Super Smash Bros. Ultimate

Roy (SSBU)/Side special

< Roy (SSBU)
Revision as of 04:46, July 26, 2020 by Plague von Karma (talk | contribs) (This was a bit vague.)

Overview

Roy performs a series of sword swings to form a natural combo, also known as a rekka. The player can input up or downward inputs while executing the move to perform different swings. This can be used to position the opponent in a manner that can confirm a sweetspotted 4th hit, which has high KO potential. The attack is notoriously powerful due to its amazing consistency, rarely dropping without the player making a huge mistake. The attack can carry opponents closer to the blast zone, improving the already high kill power. This is a particularly popular maneuver when used in tandem with neutral attack on Town and City. The sweetspots having higher hitbox priority also greatly assists with the move's consistent kill power. The lowered SDI and Hitlag multipliers are also crucial to its success, with the latter effectively increasing the already amazing input windows for the rekka. However, it does technically make it easier to SDI, albeit made worse by the lowered multipliers.

However, the attack does have issues, namely its extremely poor safety on shield. The lowest possible shield safety is -16 from an aerial hit, while the rest ranges from -29 (2nd neutral hit) to -46 (4th downward hit). In a similar manner to how neutral attacks work, however, Roy players tend to make use of the large input window for the multiple hits. This allows the player to bait out of shield options and get the rekka anyway. Considering mental frame data as a result of reaction time, the hits can effectively be safe. The low 4th hits can also be used to poke through damaged shields, which is improved by the extra shield damage that each hit of Double-Edge Dance deals; almost every hit deals some bonus shield damage.

The first hit can be used with wavebouncing for safe movement and mindgames, as well as crossing up opponents on shield. This can bolster Roy's approach, though the safety on shield makes it a bit difficult to use properly.

Hitbox Visual Table

1 2 3 4
Up      
Neutral        
Down    

Hitboxes

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First Hit

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
First Hit
0 0 0 3% 0   Standard 25 30 0   5.5 top 0.0 9.0 8.0 0.7× 0.8× 0%               Roy   All All            
1 0 0 2% 0   Standard 25 30 0   6.5 top 0.0 9.0 13.0 0.7× 0.8× 0%               Roy   All All            
2 0 0 2% 0   Standard 25 30 0   6.5 top 0.0 9.0 16.0 0.7× 0.8× 0%               Roy   All All            

Second Hits

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
Angled High
0 0 0 3% 0   Standard 30 30 0   5.0 top 0.0 9.0 8.5 0.7× 0.8× 0%               Roy   All All            
1 0 0 2% 0   Standard 30 30 0   4.5 top 0.0 6.0 12.5 0.7× 0.8× 0%               Roy   All All            
2 0 0 2% 0   Standard 30 30 0   3.0 top 0.0 6.0 16.0 0.7× 0.8× 0%               Roy   All All            
Angled Straight
0 0 0 3% 1   Standard 30 25 0   5.5 top 0.0 9.0 8.0 0.7× 0.8× 0%               Roy   All All            
1 0 0 2% 1   Standard 30 25 0   6.5 top 0.0 9.0 13.0 0.7× 0.8× 0%               Roy   All All            
2 0 0 2% 1   Standard 30 25 0   5.5 top 0.0 9.0 18.0 0.7× 0.8× 0%               Roy   All All            

