Roy (PM): Difference between revisions
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===Attributes=== | ===Attributes=== | ||
*{{buff|Roy's sword attacks have more range.}} | *{{buff|Roy's sword attacks have more range.}} | ||
*{{buff|While still incredibly weak, all of Roy's sourspots are overall stronger than in ''Melee''.}} | |||
===Ground Attacks=== | ===Ground Attacks=== |
Revision as of 18:09, July 16, 2015
Roy in Project M and Project+ | |
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Universe | Fire Emblem |
Base game appearance | Melee |
Moveset inspiration | Roy (SSBM) |
Roy is a playable character in the Brawl mod Project M. He returns from Melee with a buffed moveset. He is one of the two characters that was not originally playable in Brawl, the other being Mewtwo.
Attributes
Roy remains as being a nimble fighter with relatively strong attacks, many of which were greatly buffed in his transition from Melee. He retains many of his attributes from Melee, including a fast dash, a fast falling speed, a light weight, an average air speed, etc.. Wielding a sword, Roy is a fighter with decent range, as his Binding Blade has disjointed hitboxes, allowing him to carefully space between him and his opponents. However, his flaw with his disjointed hitbox remains, as the tipper continues to be the sourspot of his attacks; with that being said, Roy's sweetspots remain at the hilt to the middle of his blade, still forcing him to come up close to his opponents to deal maximum damage, unlike Marth. Nonetheless, Roy is still a force to be reckoned with, and has a rather amazing character build, especially when considering the many buffs he inherited.
Changes from Melee to PM
Roy has been heavily buffed from Melee to PM and has been reworked to be more of a semi-clone of Marth, rather than a clone, in terms of animations and attack functions.
Aesthetics
- Roy's up taunt involves him pointing his sword forward while saying "僕 は 負けない." (Boku wa Makenai) meaning "I won't lose!"
- Side taunt involves him pointing his sword up, then swinging it across his body, and pointing it behind him, identical to his father Eliwood's pre-critical animation as a Lord in Fire Emblem: Blazing Sword.
- For his on-screen appearance, Roy comes onto the stage with a magic warp similar to how Marth does, but strikes a different pose (same as his Taunt from Melee) and shouts "Hee-ya!".
Attributes
- Roy's sword attacks have more range.
- While still incredibly weak, all of Roy's sourspots are overall stronger than in Melee.
Ground Attacks
- Jab deals higher damage and knockback with less endlag.
- Forward tilt is now a quick, long-ranged stab, based off of Roy's attack animation as a Lord in Fire Emblem: The Binding Blade. It inflicts higher damage and knockback and can be angled, and has less endlag than his old foward tilt.
- Up tilt deals higher damage and knockback and now covers a larger, half-circle area above Roy. It additionally starts from his back (the opposite of Marth's), allowing to quickly repel opponents that manage to cross him up, and has less endlag.
- Foward smash has a hard to land "sweeterspot" that has higher KO potential. Sourspot deals higher damage and knockback.
- Down smash is now a spinning sword sweep with less ending lag and same KO power as in Melee; however, it deals strong knockback even from behind and overall has more utility than his previous one. It also has a flame effect.
- Up smash has a flame effect and does much more damage with higher knockback.
- Dash attack deals higher damage and is cancelable, which allows him to DACUS; this further improves his mobility and is an additional approaching option.
- Forward tilt has slightly slower start-up.
- Down tilt sweet spot is harder to land.
- Down smash hitboxes deal less damage than his old down smash and cannot hit foes on ledges as well.
Aerial Attacks
- Foward aerial deals more damage and knockback, and the sourspot deals higher knockback than the sweetspot, and has slightly less endlag.
- Neutral aerial possesses higher range, doing more damage and knockback. Now strikes 3 times in front of Roy and twice behind, and the second and third strikes do not have a sourspot. It also has a flame effect on the 2nd and 3rd hits.
- New back aerial is a horizontal slice that deals higher damage and much more knockback, making it a powerful finisher.
- Down aerial has less endlag and deals more damage, and the sweetspots are easier to land. Its strongest hitbox is a very strong spike located between Roy's head and the base of his blade. It also has a flame effect.
- Up aerial deals higher damage and knockback, making it a better juggling move.
- New back aerial has less range and no longer hits below Roy.
Grabs and Throws
- Grab range increased.
- Up throw has slightly more KO potential.
Special Moves
- Flare Blade is more powerful in terms of knockback, and even when uncharged it deals more damage than before.
