Roy (SSB4): Difference between revisions

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==Attributes==
==Attributes==
Roy's moveset is mostly based off of {{SSB4|Marth}}, but with number of different attributes, the most notable being an inverse of Marth's tipper mechanic: his sword deals more damage near the hilt than at its tip. Roy also has a significantly higher falling speed (tied for 5th fastest), faster air (tied with Wario for 3rd fastest) and dashing speeds (9th fastest), more weight, and most significantly. In addition, his attack animations align with their hitboxes, unlike some of his attacks in ''Melee''. These changes make him a semi-clone to Marth.
Roy's moveset is mostly based off of {{SSB4|Marth}}, but with number of different attributes, the most notable being an inverse of Marth's tipper mechanic: his sword deals more damage near the hilt than at its tip. Roy also has a significantly higher falling speed (tied for 5th fastest), faster air (tied with Wario for 3rd fastest) and dashing speeds (9th fastest), more weight, and most significantly, a reversed tipper mechanic that makes him do more damage when up close and less from afar. In addition, many of his attack animations were changed from ''Melee'' and now properly align with their hitboxes. These changes make him a semi-clone of Marth rather than a true clone.


Roy's attributes give him a different playstyle from Marth/Lucina, as well as bringing him an array of advantages. His higher weight allows him to survive blows that would KO Marth/Lucina, giving him better survivability, especially vertically because of his higher falling speed. He also possesses two throws that have guaranteed followups: down throw can lead to many attacks until mid percents, and can be used with his forward air or neutral airs to create a long string of aerial attacks. He also has his forward throw which is useful for racking damage at low to mid percents as its low base knockback allows it to combo into any ground attack or a dash attack at 0%, or into a neutral air that can lead into even more aerial strings. Roy's faster ground and air speeds are among the best in the game, and exacerbate these advantages even more, giving him a much better combo and damage racking game compared to Marth/Lucina. His combo game is made better even further thanks to his reversed sweetspot, which is much easier to land than Marth's tipper while still hitting as hard. This makes the reward for landing a blow as Roy much  easier than as Marth, who requires precision and careful spacing for the same effect. Additionally, some of Roy's moves are also much safer to use than Marth's, due to either having less end lag or having [[interruptibility]] frames, such as his down tilt and forward air. This gives him a better approach than Marth (although it is still only average at best), with his neutral and forward airs being safer and more rewarding approach tools than his counterpart. Roy also has a great amount of strength in his moveset, with almost all his standard sweetspotted attacks being able to KO at 120% or earlier. In addition, his specials are also powerful: [[Flare Blade]] has very high knockback and scaling at almost all charge levels and can even [[OHKO]] when fully (or almost fully) charged. It additionally has very low ending lag, being relatively safe to use. [[Double-Edge Dance]] can KO reliably as well when the last hit is aimed forward, although connecting all the hits before it at higher percentages can be difficult. It is also excellent for punishing spot dodges. [[Blazer]] is an excellent out of shield option as it gives Roy [[super armor]] on start up and can kill reliably when all hits connect at around 110%. His Counter activates somewhat slowly and does not last long but it can also OHKO if it counters a strong enough attack. Additionally, his decent weight makes him an effective user of the rage mechanic, making his already powerful moves even stronger. All of this gives Roy arguably the best KO options of any swordfighter in the game, especially when considering his decently quick attacks. It also gives him one of the best punishing games, as it incredibly rewarding while not being particularly risky.