Third Hits

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
Angled High
0 0 0 4% 1   Standard 35 40 0   5.5 top 0.0 9.0 4.0 0.7× 0.8× 0%               Roy   All All            
1 0 0 3% 1   Standard 40 30 0   4.5 top 0.0 6.0 9.0 0.7× 0.8× 0%               Roy   All All            
2 0 0 3% 1   Standard 30 35 0   3.0 top 0.0 6.0 12.0 0.7× 0.8× 0%               Roy   All All            
Angled Straight
0 0 0 4% 1   Standard 35 25 0   5.5 top 0.0 9.0 8.0 0.7× 0.8× 0%               Roy   All All            
1 0 0 3% 1   Standard 40 25 0   6.5 top 0.0 9.0 12.5 0.7× 0.8× 0%               Roy   All All            
2 0 0 3% 1   Standard 35 25 0   5.5 top 0.0 9.0 16.5 0.7× 0.8× 0%               Roy   All All            
Angled Low
0 0 0 4% 1   Standard 40 30 0   4.8 top 0.0 5.6 14.0 0.7× 0.8× 0%               Roy   All All            
1 0 0 3% 1   Standard 40 30 0   3.0 top 0.0 4.0 19.0 0.7× 0.8× 0%               Roy   All All            

Fourth Hits

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
Angled High
0 0 0 7% 1   Standard 80 40 0   3.5 top 0.0 6.0 10.0 1.4× 0.8× 0%               Roy   All All            
1 0 0 5% 1   Standard 65 40 0   3.5 top 0.0 6.0 14.0 1.4× 0.8× 0%               Roy   All All            
2 0 0 7% 1   Standard 80 40 0   3.5 top 0.0 21.0 10.0 1.4× 0.8× 0%               Roy   All All            
3 0 0 5% 1   Standard 65 40 0   3.5 top 0.0 22.5 14.0 1.4× 0.8× 0%               Roy   All All            
Angled Straight
0 0 0 6% 5   Standard 80 123 0   7.0 top 0.0 9.0 7.5 1.8× 1.0× 0%               Roy   All All            
1 0 0 4% 5   Standard 70 105 0   8.0 top 0.0 9.0 11.7 1.0× 1.0× 0%               Roy   All All            
2 0 0 5% 5   Standard 70 105 0   8.0 top 0.0 9.0 15.5 1.0× 1.0× 0%               Roy   All All            
Angled Low (Multihits, 4 iterations)
0 0 0 2% 1   Standard 2 20 0   5.0 top 0.0 6.0 11.0 0.5× 1.1× 0%               Roy   All All            
1 0 0 2% 1   Standard 2 20 0   5.0 top 0.0 6.0 16.0 0.5× 1.1× 0%               Roy   All All            
2 0 0 2% 0   Standard 2 20 0   5.0 top 0.0 6.0 6.0 0.5× 1.1× 0%               Roy   All All            
Angled Low (Final Hit)
0 0 0 5% 1   Standard 55 120 0   4.5 top 0.0 6.0 5.0 1.5× 1.0× 0%               Roy   All All            
1 0 0 3% 1   Standard 40 120 0   4.5 top 0.0 7.0 11.0 1.5× 1.0× 0%               Roy   All All            
2 0 0 3% 1   Standard 40 120 0   4.5 top 0.0 7.0 18.0 1.5× 1.0× 0%               Roy   All All            

Timing

Hit 1

Hitboxes 9-11
Earliest continuable 12
Interruptible grounded 39
Interruptible aerial 29
Grounded                                                                               
Aerial                                                           

Hit 2

Neutral hitboxes 5-7
Neutral earliest continuable 8
Neutral interruptible 38
Up 4-6
Up earliest continuable 8
Up interruptible 38
Neutral                                                                             
Up                                                                             

Hit 3

Neutral hitboxes 4-6
Neutral earliest continuable 7
Neutral interruptible 43
Up hitboxes 5-7
Up earliest continuable 8
Up interruptible 43
Down hitboxes 5-7
Down earliest contiuable 8
Down interruptible 44
Neutral                                                                                             
Up                                                                                       
Down                                                                                         

Hit 4

Neutral hitboxes 7-9
Neutral interruptible 58
Up hitboxes 6-10
Up interruptible 44
Down hitboxes 7/10/13/16/19-21
Down interruptible 71
Neutral                                                                                                                     
Up                                                                                       
Down                                                                                                                                               

Trivia

  • Despite being a straight angled attack in-game, the 2nd straight hit is referred to as AttackS2Lw in the game's scripts.