SSBM/Roy/Introduction: Difference between revisions

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< SSBM‎ | Roy
(Added Introduction and Pro/Con Table.)
 
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*'''Great Crouch Cancel''': Roy has a great crouch cancel, since his crouch is extremely low and he can easily go into down-tilt off of a CC and begin his punish.
*'''Great Crouch Cancel''': Roy has a great crouch cancel, since his crouch is extremely low and he can easily go into down-tilt off of a CC and begin his punish.
*'''Punish Game''': Despite all his flaws, Roy can have a scary punish game that can get his opponent killed quickly, or at the very least do a good amount of damage. Down-tilt has many routes you can go into at all percentages. His punish game is especially good on fast fallers and can lead to longer strings.
*'''Punish Game''': Despite all his flaws, a precise Roy can wield a surprisingly scary punish game. Dtilt can lead into many combo routes at all percentages, and he has a strong endpoint to work towards with a confirmable Fsmash. His punish game is especially good on fast fallers, where he has access to  
*'''Chain Grabs''': Roy has a chain grab with up-throw, and can be confirmed into out of down-tilt. He also has various other options out of his up-throw as a mix-up or to catch certain DIs and potentially take a stock.
*'''Grab Game''': Roy has a great grab, which he can both threaten raw and confirm into off openers like dtilt. On fastfallers, he has access to a powerful chaingrab with up throw, which can also lead into platform tech chases or set up DI mixups.
*'''Good Ledge Trapping''': While Roy cannot edge guard, he can ledge trap fairly well with Neutral-B and down-tilt, where you can do some follow ups as well.
*'''Good Ledge Trapping''': While Roy cannot edge guard, he can ledge trap fairly well with Neutral-B and dtilt, which have their own followups.
*'''Dashdance''': While he doesn’t have as good movement as Marth, he does have the same low dashdance to work with.
*'''Dashdance''': While his movement isn't as fluid (or as threatening) as Marth's, he does have the same basic tools to work with. Roy shares Marth's long, low dashdance, which he can use to threaten safe openers like grab or dtilt




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*'''Wet Noodle''': The sweet spot on Roy’s sword is at the base, meaning the tipper hitboxes are very bad and weak, especially in combination with his worse frame data than Marth.
*'''Wet Noodle''': The sweet spot on Roy’s sword is at the base, meaning the tipper hitboxes are very bad and weak, especially in combination with his worse frame data than Marth.
*'''Somewhat Misleading Attacks''': A few of his moves have hitboxes that don’t cover the entirety of his sword, and as a result hinders Roy’s range a bit, not that those tipper hitboxes would do much anyways.
*'''Somewhat Misleading Attacks''': A few of his moves have hitboxes that don’t cover the entirety of his sword, and as a result hinder Roy’s range (not that those tipper hitboxes would do much anyways)
*'''Susceptibility to Camping''': Roy cannot really deal with being platform camped at all. He lacks the juggle potential, platform sharking tools, and mobility around the platforms that Marth has. Fortunately this cannot happen on his best stage, Final Destination.
*'''Susceptibility to Camping''': Roy cannot really deal with being platform camped at all. He lacks the juggle potential, platform sharking tools, and mobility around platforms that make Marth powerful in the same position. Another reason to go to Final Destination ASAP!
*'''Weakness to CC''': Like Marth, Roy also struggles with his attacks being crouch canceled. He doesn’t have many options of dealing with this aside from mix-ups and grabs.
*'''Weakness to CC''': Roy also struggles with his pathetically weak attacks being crouch cancellable for days. Although he can combat this with grab, it remains a huge issue at the beginning of every single stock
*'''Poor Recovery''': Along with his poor air mobility and being a fastfaller. Roy’s Up-B is very easy to exploit or punish due to the opponent being able to get out of the multi-hits which open him up to being hit by a reversal, and Roy’s inability to combo or juggle off of it hitting, as it sends at a high angle.
*'''Terrible Recovery''': Roy falls like a literal rock, with a hopelessly short double jump and lackluster air speed. Worse, Roy’s Up-B is very easy to exploit; it's slower, shorter, and weaker than Marth's equivalent, and opponents can easily slip out of the multihits and punish anyway even if caught
*'''Fastfaller''': Roy is a fastfaller, and due to this he can be exploited like any other fastfaller like being edge guarded and being combo food.
*'''Fall speed''': Roy is a fastfaller, and suffers all the ways they do, but with few of the tools that let characters like Fox mitigate those weaknesses
*'''Edge Guarding''': Due to his previously mentioned recovery issues, Roy cannot do a whole lot off stage to contest the opponents recovery and usually needs to remain on stage to ledge trap unless a good situation is presented to him to capitalize on.
*'''Edge Guarding''': Due to his previously mentioned recovery issues, going offstage for any reason as Roy is likely to sign off on his own death. He usually needs to remain on stage to ledge trap unless a good situation is presented to him to capitalize on, which limits his options.
*'''Floaties''': Floaties get out of Roy’s combos easily, and/or he just does not have good enough routes for them, they can camp him very easily, and they pretty much invalidate his ledge trapping.
*'''Floaty MUs''': Roy just doesn't have good combo routes against floaties, and he doesn't have the raw power to beat them with stray hits. Roy has no recourse to being camped, dies to a light breeze offstage, where many floaties are in their domain, and is basically incapable of challenging their recoveries in return. Worse, his anti-air hitboxes are universally pitiful
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Revision as of 18:39, 25 July 2022

