near the base of the sword. However, near the tip of the sword, the knockback and damage are severely reduced.
| Dragon Killer || 20%, 13% (tipper) || A sword plunge to the ground. Low start lag with moderate end lag, great range, along with extreme knockback and damage near the base of the sword. However, near the tip of the sword, the knockback and damage are severely reduced.
|-
|-
!Up smash
!Up smash
|Upwards Thrust ||A total of 20% ||An upward thrust above Roy's body. Low start up lag with high end lag, and decent vertical range. It traps opponents in for great damage, and can link into combos at low percentages. The tip can meteor smash at the very first frames of the attack, as long as it doesn't link to another part. Causes a flame effect, should it hit.
| Flame Sword || A total of 20% || An upward thrust above Roy's body. Low start up lag with high end lag, and decent vertical range. It traps opponents in for great damage, and can link into combos at low percentages. The tip can meteor smash at the very first frames of the attack, as long as it doesn't link to another part. Causes a flame effect, should it hit.
|-
|-
!Down smash
!Down smash
|Low Twirl ||18% ||A low spin around Roy's body. Low start and end lag, with decent range and knockback. More powerful near the base of the sword, and causes flame effect if it connects.
| Whirlwind Blade || 18% || A low spin around Roy's body. Low start and end lag, with decent range and knockback. More powerful near the base of the sword, and causes flame effect if it connects.
|-
|-
!Neutral aerial
!Neutral aerial
|Flame Spin ||12% (sweetspot), 10% (sourspot) about 4% per hitbox. ||A fast 360 degree spin. Low start and end lag, with moderate landing lag. Two attacks may link together for decent damage, with relative knockback. Causes a flame effect if it connects.
| Double Slash || 12% (sweetspot), 10% (sourspot) about 4% per hitbox. || A fast 360 degree spin. Low start and end lag, with moderate landing lag. Two attacks may link together for decent damage, with relative knockback. Causes a flame effect if it connects.
|-
|-
!Forward aerial
!Forward aerial
|Aerial Swipe ||12% (sweetspot), 9% (sourspot) ||A fast swipe in front of Roy. Low start lag with somewhat moderate end lag, and moderate landing lag. Sweetspot (middle of the sword) gives more damage and knockback, while sourspot (near the tip of the sword) causes relatively low damage and mediocre knockback.
| Aerial Swipe || 12% (sweetspot), 9% (sourspot) || A fast swipe in front of Roy. Low start lag with somewhat moderate end lag, and moderate landing lag. Sweetspot (middle of the sword) gives more damage and knockback, while sourspot (near the tip of the sword) causes relatively low damage and mediocre knockback.
|-
|-
!Back aerial
!Back aerial
|Turn Slash ||16% (sweetspot), 11% (sourspot) ||Similar to Ike, Roy performs a quick horizontal slash behind him. Very low start lag, but very high end lag, with moderate landing lag. It is a decent tool for edge-guarding and gimping due to Roy's falling speed having a decrease, though it is somewhat more difficult to connect due to the smaller, horizontal hitbox..
| About Face || 16% (sweetspot), 11% (sourspot) || Similar to Ike, Roy performs a quick horizontal slash behind him. Very low start lag, but very high end lag, with moderate landing lag. It is a decent tool for edge-guarding and gimping due to Roy's falling speed having a decrease, though it is somewhat more difficult to connect due to the smaller, horizontal hitbox..
|-
|-
!Up aerial
!Up aerial
|Somersault Slash ||12% ||An upward slash, causing Roy to somersault. Moderate start lag, high end lag, and moderate landing lag. The sweetspot has been given more knockback so Roy can execute better combos. However, his sourspot has lower damage and mediocre knockback.
| Luna Slash || 12% || An upward slash, causing Roy to somersault. Moderate start lag, high end lag, and moderate landing lag. The sweetspot has been given more knockback so Roy can execute better combos. However, his sourspot has lower damage and mediocre knockback.
|-
|-
!Down aerial
!Down aerial
|Pendulum Fire Slash ||12% (sourspot), 18% (sweetspot) ||A pendulum slash downwards. It has been changed from ''Melee'' drastically. Though it retains the same start lag, its end and landing lag has been sped up. Also, its meteor smash range has been increased to the middle of the blade, and its knockback has been increased, making it even more dangerous. However, its sourspot has barely been changed. Should the sweetspot (meteor smash) connect, it causes a flame effect.
| Half Moon || 12% (sourspot), 18% (sweetspot) || A pendulum slash downwards. It has been changed from ''Melee'' drastically. Though it retains the same start lag, its end and landing lag has been sped up. Also, its meteor smash range has been increased to the middle of the blade, and its knockback has been increased, making it even more dangerous. However, its sourspot has barely been changed. Should the sweetspot (meteor smash) connect, it causes a flame effect.
<!--Grab aerial-->
<!--Grab aerial-->
<!--Glide attack-->
|-
|-
!Grab
!Grab
|Grip || ||Roy attempts to grip to the opponent. The grab range has been noticeably increased. Low start and end lag.
| Grab || || Roy attempts to grip to the opponent. The grab range has been noticeably increased. Low start and end lag.
|-
|-
!Pummel
!Pummel
|Knee Pelt ||3% ||Roy hits the opponent with his knee, causing decent damage.
| Knee || 3% || Roy hits the opponent with his knee, causing decent damage.
|-
|-
!Forward throw
!Forward throw
|Quick Throw ||5% ||Roy throws the opponent at blinding speed. Low start and end lag, and can link into combos or chain grabs at moderate percentages. Can also lead into other attacks, like his Forward smash, for example.
