Roy (PM): Difference between revisions

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Roy's grab game is formidable. His up throw is the 9th strongest (10th if {{PM|Olimar}}'s is counted as two due to his purple and especially blue Pikmin being stronger) and has great chain grabbing potential (though due to the slight knockback increase compared to Marth's, it is overall more difficult to chain grab with Roy's), being capable of chain grabbing fast fallers. Additionally, Roy can force his opponent over to the edge and execute a good [[edgeguarding]] strategy by grabbing them, forward or down throw them, and finish them off with either his [[Flare Blade]] or side smash.
Roy's grab game is formidable. His up throw is the 9th strongest (10th if {{PM|Olimar}}'s is counted as two due to his purple and especially blue Pikmin being stronger) and has great chain grabbing potential (though due to the slight knockback increase compared to Marth's, it is overall more difficult to chain grab with Roy's), being capable of chain grabbing fast fallers. Additionally, Roy can force his opponent over to the edge and execute a good [[edgeguarding]] strategy by grabbing them, forward or down throw them, and finish them off with either his [[Flare Blade]] or side smash.


Despite being tremendously buffed, however, Roy is still not without his flaws, as not all of his flaws from ''Melee'' have been negated. He re-inherits his disjointed hitboxes he had from ''Melee'', but so are their main flaws: their poor hitbox placements, where the sourspots continue to be placed at his sword's tip; likewise, the sweetspot hitboxes remain at the middle of the blade to the hilt, meaning that Roy is still forced to come up close to his opponents in order to inflict maximum power. Despite this, Roy's sourspot hitboxes are generally smaller than those of Marth, and his sweetspots are generally much larger. Additionally, while being combo-heavy himself, Roy continues to be very vulnerable for combos despite his light weight, all because of his fast falling speed. The latter attribute additionally exacerbates his below-average recovery that is also easily [[gimp]]able, if not easily [[edgeguard]]able, being among the worst recoveries in the game despite Roy being able to extend the horizontal distance of his [[Blazer]] far more than Marth with his [[Dolphin Slash]]; while Roy can aid his recovery by using his side special, the [[Double-Edge Dance]], as the first hit grants him slightly more vertical distance and longer airborne time, it is still inferior compared to Marth doing the same thing with his [[Dancing Blade]] due to Roy's faster falling speed and higher gravity. On the upside, however, his fast falling speed enhances his vertical endurance and makes him moderately difficult to KO vertically; despite this, it is generally agreed that his vertical endurance is only average due to either being lighter than many other characters (such as {{PM|Captain Falcon}} or {{PM|Donkey Kong}}) or falling slower than others (particularly the [[space animals|spacies]]). Overall, in conclusion, Roy can be considered a glass cannon like the space animals because while he possesses devastatingly powerful attacks in his repertoire in addition to an outstanding combo game, his survivability is below average due to being a light character with a lackluster recovery.
Despite being tremendously buffed, however, Roy is still not without his flaws, as not all of his flaws from ''Melee'' have been negated. He re-inherits his disjointed hitboxes he had from ''Melee'', but so are their main flaws: their poor hitbox placements, where the sourspots continue to be placed at his sword's tip; likewise, the sweetspot hitboxes remain at the middle of the blade to the hilt, meaning that Roy is still forced to come up close to his opponents in order to inflict maximum power. Despite this, Roy's sourspot hitboxes are generally smaller than those of Marth, and his sweetspots are generally much larger. Additionally, while being combo-heavy himself, Roy continues to be very vulnerable for combos despite his light weight, all because of his fast falling speed. The latter attribute additionally exacerbates his below-average recovery that is also easily [[gimp]]able, if not easily [[edgeguard]]able, being among the worst recoveries in the game despite Roy being able to extend the horizontal distance of his [[Blazer]] far more than Marth with his [[Dolphin Slash]]; while Roy can aid his recovery by using his side special, the [[Double-Edge Dance]], as the first hit grants him slightly more vertical distance and longer airborne time, it is still inferior compared to Marth doing the same thing with his [[Dancing Blade]] due to Roy's faster falling speed and higher gravity. On the upside, however, his fast falling speed enhances his vertical endurance and makes him moderately difficult to KO vertically; despite this, it is generally agreed that his vertical endurance is only average relative to the cast due to either being lighter than many other characters (such as {{PM|Captain Falcon}} or {{PM|Donkey Kong}}) or falling slower than others (particularly the [[space animals|spacies]]). Overall, in conclusion, Roy can be considered a glass cannon like the space animals because while he possesses devastatingly powerful attacks in his repertoire in addition to an outstanding combo game, his survivability is below average due to being a light character with a lackluster recovery.


Regardless of his flaws, he has inherited a myriad of buffs in his transition, and they have immensely improved his comboing game and overall power and made him become a more formidable fighter than he was before. While it is yet to be known, it is also generally agreed he is more viable than he was in ''Melee''.
Regardless of his flaws, he has inherited a myriad of buffs in his transition, and they have immensely improved his comboing game and overall power and made him become a more formidable fighter than he was before. While it is yet to be known, it is also generally agreed he is more viable than he was in ''Melee''.
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