Introduction

Roy is currently ranked 21st on the tier list, sitting in D tier. Roy’s upsides are his grab game, a good dashdance, and his SHFFL, which make for a good approach. He also has powerful specials, his Neutral-B, Flare Blade, makes for a good ledge trapping and edge guarding tool, and his Down-B, Counter, can be good at picking up quick and early kills if you hit it. Roy’s weak points are that he’s a fastfaller with a terrible recovery due to poor air mobility. Also due to being a fastfaller, he can be comboed quite easily. Coupled with his poor air mobility and the sword sweetspot being on the base of his sword, Roy lacks a large combo game, usually getting short strings or chain grabs off of most of his hits. Also due to his sword sweetspot, Roy does not have an effective kill move and as such can take a while to take a stock without a proper confirm. All of these things are amplified against floaties, who wall him out the best and give him a near unwinnable matchup versus Peach.

Strengths Weaknesses
  • Great Crouch Cancel: Roy has a great crouch cancel, since his crouch is extremely low and he can easily go into down-tilt off of a CC and begin his punish.
  • Punish Game: Despite all his flaws, a precise Roy can wield a surprisingly scary punish game. Dtilt can lead into many combo routes at all percentages, and he has a strong endpoint to work towards with a confirmable Fsmash. His punish game is especially good on fast fallers, where he has access to
  • Grab Game: Roy has a great grab, which he can both threaten raw and confirm into off openers like dtilt. On fastfallers, he has access to a powerful chaingrab with up throw, which can also lead into platform tech chases or set up DI mixups.
  • Good Ledge Trapping: While Roy cannot edge guard, he can ledge trap fairly well with Neutral-B and dtilt, which have their own followups.
  • Dashdance: While his movement isn't as fluid (or as threatening) as Marth's, he does have the same basic tools to work with. Roy shares Marth's long, low dashdance, which he can use to threaten safe openers like grab or dtilt
  • Wet Noodle: The sweet spot on Roy’s sword is at the base, meaning the tipper hitboxes are very bad and weak, especially in combination with his worse frame data than Marth.
  • Somewhat Misleading Attacks: A few of his moves have hitboxes that don’t cover the entirety of his sword, and as a result hinder Roy’s range (not that those tipper hitboxes would do much anyways)
  • Susceptibility to Camping: Roy cannot really deal with being platform camped at all. He lacks the juggle potential, platform sharking tools, and mobility around platforms that make Marth powerful in the same position. Another reason to go to Final Destination ASAP!
  • Weakness to CC: Roy also struggles with his pathetically weak attacks being crouch cancellable for days. Although he can combat this with grab, it remains a huge issue at the beginning of every single stock
  • Terrible Recovery: Roy falls like a literal rock, with a hopelessly short double jump and lackluster air speed. Worse, Roy’s Up-B is very easy to exploit; it's slower, shorter, and weaker than Marth's equivalent, and opponents can easily slip out of the multihits and punish anyway even if caught
  • Fall speed: Roy is a fastfaller, and suffers all the ways they do, but with few of the tools that let characters like Fox mitigate those weaknesses
  • Edge Guarding: Due to his previously mentioned recovery issues, going offstage for any reason as Roy is likely to sign off on his own death. He usually needs to remain on stage to ledge trap unless a good situation is presented to him to capitalize on, which limits his options.
  • Floaty MUs: Roy just doesn't have good combo routes against floaties, and he doesn't have the raw power to beat them with stray hits. Roy has no recourse to being camped, dies to a light breeze offstage, where many floaties are in their domain, and is basically incapable of challenging their recoveries in return. Worse, his anti-air hitboxes are universally pitiful