| Bounce || 5% || Roy throws the opponent at blinding speed. Low start and end lag, and can link into combos or chain grabs at moderate percentages. Can also lead into other attacks, like his Forward smash, for example.
|-
|-
!Back throw
!Back throw
|Pull Drop ||5% ||Roy throws the opponent at blinding speed backwards. Low start and end lag, but unlike his forward throw, cannot link into combos at low percentages as easily. However, it can link into various attacks.
| Throw Away || 5% || Roy throws the opponent at blinding speed backwards. Low start and end lag, but unlike his forward throw, cannot link into combos at low percentages as easily. However, it can link into various attacks.
|-
|-
!Up throw
!Up throw
|Toss ||5& ||Roy tosses the opponent upwards. Low start and end lag. Great for chaingrabs and combos.
| Emblem Toss || 5% || Roy tosses the opponent upwards. Low start and end lag. Great for chaingrabs and combos.
|-
|-
!Down throw
!Down throw
|"V" Drop ||6% ||Roy throws the opponent down in a "V" shape. Moderate start and end lag, decent knockback and can link into his forward smash.
| Slam || 6% || Roy throws the opponent down in a "V" shape. Moderate start and end lag, decent knockback and can link into his forward smash.
|-
|-
!Floor attack (front)
!Floor attack (front)
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|-
|-
!Neutral special
!Neutral special
|[[Flare Blade]] ||10% minimum, 50% maximum. ||Similar to Marth's [[Shield Breaker]], Roy charges his sword for a powerful overhead slash, which can cause a flame effect. The power of the attack increases the longer it is held, with an powerful explosion effect occurring if charged complete. However, the explosion damages Roy 10% in the process.
| [[Flare Blade]] || 10% minimum, 50% maximum. || Similar to Marth's [[Shield Breaker]], Roy charges his sword for a powerful overhead slash, which can cause a flame effect. The power of the attack increases the longer it is held, with an powerful explosion effect occurring if charged complete. However, the explosion damages Roy 10% in the process.
|-
|-
!Side special
!Side special
|[[Double-Edge Dance]] ||Varies ||Roy performs a sideways slash attack, and can follow up with 3 different variations for a total of 4 strikes. The third and fourth strikes have significant differences between each variation, allowing for Roy to adjust the attack based on the situation.
| [[Double-Edge Dance]] || Varies || Roy performs a sideways slash attack, and can follow up with 3 different variations for a total of 4 strikes. The third and fourth strikes have significant differences between each variation, allowing for Roy to adjust the attack based on the situation.
|-
|-
!Up special
!Up special
|[[Blazer]] ||Total of 13% ||Roy soars upwards with his flaming sword, burning opponents within his reach. Similar to Marth's [[Dolphin Slash]], though noticeably different in that it hits multiple times, is slower, and has significant hang time, giving Roy somewhat of an advantage against impromptu [[Edge-guarding|edge-guard]] attempts. The move's animation in Project M has been modified as a reference to the Ryuenjin, a similar move used by Zero in Capcom's ''Vs.'' series of games.
| [[Blazer]] || Total of 13% || Roy soars upwards with his flaming sword, burning opponents within his reach. Similar to Marth's [[Dolphin Slash]], though noticeably different in that it hits multiple times, is slower, and has significant hang time, giving Roy somewhat of an advantage against impromptu [[Edge-guarding|edge-guard]] attempts. The move's animation in Project M has been modified as a reference to the Ryuenjin, a similar move used by Zero in Capcom's ''Vs.'' series of games.
|-
|-
!Down special
!Down special
|[[Counter]] ||% of countered move ||Roy briefly flashes while entering a stance, allowing him to counterattack within the first few frames of animation. Opponents that attack Roy will be struck back with more damage dealt to them. Moderate start lag with high end lag, and slows Roy down in mid-air. At the sweetspot, near the base, there is a chance that the opponent may go into an upside-down "V" when hit, however, this doesn't happen at the sourspot. It also causes a flame effect.
| [[Counter]] || % of countered move || Roy briefly flashes while entering a stance, allowing him to counterattack within the first few frames of animation. Opponents that attack Roy will be struck back with more damage dealt to them. Moderate start lag with high end lag, and slows Roy down in mid-air. At the sweetspot, near the base, there is a chance that the opponent may go into an upside-down "V" when hit, however, this doesn't happen at the sourspot. It also causes a flame effect.
|-
|-
!Final Smash
!Final Smash
|Limit Break ||64% ||Roy starts his attack similarly to Marth's, lunging at the opponent before trapping them with a flurry of attacks. Finally, he unleashes a large column of fire to send the opponent(s) flying. The Final Smash is somewhat cinematic, causing the camera to pan to the right should Roy successfully connect it. The move is loosely based on the Limit Break attacks from the ''Final Fantasy'' series (hence the name), while the last hit is based on Roy's critical hit animation in ''[[fireemblemwiki:Fire Emblem: The Binding Blade|Fire Emblem: The Binding Blade]]''.
| Limit Break || 64% || Roy starts his attack similarly to Marth's, lunging at the opponent before trapping them with a flurry of attacks. Finally, he unleashes a large column of fire to send the opponent(s) flying. The Final Smash is somewhat cinematic, causing the camera to pan to the right should Roy successfully connect it. The move is loosely based on the Limit Break attacks from the ''Final Fantasy'' series (hence the name), while the last hit is based on Roy's critical hit animation in ''[[fireemblemwiki:Fire Emblem: The Binding Blade|Fire Emblem: The Binding Blade]]''.
|}
|}