Roy's attributes give him a different playstyle from Marth/Lucina, as well as bringing him an array of advantages. His higher weight allows him to survive blows that would KO Marth/Lucina, giving him better survivability, especially vertically because of his higher falling speed. He also possesses two throws that have guaranteed followups: down throw can lead to many attacks until mid percents, and can be used with his forward air or neutral airs to create a long string of aerial attacks. He also has his forward throw which is useful for racking damage at low to mid percents as its low base knockback allows it to combo into any ground attack or a dash attack at 0%, or into a neutral air that can lead into even more aerial strings. Roy's faster ground and air speeds are among the best in the game, and exacerbate these advantages even more, giving him a much better combo and damage racking game compared to Marth/Lucina. His combo game is made better even further thanks to his reversed sweetspot, which is much easier to land than Marth's tipper while still hitting as hard. This makes the reward for landing a blow as Roy much  easier than as Marth, who requires precision and careful spacing for the same effect. Additionally, some of Roy's moves are also much safer to use than Marth's, due to either having less end lag or having [[interruptibility]] frames, such as his down tilt and forward air. This gives him a better approach than Marth (although it is still only average at best), with his neutral and forward airs being safer and more rewarding approach tools than his counterpart. Roy also has a great amount of strength in his moveset, with almost all his standard sweetspotted attacks being able to KO at 120% or earlier. In addition, his specials are also powerful: [[Flare Blade]] has very high knockback and scaling at almost all charge levels and can even [[OHKO]] when fully (or almost fully) charged. It additionally has very low ending lag, being relatively safe to use. [[Double-Edge Dance]] can KO reliably as well when the last hit is aimed forward, although connecting all the hits before it at higher percentages can be difficult. It is also excellent for punishing spot dodges. [[Blazer]] is an excellent out of shield option as it gives Roy [[super armor]] on start up and can kill reliably when all hits connect at around 110%. His Counter activates somewhat slowly and does not last long but it can also OHKO if it counters a strong enough attack. Additionally, his decent weight makes him an effective user of the rage mechanic, making his already powerful moves even stronger. All of this gives Roy arguably the best KO options of any swordfighter in the game, especially when considering his decently quick attacks. It also gives him one of the best punishing games, as it incredibly rewarding while not being particularly risky.
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Like the other swordsmen, Roy is also a decent edgeguarder thanks to his disjointed hitbox: his forward and back air have large arcs like Marth and Lucina's that can reliably stage spike opponents, while his down air is a very strong spike attack with a rather reliable hitbox placement. Blazer is also a very reliable stage spike move as Roy can drag opponents into the stage forcing them into an un-techable situation. His down tilt is faster than Marth's, and also sends at a semi spike angle, making it good for edge guarding as well. Finally, Flare Blade is an extremely powerful edgeguard tool when used correctly, as Roy can charge it up for five seconds near a ledge to catch careless opponents with the attack, which has enough knockback to potentially KO at 0% if almost completely charged. Its low ending lag also makes it safe to use off stage to get early kills.
Like the other swordsmen, Roy is also a decent edgeguarder thanks to his disjointed hitbox: his forward and back air have large arcs like Marth and Lucina's that can reliably stage spike opponents, while his down air is a very strong spike attack with a rather reliable hitbox placement. Blazer is also a very reliable stage spike move as Roy can drag opponents into the stage forcing them into an un-techable situation. His down tilt is faster than Marth's, and also sends at a semi spike angle, making it good for edge guarding as well. Finally, Flare Blade is an extremely powerful edgeguard tool when used correctly, as Roy can charge it up for five seconds near a ledge to catch careless opponents with the attack, which has enough knockback to potentially KO at 0% if almost completely charged. Its low ending lag also makes it safe to use off stage to get early kills.


Roy isn't without flaws, however. Like many other melee fighters, Roy cannot properly deal with [[projectiles]], as he lacks a reflector (though he can use a counter) or projectiles of his own. The lack of a projectile also makes his approach average at best as none of his approach options are particularly safe, although it is still better than Marth/Lucina's due to his higher speed. His fast falling speed also makes him more susceptible to combos than many other fighters, and this also decreases his survivability if he is sent offstage with a semi-spike. His reversed sweetspot, while one of his biggest strengths, is also one of his more significant flaws. While it is powerful, it forces Roy to essentially fight at point blank range for maximum effect. This makes it risky when fighting against an opponent that can punish his mistakes severely like {{SSB4|Ganondorf}}, or that can overwhelm him with faster moves than his at close range like {{SSB4|Sheik}}. Additionally, Roy's range was reduced, with most of his attacks having shorter range than Marth's, which is only made worse by his reverse tipper effect. This gives him less reach compared to the rest of the cast. Roy's biggest flaw however, is his recovery. While it is not that predictable due to Blazer being able to angle horizontally, it does not gain much vertical height, which is exacerbated by his fast falling speed. This makes Roy very vulnerable off stage, as most spikes will be a guaranteed KO on him at most percents, and strong attacks may send him too far off stage to recover, even horizontally. He also has rather poor tournament representation, due to being fairly new. Regardless, Roy's excellent speed, power, and combo game outweigh his cons. This has resulted in him being considered by some professionals to be one of the best sword wielders in the game, with {{sm|ZeRo}} labeling him as the best out of them.