- Double-Edge Dance was improved significantly; 3rd variation has a new animation and its sourspot deals slightly more damage. 4th variation can be reversed and is a stabbing move that deals strong knockback. 3rd up variation sourspot deals much higher damage. 3rd down variation has a new animation and deals slightly higher damage and now has major gimping potential. 4th down variation has a new animation, hits better, and deals more knockback. 4th variation has has a new animation and has more vertical range while the sourspot does more damage.
- Blazer deals much more damage and now has more reliable knockback. Additionally, the very last hit of the move will no longer inflict knockback just based on falling speed, but will inflict knockback based on damage percentage. Also at the height of the jump Roy can grab edges when he is facing away from it, similar to Falcon Dive and Dark Dive.
- Double Edge Dance has its sole nerf; 4th up variation has less overall range, damage, and knockback, and has a new animation.
Revisions
v3.01
- Grab release animation sped up to avoid potential grab release combos or re-grabs.
- Forward Air landing lag and L-canceled landing lag matched to Melee.
- Some of Double-Edge Dance's sword swings could whiff when it looked like they hit, this has been fixed.
- New Final Smash doesn't use time manipulation anymore and has been fixed up in general to be less buggy.
- Model optimized to no longer cause significant lag.
v3.5
- Counter now properly covers Roy's feet after activation.
- Slow walk speed slightly increased.
- Double Edge Dance can now clank with projectiles and other moves (except for Down Four, which also can no longer be absorbed).
- Down Air sweetspot now spikes.
- Up air landing lag increased.
- Dash grab range decreased.
- Double Edge Dance frame data now matches Melee.
- Sword Swing sounds now match Melee(using 3.5's revamp of Roy's previous Melee swings).
Moveset
Up to date as of version 3.5.
Name | Damage | Description | |
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Neutral attack | 8% (base), 6% (tip) | Roy performs one single horizontal slash with his sword. Deals low damage and low knockback, even at the sweetspot. | |
Forward tilt | 14% (base), 9% (tip) | Roy thrusts his sword forward, similar to his normal attack animation (like for many rapier-based Lords) in Binding Blade. It has considerable range and power, with low start and end lag. Can be angled up or down. | |
Up tilt | 12% (base), 9% (tip) | Roy swings his sword in an arc upwards and outwards over his head towards the direction he's facing. Low start and end lag, with decent knockback. | |
Down tilt | 12% (base), 10% (mid), 6% (tip) | Same as Marth's. Roy thrusts his sword low. Low start lag with moderate end lag. Has great vertical knockback, which can lead into combos. The range can also prove great during neutral game spacing and edgeguarding. | |
Dash attack | 14% (base), 10% (tip) | Same as Marth's. 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 | 20% (base), 13% (tip) | Same as Marth's. A rotating one-handed slamming 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. Roy's original primary finisher like in Melee. | |
Up smash | 2% (hits 1-4), 12% (hit 5) (20% total) | 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 | 18%/14% (clean base/tip), 14%/10% (late base/tip) | A low outward slashing 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 | 4% (hit 1), 10% (hits 2-3) | A full outward 360° spin 4 times with his sword held in both hands. 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 | 12% (base), 9% (tip) | Same as Marth's. 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. Often a main combo tool but can still be punished if used incorrectly. | |
Back aerial | 16% (base), 11% (tip) | Similar to Ike, Roy performs a quick horizontal outward slash behind him. Can turn Roy around. Very low start lag, but very high end lag, with moderate landing lag. It is a decent tool for edge-guarding and gimping, though it is somewhat more difficult to connect due to the smaller, horizontal hitbox. | |
Up aerial | 12% (base), 8% (tip) | Same as Marth's. An outward upward slash, causing Roy to somersault in a delay. 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 | 18% (base), 12% (mid), 9% (tip) | Same as Marth's. An outward pendulum slash downwards. It has been changed from Melee drastically. Though it retains the same start lag, its ending 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 | — | Roy attempts to grip to the opponent. The grab range has been noticeably increased. Low start and end lag. | |
Pummel | 3% | Same as Marth's. Roy hits the opponent with his knee, causing decent damage. | |
Forward throw | 5% | Same as Marth's. 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 | 5% | Same as Marth's. 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 | 5% | Same as Marth's. Roy tosses the opponent upwards. Low start and end lag. Great for chaingrabs and combos. | |