Revision as of 23:41, December 18, 2013

Stub.png
For the original version of Roy, see Roy (SSBM).
Roy
in Project M and Project+
Roy
FireEmblemSymbol.svg
Universe Fire Emblem
Base game appearance Melee
Roy (PM)

Roy is a playable character in the Brawl mod Project M. He is one of the two characters that was not originally playable in Brawl, the other being Mewtwo.

Attributes

Changes from Melee to PM

Roy has been heavily buffed from Melee to Project M and has been reworked to be more of a semi-clone of Marth, rather than a clone, in terms of animations and attack functions.

  • Buff Improved base moveset, with extra damage or knockback adjustments tacked on.
  • Buff Up tilt now covers a larger, half-circle area above Roy.
  • Buff General improvements to his retained aerials, most significantly a much larger and powerful flaming sweetspot on his previously near useless down aerial. For his changed aerials, his new neutral aerial has much more range and a flame effect, while his back aerial is now a powerful finisher, both now having a slightly different animation.
  • Buff Double-Edge Dance's utility has improved significantly, with the move now linking much more fluidly, and the fourth strike serving varieties of purposes. A backwards fourth strike has also been added to the repertoire, being a powerful finishing move against opponents who attempt to reposition themselves behind Roy.
  • Buff Roy's dash attack is cancellable, which allows him to DACUS; this further improves his mobility and is an additional approaching option.
  • Buff Roy's down smash is now a spinning sword sweep with less ending lag and better knockback, having more utility than his previous one. It also has a flame effect.
  • Buff Flare Blade is more powerful.
  • Buff Roy's grab range has been significantly increased.
  • Change Forward tilt is now a long-ranged stab.

Moveset

Up to date as of 3.0.

Name Damage Description
Neutral attack Slash 8% Roy performs one single horizontal slash. Deals low damage and low knockback, even at the sweetspot.
Forward tilt Sharp Edge 14% Roy thrusts his sword forward. It has considerable range and power, with low start and end lag.
Up tilt Anti-Air Slash 12% Roy grabs his sword with both hands and swings in an arc upwards. Low start and end lag, with decent knockback.
Down tilt Low Stab 12% Roy thrusts his sword low. Low start lag with moderate end lag. Has great vertical knockback, which can lead into combos.
Dash attack Raid Chop 14% Roy lunges forward and slashes his sword. Somewhat moderate start and end lag. Decent knockback and can lead into combos or dash dancing.
Forward smash Dragon Killer 20%, 13% (tipper) A sword plunge to the ground. Low start lag with moderate end lag, great range, along with extreme knockback and damage near the base of the sword. However, near the tip of the sword, the knockback and damage are severely reduced.
Up smash Flame Sword A total of 20% An upward thrust above Roy's body. Low start up lag with high end lag, and decent vertical range. It traps opponents in for great damage, and can link into combos at low percentages. The tip can meteor smash at the very first frames of the attack, as long as it doesn't link to another part. Causes a flame effect, should it hit.
Down smash Whirlwind Blade 18% A low spin around Roy's body. Low start and end lag, with decent range and knockback. More powerful near the base of the sword, and causes flame effect if it connects.
Neutral aerial Double Slash 12% (sweetspot), 10% (sourspot) about 4% per hitbox. A fast 360 degree spin. Low start and end lag, with moderate landing lag. Two attacks may link together for decent damage, with relative knockback. Causes a flame effect if it connects.
Forward aerial Aerial Swipe 12% (sweetspot), 9% (sourspot) A fast swipe in front of Roy. Low start lag with somewhat moderate end lag, and moderate landing lag. Sweetspot (middle of the sword) gives more damage and knockback, while sourspot (near the tip of the sword) causes relatively low damage and mediocre knockback.
Back aerial About Face 16% (sweetspot), 11% (sourspot) Similar to Ike, Roy performs a quick horizontal slash behind him. Very low start lag, but very high end lag, with moderate landing lag. It is a decent tool for edge-guarding and gimping due to Roy's falling speed having a decrease, though it is somewhat more difficult to connect due to the smaller, horizontal hitbox..
Up aerial Luna Slash 12% An upward slash, causing Roy to somersault. Moderate start lag, high end lag, and moderate landing lag. The sweetspot has been given more knockback so Roy can execute better combos. However, his sourspot has lower damage and mediocre knockback.
Down aerial Half Moon 12% (sourspot), 18% (sweetspot) A pendulum slash downwards. It has been changed from Melee drastically. Though it retains the same start lag, its end and landing lag has been sped up. Also, its meteor smash range has been increased to the middle of the blade, and its knockback has been increased, making it even more dangerous. However, its sourspot has barely been changed. Should the sweetspot (meteor smash) connect, it causes a flame effect.
Grab Grab Roy attempts to grip to the opponent. The grab range has been noticeably increased. Low start and end lag.
Pummel Knee 3% Roy hits the opponent with his knee, causing decent damage.
Forward throw Bounce 5% Roy throws the opponent at blinding speed. Low start and end lag, and can link into combos or chain grabs at moderate percentages. Can also lead into other attacks, like his Forward smash, for example.
Back throw Throw Away 5% Roy throws the opponent at blinding speed backwards. Low start and end lag, but unlike his forward throw, cannot link into combos at low percentages as easily. However, it can link into various attacks.
Up throw Emblem Toss 5% Roy tosses the opponent upwards. Low start and end lag. Great for chaingrabs and combos.
Down throw Slam 6% Roy throws the opponent down in a "V" shape. Moderate start and end lag, decent knockback and can link into his forward smash.
Floor attack (front)
Floor attack (back)
Floor attack (trip)
Edge attack (fast)
Edge attack (slow)
Neutral special Flare Blade 10% minimum, 50% maximum. Similar to Marth's Shield Breaker, Roy charges his sword for a powerful overhead slash, which can cause a flame effect. The power of the attack increases the longer it is held, with an powerful explosion effect occurring if charged complete. However, the explosion damages Roy 10% in the process.
Side special Double-Edge Dance Varies Roy performs a sideways slash attack, and can follow up with 3 different variations for a total of 4 strikes. The third and fourth strikes have significant differences between each variation, allowing for Roy to adjust the attack based on the situation.
Up special Blazer Total of 13% Roy soars upwards with his flaming sword, burning opponents within his reach. Similar to Marth's Dolphin Slash, though noticeably different in that it hits multiple times, is slower, and has significant hang time, giving Roy somewhat of an advantage against impromptu edge-guard attempts. The move's animation in Project M has been modified as a reference to the Ryuenjin, a similar move used by Zero in Capcom's Vs. series of games.
Down special Counter % of countered move Roy briefly flashes while entering a stance, allowing him to counterattack within the first few frames of animation. Opponents that attack Roy will be struck back with more damage dealt to them. Moderate start lag with high end lag, and slows Roy down in mid-air. At the sweetspot, near the base, there is a chance that the opponent may go into an upside-down "V" when hit, however, this doesn't happen at the sourspot. It also causes a flame effect.
Final Smash Limit Break 64% Roy starts his attack similarly to Marth's, lunging at the opponent before trapping them with a flurry of attacks. Finally, he unleashes a large column of fire to send the opponent(s) flying. The Final Smash is somewhat cinematic, causing the camera to pan to the right should Roy successfully connect it. The move is loosely based on the Limit Break attacks from the Final Fantasy series (hence the name), while the last hit is based on Roy's critical hit animation in Fire Emblem: The Binding Blade.

In competitive play

Notable Players

Trivia

  • Roy was the first Clone Engine character to be announced for Project M.
  • Roy's sound effects replace Duon's, resulting in atypical behaviour when fighting it.

External links