Roy isn't without flaws, however. Like many other melee fighters, Roy cannot properly deal with [[projectiles]], as he lacks a reflector (though he can use a counter) or projectiles of his own. The lack of a projectile also makes his approach average at best as none of his approach options are particularly safe, although it is still better than Marth/Lucina's due to his higher speed. His fast falling speed also makes him more susceptible to combos than many other fighters, and this also decreases his survivability if he is sent offstage with a semi-spike. His reversed sweetspot, while one of his biggest strengths, is also one of his more significant flaws. While it is powerful, it forces Roy to essentially fight at point blank range for maximum effect. This makes it risky when fighting against an opponent that can punish his mistakes severely like {{SSB4|Ganondorf}}, or that can overwhelm him with faster moves than his at close range like {{SSB4|Sheik}}. Additionally, Roy's range was reduced, with most of his attacks having shorter range than Marth's, which is only made worse by his reverse tipper effect. This gives him less reach compared to the rest of the cast. Roy's biggest flaw however, is his recovery. While it is not that predictable due to Blazer being able to angle horizontally, it does not gain much vertical height, which is exacerbated by his fast falling speed. This makes Roy very vulnerable off stage, as most spikes will be a guaranteed KO on him at most percents, and strong attacks may send him too far off stage to recover, even horizontally. He also has rather poor tournament representation, due to being fairly new. Regardless, Roy's excellent speed, power, good out of shield options, and great combo game outweigh his cons. This has resulted in him being considered by some professionals to be one of the best sword wielders in the game, with {{sm|ZeRo}} labeling him as the best out of them.


==Changes from ''Melee''==
==Changes from ''Melee''==
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*{{buff|Roy [[dash]]es faster (1.61 → 1.91), surpassing Marth and giving him the ninth fastest dashing speed in the game.}}
*{{buff|Roy [[dash]]es faster (1.61 → 1.91), surpassing Marth and giving him the ninth fastest dashing speed in the game.}}
*{{nerf|Roy walks slower (1.2 → 1.15).}}
*{{nerf|Roy walks slower (1.2 → 1.15).}}
*{{buff|Roy's [[air speed]] is faster (0.9 → 1.21), now being tied with {{SSB4|Wario}}'s as the third fastest air speed in the game.}}
*{{buff|Roy's [[air speed]] is much faster (0.9 → 1.21), now being tied with {{SSB4|Wario}}'s as the third fastest air speed in the game.}}
*{{change|Roy [[falling speed|falls]] slower (2.4 → 1.8), though he still has the fifth fastest falling speed in the game.}}
*{{change|Roy [[falling speed|falls]] slower (2.4 → 1.8), though he still has the fifth fastest falling speed in the game.}}
*{{nerf|Roy now stands at Marth's height, which makes his hurtbox bigger.}}
*{{nerf|Roy now stands at Marth's height, which makes his hurtbox bigger.}}
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*{{nerf|Forward tilt's hitbox duration is 2 frames shorter.}}
*{{nerf|Forward tilt's hitbox duration is 2 frames shorter.}}
*{{change|Forward tilt has Roy lean forward to perform a reverse gripped inward reaping slash.}}
*{{change|Forward tilt has Roy lean forward to perform a reverse gripped inward reaping slash.}}
*{{buff|Up tilt deals more damage (6%/8%/9%/10% → 7%/12%).}}
*{{buff|Up tilt deals more damage (6%/8%/9%/10% → 7%/12%) making it much stronger despite its lower growth (116 → 103).}}
*{{nerf|Up tilt has decreased knockback growth (116 → 103).}}
*{{buff|Up tilt has decreased start-up (frame 7 → 6) and decreased cooldown (interruptibility 40 → 39).}}
*{{buff|Up tilt has decreased start-up (frame 7 → 6) and decreased cooldown (interruptibility 40 → 39).}}
*{{nerf|Up tilt's late hitbox duration is 2 frames shorter.}}
*{{nerf|Up tilt's late hitbox duration is 2 frames shorter.}}
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