Roy's throws have significantly less knockback than Marth's and Lucina's. This allows for throw combos like dthrow -> side tilt. I would consider Roy a semi-clone (barely that) and around Upper-Mid in the tier list.
06/15/2015 23:05:32
Close-quarters game is really good for a swordperson. Probably to compensate for decreased range on his ground moves. Jab ftilt and dtilt are all quick-ish with low cooldown. Jab in particular is really good: 7% and leads into like half his moveset: ftilt, grab, dsmash and Double-Edged Dance being good choices at low %s and Blazer at higher %s. Dthrow combos into plenty of stuff as well, not so much on heavies though as dthrow has more cooldown then. Jab and utilt work well at low %s, nair and Blazer at higher %s (watch the DI). Fthrow is good for tech-chases and uthrow can kill in a pinch.
Aerials are OK. All of them can combo except dair really given the right situations and they do good damage but none of them really kill and they all have a bit of landing lag. Nair is probably the pick of them; 4 frames makes it his fastest attack and it does good damage while lasting a long time. Using this move while landing with forward momentum can combo into another nair or fair. At high %s first hit nair can also combo into Blazer. Rising fair can combo into Blazer. Rising bair can combo into a few things like uair and Blazer. Falling uair can combo at low %s if sweetspotted and high %s if sourspotted. Roy's poor aerial acceleration and the landing lag on these moves make them all pretty big commitments though.
Flare Blade is a pretty good move, it has like zero lag for some reason unless fully charged. It is initially weak and slow at no charge though. Double-Edge Dance is OK, can be a good combo finisher or a faster dash attack, but it doesn't link too reliably at higher %s. Blazer is really good as a combo finisher or out-of-shield option; does great damage and knockback and has super armour on the ground. 10 frames isn't blindingly quick though. Counter is probably one of the better counters in the game.
Run speed is really quick but his dash-to-shield is really slow so running can be a commitment, thankfully his walk is pretty good. Short-hop is really low to the ground and he falls like a brick so his SHFF aerials are quick even if they don't auto-cancel in a short hop. Air speed is great too but his acceleration is poor.
06/17/2015 05:23:08
Aerials are OK. All of them can combo except dair really given the right situations and they do good damage but none of them really kill and they all have a bit of landing lag. Nair is probably the pick of them; 4 frames makes it his fastest attack and it does good damage while lasting a long time. Using this move while landing with forward momentum can combo into another nair or fair. At high %s first hit nair can also combo into Blazer. Rising fair can combo into Blazer. Rising bair can combo into a few things like uair and Blazer. Falling uair can combo at low %s if sweetspotted and high %s if sourspotted. Roy's poor aerial acceleration and the landing lag on these moves make them all pretty big commitments though.
Flare Blade is a pretty good move, it has like zero lag for some reason unless fully charged. It is initially weak and slow at no charge though. Double-Edge Dance is OK, can be a good combo finisher or a faster dash attack, but it doesn't link too reliably at higher %s. Blazer is really good as a combo finisher or out-of-shield option; does great damage and knockback and has super armour on the ground. 10 frames isn't blindingly quick though. Counter is probably one of the better counters in the game.
Run speed is really quick but his dash-to-shield is really slow so running can be a commitment, thankfully his walk is pretty good. Short-hop is really low to the ground and he falls like a brick so his SHFF aerials are quick even if they don't auto-cancel in a short hop. Air speed is great too but his acceleration is poor.
06/17/2015 05:23:08
Also his aerials have great priority and can be used to gimp pretty easily. (same with the neutral b as its fast and has no lag)
Aerials combo practical into anything at low %'s which is nice considering each one does like 9-13 damage with sweet spots. One thing to note with aerials too is that landing with up air and nair is faster than trying to two in the air at the once since they have less lag upon landing. Fair and Bair are about the same regardless of landing or not.
Up b can be used as a bait with dthrow at high %'s when you are trying to go for the kills, just wait for the air dodge and it kills at about 110% with some rage. Dthrow combos into land moves like side b, uptilt, jab at low %'s and then dthrow combos into aerials at higher %'s or with some rage. Also I forgot to mention, fsmash does 20% and kills at about 70% with no rage, cool move lol. If you're struggling to hit the fsmash you can uptilt at about 110% for a quick and easy kill, it's range is pretty short though. Back air is Roy's best killing aerial which kills on stage, and fair can be used off stage for some kills at high %'s.
Up b has multiple angles which makes recovering unpredictable, its range is tricky though and it looks like it sometimes goes longer than it actually does. I also think that in the air the up b doesn't have any super armour. I also use up b to stage spike as it has a lingering hitbox but I tend to miss it lol.
06/17/2015 07:54:00
Aerials combo practical into anything at low %'s which is nice considering each one does like 9-13 damage with sweet spots. One thing to note with aerials too is that landing with up air and nair is faster than trying to two in the air at the once since they have less lag upon landing. Fair and Bair are about the same regardless of landing or not.
Up b can be used as a bait with dthrow at high %'s when you are trying to go for the kills, just wait for the air dodge and it kills at about 110% with some rage. Dthrow combos into land moves like side b, uptilt, jab at low %'s and then dthrow combos into aerials at higher %'s or with some rage. Also I forgot to mention, fsmash does 20% and kills at about 70% with no rage, cool move lol. If you're struggling to hit the fsmash you can uptilt at about 110% for a quick and easy kill, it's range is pretty short though. Back air is Roy's best killing aerial which kills on stage, and fair can be used off stage for some kills at high %'s.
Up b has multiple angles which makes recovering unpredictable, its range is tricky though and it looks like it sometimes goes longer than it actually does. I also think that in the air the up b doesn't have any super armour. I also use up b to stage spike as it has a lingering hitbox but I tend to miss it lol.
06/17/2015 07:54:00
Forward air has seemingly no end lag - immediately after its animation ends you can use any aerial (provided its a full hop), or from short hop you can immediately use B attacks. For some reason I still get lag after using it from short hop so I can't shield immediately, but can combo from f-air to side-b
06/17/2015 08:01:28
06/17/2015 08:01:28
hey guys remember this character haha
02/01/2016 10:30:15
02/01/2016 10:30:15
roy our boy
02/01/2016 10:34:45
The Roy that we deserve, but not the one we want
02/01/2016 11:56:17
02/01/2016 11:56:17
Can I claim this thread please? I main Roy Thread updated my boys
02/08/2016 09:10:46
02/08/2016 09:10:46
I might pick up Roy again.. He could be pretty fun ;)
02/08/2016 12:01:56
02/08/2016 12:01:56