Down throw | 6% | Same as Marth's. 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) | 6% | Same as Marth's. Slashes from back to front. | |
Floor attack (back) | 6% | Same as Marth's. Slashes from back to front. | |
Floor attack (trip) | 5% | Same as Marth's. Slashes from back to front. | |
Edge attack (fast) | 8% (sword), 6% (body) | Same as Marth's. Gets up and slashes downward, similar to his Forward Smash. | |
Edge attack (slow) | 10% | Same as Marth's. Gets up swings his sword over his head. | |
Neutral special | Flare Blade | 10-40%, 50% (fully charged) | 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 the charge is complete, which can also break shields. However, the explosion damages Roy 10% in the process. |
Side special | Double-Edge Dance | 5%/4% (1st hit/tip); 6%/4% (2nd hit/tip); 10%/8% (3rd hit clean/tip)(high), 7%/5% (3rd hit late/tip)(high), 10%/8% (3rd hit/tip) (mid), 3% (3rd hit 1-3)(hits 1-3)(low), 5% (3rd hit)(hit 4)(low); 11%/10% (4th hit/tip)(high), 13%/10% (4th hit/tip)(mid), 3% (4th hit)(hits 1-4)(low), 5% (4th hit)(hit 5)(low), 12% (4th hit)(back) | Roy performs a sideways slash attack, and can follow up with 3 different variations for a total of 4 strikes. He can also perform a reverse strike, attacking from the opposite direction. The third and fourth strikes have significant differences between each variation, allowing for Roy to adjust the attack based on the situation. The animations of each strike have been drastically changed, with Roy mostly holding the Sword of Seals with both hands. His 4th upward strike resembles Marth's version of Dancing Blade from Brawl, and the 4th downward strike is based Sol Badguy's Gun Flame attack ( as well as his Order-Sol/past-self's Fafnir Prototype version) from Guilty Gear. |
Up special | Blazer | 5%/3% (hit 1/tip), 2% (hits 2-6), 4% (hit 7) (19%/17% total) | 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 Ryuuenjin (Dragon Flame Blade) used by Zero in Mega Man X4 and Capcom's Vs. series of games. |
Down special | Counter | x1.5 of countered move, 1% minimum | 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 | Critical Hit | 20% (hit 1), 1% (hits 2-41), 20% (hit 42) (80% total) | Roy starts his attack similarly to Marth's, where he brings his blade back and charges. However, unlike Marth's version, he unleashes a large column of fire, which is strikingly similar to Entei's Fire Spin attack. Usually a One-hit KO. Like Marth, using it in the air without any intervening terrain will cause Roy to self-destruct (which can be avoided by pressing an attack button). The Final Smash is somewhat cinematic, causing the camera to focus directly on to Roy if he connects the attack. |
In competitive play
Notable players
Alternate costumes
Roy retains his costumes from Melee, with the addition of two new costumes, although they were touched to match the more realistic environment of Brawl.
- Default: Based off Roy's design in Fire Emblem: The Binding Blade, although with a purple cape.
- Green: Based off the "other" units in Fire Emblem games.
- Red: Based off the "enemy" units in Fire Emblem games.
- Blue: Based off the "player" unit in Fire Emblem games. This costume was touched up from Melee, now matching up his appearance in Fire Emblem: The Binding Blade.
- Gold
- Black: A "dark" costume.
- Purple: A costume added in version 3.5. The color scheme makes a reference to his appearance in Fire Emblem: Awakening.
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.
- This no longer occurs in v3.6 Beta as his sound effects are now shared with Marth.
- Roy's voice is heard when he is in his Metal form. He shares this distinction with Mewtwo due to their sound effects replacing those of Subspace Emissary bosses.
- The voice clip from Roy's up taunt comes from one of his victory quotes in Melee.
- This voice clip, while rerecorded, would go on to be used in one of Roy's taunts in Smash 4. However, this is a coincidence.
- Unlike Mewtwo, Roy does not have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound.
- Roy's SFX are of a significantly lower quality than those featured in Melee, however an unofficial patch proved that this was unnecessary for the official release.
- Roy is still missing his sheathe, because the PMDT stated that there would be file size and clipping issues. However, unofficial patches exist, which do not have the filesize issues (before Brawlbox gained a model optimizer, they could have crashed) and the sheathe clips roughly as much as those of other existing characters on Project M's roster.
- Like Mewtwo, anything that would normally be exclusive to Roy (namely, trophies and a codec conversation) is replaced with that of Mario's.
- If Roy is under the effects of a Turbo and performs his neutral air right after using Blazer on a large character such as Bowser, Roy will launch high up into the air.
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |