Super Smash Bros. Ultimate

Roy (SSBU)/Down special

< Roy (SSBU)
Revision as of 08:43, April 9, 2021 by Invisible Star (talk | contribs) (Added to categories)
Hitbox visualization showing Roy's down special, Counter.
Hitbox visualization showing Roy's down special, Counter, when attacking.

Overview

Roy enters a defensive stance before letting loose a counterattack. The counter has a 1.35× damage multiplier, putting it a step above the usual swordfighter counters. This gives it slightly more KO potential as well. As with most counters, it is reserved to reads in terms of usage, resetting the neutral game or breaking out of a disadvantageous position.

However, the counter is quite slow, being frame 8 with frame 7 intangibility. In terms of FAF, it's 3 frames slower than King K. Rool's Gut Check, one of the slowest counters in the game. Roy also falls much faster and removes any horizontal momentum when the counter is used, sometimes even causing an SD if used after a midair jump. As a result, the move is generally considered to be poor.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 8.0% 0   Standard 60 90 0   7.7 top 0.0 8.0 13.0 to 3.0 1.9× 1.0× 0%               Roy Hit   All All            
1 0 0 8.0% 0   Standard 50 80 0   7.5 top 0.0 8.0 18.0 to 2.0 1.2× 1.0× 0%               Roy Hit   All All            

Timing

Counter

Intangibility 7-8
Counter 8-29
Interruptible 68
Animation length 70
                                                                                                                                           
                                                                                                                                           

Hit

Intangibility 1-6
Hitboxes 5-6
Interruptible 41
Animation length 65
                                                                                                                                 
                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Counter
 
Intangible
 
Interruptible