Project M

Roy (PM)

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Revision as of 22:59, April 23, 2014 by Queen Noob (talk | contribs) (Move set descriptions for all characters are now complete. Whew... Just the names for most of the moves are missing now.)
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Roy
in Project M and Project+
PMRoy.png
FireEmblemSymbol.svg
Universe Fire Emblem
Base game appearance Melee
Moveset inspiration Roy (SSBM)
Roy (PM)
Stub.png

Roy is a playable character in the Brawl mod Project M. The hero from the Fire Emblem games 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

Changes from Melee to PM

Roy performing his new forward tilt.

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.

  • Buff Improved base moveset, with extra damage or knockback adjustments tacked on: most of Roy's attacks are now considerably stronger when connecting with the center of the sword.
  • Buff 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 can be angled, acting as a much better option than his previous forward tilt; Roy's neutral attack is now stronger while keeping the same speed to compensate for the loss of the former tilt.
  • Buff Up tilt 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.
  • Buff Roy's dash attack is cancelable, which allows him to DACUS; this further improves his mobility and is an additional approaching option.
  • Buff Down smash is now a spinning sword sweep with less ending lag and better knockback, overall having more utility than his previous one. It also has a flame effect.
  • Buff General improvements to his retained aerials, most significantly a much larger and powerful flaming sweetspot on his previously near useless down aerial. For some of his changed aerials, his new neutral aerial has much more range and lingers for longer, while his back aerial is a new horizontal slice that serves as a powerful finisher.
  • Buff Flare Blade is more powerful in terms of knockback, and even when uncharged it deals more damage than before.
  • Buff Double-Edge Dance was improved significantly, with the move being slightly faster and now linking much more fluidly, and the fourth strike serving varieties of purposes. A backwards fourth strike has also been added to the repertoire, being a powerful finishing move against opponents that attempt to reposition themselves behind Roy.
  • Buff Fourth downward hit of Double-Edge Dance is now a flaming sword thrust; similar to the third hit, but causing more damage, having more knockback growth and possessing wider hitboxes (indicated by flames) that link more fluidly.
  • Buff Blazer's last hit no longer produces set knockback, so it can break guards more reliably and KO enemies off the top at high percentages, seeing more usage as an attack.
  • Buff Roy's grab range has been slightly increased.
  • Buff Down aerial has less endlag.
  • Nerf Down smash causes less damage.
  • Change Up smash and the second hit of neutral aerial now have flaming graphics.
  • Change Blazer's knockback growth is no longer based on the opponent's weight.

In terms of cosmetics, Roy's blue costume was touched up from Melee, now having lighter hair, white trousers instead of blue, and the inside of the cape being red rather than yellow. This makes Roy's blue costume look the most like his appearance in Fire Emblem: The Binding Blade aside from the silver highlights in his armor, though they look less pronounced now. Additionally, he has a new black costume. His up taunt involves him pointing his sword forward while saying "僕 は 負けない" (Boku wa Makenai) and his 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, while his down taunt is that from Melee. For his on-screen appearance, Roy comes onto the stage with a magic warp similar to how Marth does, but strikes a different pose and shouts "Hee-ya!".

Revisions

3.01

  • Buff Grab release animation sped up to avoid potential grab release combos or re-grabs.
  • Change Forward Air landing lag and L-canceled landing lag matched to Melee.
  • Change Some of Double-Edge Dances sword swings could whiff when it looked like they hit, this has been fixed.
  • Change New Final Smash doesn't use time manipulation anymore and has been fixed up in general to be less buggy.
  • Change Model optimized to no longer cause significant lag.

Moveset

An icon for denoting incomplete things.

Up to date as of 3.0.

Name Damage Description
Neutral attack Slash 8% Roy performs one single horizontal slash. Deals low damage and low knockback, even at the sweetspot.
Forward tilt Sharp Edge 14% sweetspotted, 9% sourspotted Roy thrusts his sword forward. It has considerable range and power, with low start and end lag.
Up tilt Anti-Air Slash 12% sweetspotted, 9% sourspotted Roy grabs his sword with both hands and swings in an arc upwards. Low start and end lag, with decent knockback.
Down tilt Low Stab 10% sweetspotted, 6% sourspotted Roy thrusts his sword low. Low start lag with moderate end lag. Has great vertical knockback, which can lead into combos.
Dash attack Raid Chop 14% (clean) 10% (late) 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 Dragon Killer 20%, 13% (tipper) A 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.
Up smash Flame Sword A total of 20% 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 Whirlwind Blade 18% A low 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 Double Slash 12% (sweetspot), 10% (sourspot) about 4% per hitbox. A fast 360 degree spin. 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 Aerial Swipe 12% (sweetspot), 9% (sourspot) 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.
Back aerial About Face 16% (sweetspot), 11% (sourspot) Similar to Ike, Roy performs a quick horizontal slash behind him. 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 Luna Slash 12% An upward slash, causing Roy to somersault. 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 Half Moon 12% (sourspot), 18% (sweetspot) A 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 Grab Roy attempts to grip to the opponent. The grab range has been noticeably increased. Low start and end lag.
Pummel Knee 3% Roy hits the opponent with his knee, causing decent damage.
Forward throw Bounce 5% 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 Throw Away 5% 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 Emblem Toss 5% Roy tosses the opponent upwards. Low start and end lag. Great for chaingrabs and combos.
Down throw Slam 6% 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% Slashes from back to front.
Floor attack (back) 6% Slashes from back to front.
Floor attack (trip) 5% Slashes from back to front.
Edge attack (fast) 8% Gets up and slashes downward.
Edge attack (slow) 10% Gets up and upward.
Neutral special Flare Blade 10% minimum, 50% maximum. 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 charged complete. However, the explosion damages Roy 10% in the process.
Side special Double-Edge Dance Varies Roy performs a sideways slash attack, and can follow up with 3 different variations for a total of 4 strikes. The third and fourth strikes have significant differences between each variation, allowing for Roy to adjust the attack based on the situation.
Up special Blazer 5% blade, 2% flames. Total of 19% 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 Ryuenjin, a similar move used by Zero in Mega Man X4 and Capcom's Vs. series of games.
Down special Counter x1.5 of countered move 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 Limit Break 80% Roy starts his attack similarly to Marth's, lunging at the opponent before performing a 360 degree slash through them, unleashing a large column of fire to send the opponent flying. Usually a One-hit KO against most characters. Like Marth's, using it in the air without any intervening terrain, will cause Roy to self-destruct (which it can be avoided by pressing an attack button). The Final Smash is somewhat cinematic, causing the camera to pan to the right should Roy successfully connect it.

In competitive play

Notable Players

Palette swaps

Roy's palette swaps in PM

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.
  • The voice clip from Roy's up taunt comes from one of his victory quotes in Melee.
  • Unlike Mewtwo, Roy does not appear to have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound.

External links